Character creation, this is creating your someone and this just may be your most important step into the realm of CTG. (For players of course) Character creation is a very delicate process that takes a lot of refinement, skill and dedication. Not any old schmuck can make a someone. Luckily for you, I'm here to guide you through making your someone.
Let's start with the meat patties of creating your someone. This just may be the most integral part of creating that someone. Now when some folk are picking a race they believe that the bigger muscles the better and pick based on the best possible combinations. But we’ll leave that for the real connoisseur. When starting out you wanna pick the race you like the most. With the coolest name, coolest look, or a backstory you can't put down.
In CTG there are 13 races for you to choose from with each race having a unique ability, proficiency, and ability score improvement. (More on these later)
Your race will determine a variety of things such as your size, the languages you can speak, your age, how fast you can move, and can change parts of your background.
The races available for CTG are:
Human
Orc
Elf
Giant
Half
Dracconoid
Dwarf
Triton
Taxel
Avarian
Candyfolk
Treant
Visitant
Demon.
If the setting for your adventure is a more modern one. Each of these races can be treated as a human variant with different genetic traits.
You can read more about the races on the Resources page. Each race focuses on unique ability score combinations. This means that certain races pair better with different classes. E.g: Treant with Catalyst wielder, Orc with Boxer ect.
Choosing a class might just be the trickiest part of the operation. It may take months, even years. But once you choose a class you’ll be able to stand tall with your hands on your hips and an unwipeable smirk on your face.
The next main thing that you will need to decide on is your class. The class you choose is the foundation of your character and will determine the role that you play in your team. Whether you want to be a frontline fighter to a Pattern Caster to a Healer. There are classes for every position.
In the base game there are 9 classes you can choose from with each class bringing unique abilities to the table that can Synergy within your team. The classes have been broken down to Attackers, Defenders, and Pattern Casters. Each class has 20 levels.
The first generation classes are as follows:
Beast Hunter
Boxer
Powerblade
Catalyst Wielder
Gods Whisperer
Fusion Caster
Divine Hero
Hardt
Walking Crystal
You can find more information on these classes on the resources page.
The background is your story, where you came from and who you are. This background is a stepping stone into how your someone became your someone. Or it could mean nothing and it's just some silly skills you found along the way.
Your background provides insight into what your character may have been doing before the events of the campaign often proving unique skills that stick with you as you progress through the campaign.
With your background you gain an ability at 1st level and again at every 5th level after that.
You can not switch your background during the campaign.
The backgrounds are as follows:
Alchemist
Bard
Blacksmith
Chef
Gardener
Hero
Leader
Noble
Scholar
You can find more information about these backgrounds on the resources page.
Your ability scores are the bread and butter that determine what your someone can do. This allows you to be who you want to be. You could be the sharpest tool in the shed. Or the hardest hitting one.
CTG has six ability scores that play a key role to what a character can do and how a person plays the game. The six ability scores are as follows
Strength - This stat focuses on how strong a player is. Determining things like how much someone can carry and how hard they can punch.
Agility - This stat focuses on a player's dexterity. How fast and balanced a player is and how many times you can attack
Vitality - This stat focuses on how much life the character has. A higher Vitality means you can withstand injuries for longer.
Intelligence - This stat focuses on how much knowledge your character has. Intelligence will allow you to recall knowledge about places and cast patterns more easily.
Awareness - This stat focuses on intuition and how much experience a character has. Awareness will allow you to be more observant during your adventures.
Charisma - This stat focuses on the player's charm. Players with high charisma are able to be more persuasive and deceptive.
Each ability score has their own strengths and weaknesses. Classes will typically use two of these six ability scores. When making a character it is always wise to look at which two scores a class has and specialise. These can be found when looking at the multiclassing requirements of a class.
You assign numbers to each of the Ability scores to determine how good you are at that stat. The higher the number the better you are
The numbers that you assign to your ability scores is called the CTG standard array which is: 18, 16, 15, 13, 11, and 9. You can attribute these numbers to any ability score you like.
These modifiers tell you what those numbers you just picked can actually do and tells you how much to add to your rolls.
Once you have your ability scores created, they will each have a respective modifier based on the value of the ability score. These modifiers can be added to rolls (See Modifiers in Chapter 1)
The Correlation between the ability score and modifier is shown below:
These modifiers will be added to the rolls of their respective abilities. E.g. if you are asked to make a strength roll you would add your strength modifier to that. These modifiers are a core element to CTG and play a role in almost every situation.
As you use your someone you start to get stronger, smarter, well sometimes. This gain in your wealth of knowledge is known as levels. Each time you gain a level you get new toys to play with, more health, and more knowledge until you finally reach 20th level, where you can put down your helmet, drop your saddle and finally unwind after a hard day's work.
