Your first step in building your character is to imagine what you want to be. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a species, typically humanoid, and a race, such as human, dwarf, or elf. You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the world.
Before you dive into step 1 below, think about the kind of person you want to play. You might be a courageous warrior, a skulking rogue, a fervent monk, or a flamboyant noble. Or you might be more interested in an unconventional character, such as a brawny noble who fights with a saber, or a sharpshooter who picks off enemies from behind with their blowgun. Do you like fantasy featuring dwarves or elves? Try building a character from one of those races. If you don’t know where else to begin, take a look at characters you like in your favorite piece of media to find what catches your interest. Don’t feel ashamed to recreate a character and put your own spin on it.
Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play.
Throughout this chapter, we use the term character sheet. Your character sheet is a representation of all your attributes, abilities, and skills, as well as things like your inventory. Character sheets in this game are created via an automated spreadsheet to help negate too much repetitive math. This handbook won’t go over all the formulas, as some are a little lengthy, so if you have any questions about how something is calculated, ask your GM for more details.
The character sheet has a total of five pages, with only four being commonly used during the game. These are the overview, skills, inventory, and ability sheets, with the base stats page typically only being changed during the level-up process.
In regard to the way that the character sheet is formatted, the only things that need to be edited are highlighted in an orangish-yellow color. These are things like your current HP or Energy, as well as your Level or XP.
Every character has both a species and a race. What species or races are available often depends on the setting. Races and species are separated into six overarching groups: Humanoids, Demons, Beasts, Primordials, Devils, and Spirits.
Once you decide what race you want to play, work with your GM to determine what species that race would be a part of. In most campaigns, your GM will most likely insist that your group of players all pick races and species from within the same overarching group for the sake of a cohesive party or world. In situations where this is the case, the reason is typically due to in-world issues like the near-universal attitudes of one group towards another. For example, most of humanity hates Devils more than anything.
During character creation, work with your GM to determine what abilities, skills, or modifiers your chosen race would give your character. For example, goblins might have a claw attack, elves might be faster, halflings might have some natural skill in stealth, or dwarves might have an increased constitution.
Step 2 - What Are Your Attributes
Much of what your character does in the game depends on his or her six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each attribute has both a score and a rating. The score is used for things like ability or item requirements, while the rating is the dice aspect of the attribute. The six attributes and their use in the game are described later.
When you create a first-level character, every attribute starts with a score of 5. You then have a pool of sixty Attribute Points that you can allocate among the attributes of your choice. None of your base Attribute Scores at first level can exceed thirty.
In the case of creating a level zero character, all your attributes start with a score of four and you have a pool of ten Attribute Points to allocate, with none of your scores exceeding ten.
Step 3 - What Are Your Skills
In addition to attributes, a fresh level one character has a pool of forty Skill Points that can be split among any Combat, Defense, or Practical Skill, as well as twenty Skill Points to spend on Knowledge Skills. Like with your Attributes Scores, none of your base Skill Scores can exceed thirty.
In the case of a fresh level zero character, you have a pool of twenty Skill Points that can be split among any Combat, Defense, or Practical Skill, as well as ten Skill Points to spend on Knowledge Skills. In this case, none of your base Skill Scores can exceed eight.
Skills and their use are further explained later.
Step 4 - What is Your Class
Every character has their own abilities. A character's class broadly describes their vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. Unlike other TTRPG systems, however, Ascension does not have classes in the typical sense, instead opting for a classless approach. While classes may be an established idea in some world settings, they’d often be treated like jobs. So, while you may have mages, fighters, and clerics, it’d be in the same way that you’d have carpenters, blacksmiths, or alchemists.
When you create a character, discuss with your GM the role that you want to take or the way you want to play. Together you will decide what abilities to give your character before beginning a campaign.
After character creation, all abilities gained from there on out will be obtained during your adventures. Did you meet a retired swordsman who took a liking to you? Maybe he teaches you a technique from his early years. Is there a local priest holding workshops on “Healing for Dummies”? Or maybe you found a mythical sword that showed you flashes of a technique once used to slice a mountain in half.
Step 5 - Who Are You?
Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.
Alignment
Lawful Good
This character type is strongly committed to upholding the law and doing what is right. They are guided by a strict moral code and believe in using their abilities and power to help others and protect the innocent. They are willing to follow rules and laws even when it is inconvenient or unpopular, as they believe that order and stability are necessary for the greater good. These characters may be seen as uptight or inflexible by some, but they are driven by a strong sense of justice and fairness.
Neutral Good
This character type is guided by their own sense of morality and desire to do good, but who may not necessarily be bound by laws or strict codes of conduct. These characters are willing to make sacrifices and take risks to help others and make the world a better place, but they may also be more flexible and open to compromise than Lawful Good characters. They believe in balance and do not see the world in absolutes, recognizing that there are often multiple sides to a situation and that one solution may not be the best for everyone. These characters may be seen as unpredictable or unreliable by some, but they are ultimately guided by their conscience and a desire to do what is right.
Chaotic Good
This character type is unpredictable and independent, with a strong desire to do what is right. These characters are often motivated by a desire for personal freedom and a belief in the inherent goodness of individuals. They may act impulsively and do not necessarily follow rules or authority, but their actions are ultimately guided by their sense of morality. They often value individual liberty and the greater good, and they may be willing to take risks or make sacrifices in order to achieve their goals. These characters may also be seen as rebels or outsiders by those who adhere to more traditional forms of authority or organization.
