Chapter 2 - Characters

Making Characters

Your first step in playing Stellar Winds is designing the character you are going to want to play for a while. This character will be a role you will play through out the levels or until it reaches death. Your should start by constructing a concept you wish to build your character around. It helps to pick a specific important point and build around that concept. The race you select will influence how you role play the character, and the role you wish your character to play will reflect in it's class, skills, and powers.

Stellar Winds rules set are made to define your character with facts. These facts will dictate what you can and can't do making them functioning piece in the game. For Example you may want to have the lone ranger style character, who says little, keeps to himself and draws a pistol fast. From that concept you will search the stellar winds rules, explore the options that the rules have to offer and match the various classes, skills, feats, and powers to the concept to generate this character.

Your newly made character becomes part of the world of Stellar Winds. He or she will influence those around her, have a chance to alter larger events, and change the course of time if possible. They will become heroic heroes or villains depending on their interactions with others. Thus it is up to you as the player to build your characters legacy no matter how unimportant they are or how important they become. Your character remains living in Stellar Winds until death finds them.

Throughout this book, we use the word "you" interchangeably with "your character." As far as the rules of the game are concerned, your character is you. you decide what your character does as you move through the world, exploring it's wonders.


Character Creation

First, take some time to develop a concept of your character. Review the races and the classes first. Then build a character out of the options offered to create a character that will best fit into the Stellar Winds World. You'll have to ask your self some questions like, will your character be strong? or weak? Fast or Slow? Smart or Wise? Based on these answers you will generate your ability scores. From there you'll want to think what kind of skills and powers this character will have. Does this character have high enough intelligences for using magic? Is he strong enough to be a fighter?

You can follow the next steps to aid you in generating a character.

1. Choose Race. Decide the race of your character. Your choice of race will ultimately reflect the personality of your character.
2. Choose Class. Your class represents your training or profession, and it is the most important part of your character's capabilities.
3. Determine Ability Score. Generate your ability scores. Your ability scores describe the fundamental strengths of your body and mind. Your race adjusts the scores you generate, and different classes rely on different ability scores.
4.Choose Skills. Skills measure your ability to perform task such as jumping across chasms, hiding, and identifying monsters.
5. Select feats. feats are natural advantages or special training a character posses.
6. Choose Powers. Each character class offers a different selection of powers that make sense to there class.
7. Choose Equipment. Pick your character's armor, weapons, implements, and basic adventuring gear. At Higher levels you'll be able to find magical items.
8. Fill in the Numbers. Calculate your hit points, armor class, and other defense, initiative, attack bonuses, damage, bonuses, and skill check bonuses.
9. Roleplaying Character Details. Flesh out your character with details about your personality and appearances.


Ability Scores

After you chose your race and class from chapters 2 and 3, determine your ability score. Six abilities provide a quick description of your character's physical and mental characteristics.

Strength (Str) measures your character's physical power. It's important for most characters who fight hand-to-hand.

  • Melee basic attacks are based on Strength
  • Fighters, Templars, Star Rangers, Space Barbarians, have power base on Strength.
  • Your strength might contribute to your Fortitude defense.
  • Strength is the key ability for athletic skill checks.

Constitution (Con) represents your character's health, stamina, and vital force. All characters benfit from high constitution scores.

  • Your constitution score is added to your hit points and reflects your wounds.
  • The number of healing surges you an use each day is influenced by your Constitution
  • Your constitution might contribute to your fortitude defense
  • Constitution is key ability for Endurance skill checks.

Dexterity (Dex) measures hand-eye coordination, agility, reflexes, and balance.

  • Ranged basic attacks are based on Dexterity.
  • Many star rangers and rogue powers are based to your reflex defense.
  • Your Dexterity might contribute to your Reflex defense.
  • If you ware light armor, your Dexterity might contribute to your armor class.
  • Dexterity is the key ability for acrobatics, stealth and thievery skills.

Intelligence (Int) describes how well your character learns and reasons.

  • Wizard powers are based on intelligence.
  • Your intelligence might contribute to your reflex defense.
  • If you ware light armor, your intelligence might contribute to your armor class.
  • Intelligences the key ability for Arcana, History and Religion skill checks.