As you progress through the game your character will level up. Each level will unlock new abilities as well as increasing your characters total maximum health.
There are two types of levels in CTG Expanded. There are class levels. Class levels tell you how many abilities you have unlocked in a specific class.
The other type of level is the overall Level. The overall level is the total level of all your classes combined. (This will be covered more in Multiclassing)
The overall level will determine things about your character such as their proficiency bonus. A proficiency bonus is a modifier that can be added to certain rolls that you are proficient with. (This will be covered in proficiencies)
Your proficiency bonus is a unique modifier that you can add to specific rolls
The you add to these starts at 2 and increases by one at levels: 5, 9, 13, and 17.
Your health is the number of blows, bullets, and wounds you can take before your head hits the floor and you meet with Thanatos.
Your health determines how much damage you can take before you become unconscious (See Death in Chapter 3) (See Conditions in Chapter 5) Your health is determined using both your Health Die and your Vitality Modifier.
The Health Die used varies by class but will commonly be between 1d8 to 1d12.
At your first level. Your health is equal to the maximum value of your Health Die.
For each level after first. You may choose to either roll the dice and add the value to your health total or you may instead take the die’s average (Half the Highest Number +1) and add the value to your health total.
After calculating the total from your dice rolls you add an additional amount to your health total equal to Your Vitality Modifier X Your Level
Your skills are the dressing of your salad. Giving you the extra knick knacks and tricks for you to use. From tinkering to persuasion. Every someone has that little trick in their back pocket.
For most actions in the game there is typically a roll you can do to determine how successful you are at performing that action. Most actions can be organised into skills. Skill Checks are 1d20 rolls that determine your success at using a skill. Each skill is associated with an ability score. When making a skill check you may add your respective ability score modifier to the roll. If you are proficient in a skill you may add your proficiency bonus to the skill check (See Proficiencies) Below is a list of every skill in the game.
The on hand that tells you what kind of blade you can use, or whether you use a blade at all, these expansion points are your adaptive tree that allows you to use whatever items you'd like.
As you level up through the game you will inevitably need new items. As a young adventurer you may not be able to use certain weapons or potions. However you can learn to use these items through expansions. Every level you gain one expansion point which can be used on the expansion tree below. Additionally you may receive extra expansion points from your class. You can learn to wield better weapons, wear heavier armour, and consume stronger potions. If you start a campaign at a level greater than one. You start with a number of expansion points equal to your level. You may spend your expansion points on the expansion tree below. On the shaded parts of the expansion tree your character must be at least level 10 to spend expansion points on skills.
Each tree focuses on a specific type of item below is the list explaining each tree:
Weapons Tree
Using expansion points in this tree will allow you to use certain weapons with proficiency when attacking (See Attacking in Chapter 3)
Armour Tree
Using expansion points in this tree will allow you to wear armour and use shields without being encumbered (See Encumbered in Chapter 5)
AlchemyTree
Using expansion points in this tree will allow you to consume potions without getting potion sick (See Potion sickness in Chapter 5) Additionally it will allow you to utilize the effects of oil.
We all started somewhere, this is just what your brought with you from that somewhere
Every class has starting equipment. The starting equipment that you gain is dependent on your class however each class gains similar items. These items are:
One or Two Basic Weapons - You may choose a weapon from one of the Basic Weapon categories that you are proficient in
One Armour Set - You get a choice between a fabric based armour (Agility focused) and a metal based armour (Strength Focused)
One Toolkit - These toolkits allow you to craft basic items.
One Catalyst for classes that use pattern casting. (See Pattern Casting in Chapter 6)
Two Lesser health potions
As an optional rule. You may be allowed to start the campaign with some gold. The amount of starting gold you get is determined by a 1d100 roll.
Some picky players who wanna be a little bit of this and a little bit of that. They like to dip their fingers in all pies, we have a solution for that. Multiclassing allows you to be that gunslinging, fisticuffs, pattern casting someone you always wanted to be
Occasionally players may want to diversify their skills when levelling up. Multiclassing is a feature that allows you to do just that. When you level up you are able to put that level into a different class from your main one. Granted you meet the prerequisites.
Every class has a primary and secondary ability score used for multiclassing requirements. To multiclass into a different class you must have an ability score of 15 or higher in the Primary ability score of the class you are trying to multiclass into. Additionally The secondary ability score must be 13 or higher to multiclass.
For mechanics that use levels. (Such as backgrounds or your proficiency bonus) They use the total level of all your classes combined.
Below are some of the specific rulings with multiclassing.
When calculating health you use the health die of the class you are multiclassing into.
If you unlock an ability that you already have. The ability does not stack
You gain no new expansion, skills or starting items if you multiclass into a new class.
Below is a list of every class and their multiclassing requirement