Lawful Neutral
This character type is bound by a code of conduct and follows the rules but does not necessarily have any particular moral or ethical inclination. They may act in their own self-interest, but they do so within the limits of the laws and rules that they have chosen to follow. They may not necessarily agree with all of the laws that they follow, but they recognize their importance in maintaining a functional society. They are often described as "by-the-book," as they are strict adherents to rules and regulations. They believe in order and structure and may work to maintain or establish laws and systems to promote these values. These characters may not necessarily be kind or fair, but they are consistent and reliable in their actions and decisions.
True Neutral
This character type is neutral on all alignments, and does not feel strongly about good, evil, law, or chaos. They may act in their own self-interest, but they do not have a particular moral or ethical code that they follow. They may act to preserve balance or neutrality, but they are not necessarily committed to doing so. They do not have a strong inclination towards any particular alignment and may change their actions based on the situation. These characters may value neutrality and balance above all else and may seek to avoid taking sides in conflicts or disputes. They may also be indecisive or apathetic, as they do not feel strongly about any particular cause or ideology.
Chaotic Neutral
This character type is neutral with respect to law and chaotic in their decisions. This alignment is often considered the most unpredictable and difficult to align with, as a chaotic neutral character may act in a manner that is completely random and unpredictable, or they may follow their own whims and desires. They may be motivated by their own personal desires and goals and may have no particular loyalty to any particular group or cause. These characters may be selfish, chaotic, and reckless, but they may also be kind, generous, and selfless. They are not bound by any particular moral code and may act in ways that are unpredictable and often contradictory.
Lawful Evil
This character type is evil and disciplined and follows a strict code of conduct. These characters are often scheming and manipulative and may use their strict adherence to laws and rules to further their own agendas. They may use their position of power to exploit or oppress others and may be willing to betray their allies or break laws if it serves their own interests. They are often cold and calculating and may be perceived as untrustworthy by others. These characters may also be ruthless and willing to do whatever it takes to achieve their goals, even if it means causing harm to others. They will, however, stand by their own word or agreements.
Neutral Evil
This character type is evil and neutral with respect to law and chaos. These characters are motivated by their own personal desires and goals and may not be bound by any particular code of conduct. They may be selfish and manipulative and may be willing to betray their allies or break laws if it serves their own interests. Neutral evil characters may be unpredictable and difficult to align with. They may be motivated by their own personal desires and goals and may have no particular loyalty to any particular group or cause. These characters may be selfish, chaotic, and reckless, but they may also be kind, generous, and selfless. They are not bound by any particular moral code and may act in ways that are unpredictable and often contradictory.
Chaotic Evil
This character type is evil, unhinged, and follows no particular code of conduct. They are motivated by their own personal desires and goals and may be willing to betray their allies or break laws if it serves their own interests. They may be unpredictable and difficult to align with, as they may act in a manner that is completely random and unpredictable. These characters may be selfish, chaotic, and reckless, and may have no particular loyalty to any particular group or cause. They may be violent and destructive and may seek to cause chaos and anarchy wherever they go. These characters are often portrayed as being the most malevolent and "evil" of all alignments.
Background
Your character’s background describes where he or she came from, his or her previous occupation, and the character’s place in the world. A background is usually a one or two word backstory solution. If you are new to TTRPGs or just don't want to write a longer backstory, you may opt for a background.
When choosing a background, try to generalize it as much as possible. Were you a Mercenary? Sailor? Alchemist? Well there you go. You now have a background. Work with your GM to determine how your backstory or background will affect your character. Your background may affect your skills, abilities, or starting equipment.
Appearance & Personality
Take your character’s attributes and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. A description of how every attribute could affect your appearance is listed below
Strength: A character with high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.
Dexterity: A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.
Constitution: A character with a high Constitution usually looks healthy, with bright eyes and abundant energy. A character with a low Constitution might be sickly or frail.
Intelligence: A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
Wisdom: A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.
Charisma: A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid.
Step 6 - What Do You Have?
What equipment you give a fresh character boils down to a seemingly simple question.
"What would my character reasonably possess on a day-to-day basis?"
This can be guided by your race, background/backstory, and what role you wish to take. Work with your GM to figure out what equipment would be fair to give your character. The GM, as always, has the final say in what you can start the game with. In other words, try not to be excessive.
Your Strength score limits the amount of gear you can carry. Try not to start the game carrying equipment with a total weight exceeding your Carrying Capacity. The next section has more information on carrying capacity.
Leveling Up
As your character grows, they gain experience, represented by experience points. A character who reaches a specific experience point threshold advances in capability. This advancement is called gaining a level.
The experience point thresholds are calculated based on your next level, for example, to go from level zero to level one, you would need one-thousand experience points. While from level one to level two would take another two-thousand experience points for a total of three-thousand character xp. This means that, from level two to level three, you would need six-thousand cumulative character xp. The amount of xp you need to level up is always indicated on your character sheet right below your current level and current xp.
Attribute and Skill Points
Every time you level up, you gain a number of points to spend on your attributes and skills. When you level up, you gain a total of ten Attribute Points and twenty Skills Points to spend.
Attribute Points can be used to increase any of the six main attributes and Skill Points can be used to increase any Combat, Defense, Practical, or Knowledge skill. This means that you cannot become a better crafter or become more fluent in a language just by leveling up. Insights are a special kind of skill that can have wildly varying effects. Insights are normally related to some kind of natural law, like the elemental law of fire, the fundamental law of gravity, or the original law of spacetime. Your GM will grant and explain insights when they become relevant.