Wisdom (Wis) describes a character's willpower, common sense, perception, and intuition, whereas intelligences represent the ability to analyze information. An “absent –minded professor” has low wisdom and high intelligences. A simpleton with low intelligences might nevertheless have great insight (high wisdom).

  • Your many cleric powers are based on Wisdom.
  • Your Wisdom score might contribute to your Will defense.
  • Wisdom is the key ability for Dungeoneering, heal, insight, nature, and perception skills.

Charisma measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents the personal strength, not merely how one is perceived by other in a social setting.

  • Many templars and bards are based on charisma.
  • Your charisma might contribute to your Will defense.
  • Charisma is the key ability for bluff, diplomacy, intimidate, and streetwise skill checks.

Each of your ability scores is a number that measures the power of that ability. A character with a 16 Strength is much stronger than a character with a 6 strength. A score of 10 or 11 is the normal human average, but player characters are cut above average in most abilities. As you advance in your levels, your ability scores keep getting better.

Your ability score determines an ability modifier that you add to any attack, check, rolls, or defene based on that ability. For example, a Dexterity score of 17 reflects a +3 bonus. This bonuse is added to your Ranged Attacks, and Reflex saves.

  • For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers.
  • For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers.
  • For Will defense, you add the higher of your Wisdom or Charisma ability modififers.
  • If you ware light armor or no armor, you also add the higher of your dexterity or intelligence ability modifier to your Armor Class

Ability Modifiers

Ability Score Ability Modifiers
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5

Generating Ability Scores.

Character Ability Scores

All players who are creating characters start off with Ability scores of 8 all around. Players will have 28 points to work with and will apply the points to the categories they wish to bolster. Each category represents an aspect of there character. For Example an 18 for strength means the character is RIPPED and can most likely lift a bolder, while a character with a stat of 6 will have trouble carrying something. The following chat describes the amount of points it cost to gain the following ability scores.

Ability Scores Points.

Total Points: 28
Ability Scores Point Cost Bounce From Ability Score
4 +8 - 3
6 +6 - 2
8 -1 -1
10 -2 +0
12 -4 + 1
14 -6 + 2
16 -8 + 3
18 -10 + 4
20 -12 + 5
22 -14 + 6

Rolling Scores:

To generate ability scores players generate them at random with dice. A player rolls with four six sided dice. They add the three highest score to generate the over all score. Once they have generated six status the player decides where these stats will be placed. Once the stats are in place they are now finalized by racial modifiers. If the total of your ability modifiers is lower than a +4, your allowed a default re-roll. Another option is that the Game Masters allow you to roll two sets of scores and the player picks the best set.

Skills, Feats, Powers and Equipment

These features begin to define your characters. Your class tells you how many skills you st art with at 1st level. Some races give you additional skill choice as well. See Chapter 5 for more information.

You also choose one heric tier feat at 1st level (or two if you're a human). Some classes grant bonus feats as well. See Chapter 6 for feat descriptions.

Your choice of class powers defines how your character functions in and out of combat, explained in Chapter 4. Finally, consult Chapter 7 to pick your equipment. Your character begins its career at 1st level with 1000 credits.

Fill in the Numbers

Once you've picked all the other aspects o your character, it's time to fill in the numbers.

Roleplaying

Stellar Winds game is first and foremost, a roleplaying game, which means that it's all about taking on the role of a character in the game. All the math aside your player must have a very clear understanding of the personality of the character they intend to act out. These characters will be involved in an on going and evolving story line as they grow. Much like the heroes of fantasy novels or films, he or she has ambitions and fears, likes and dislikes, motivation and mannerisms, moments of glory and failure. The best characters blend the ongoing story of their adventuring career with memorable characteristics or traits. With this comes a legacy that is forged through your character's adventure's and deeds. All of which has an affect on the world and those you adventure with.


Alignment

Alignment is the directive of moral principles that your character follows. Good, lawful good, evil, or chaotic evil sum up all the possible variations of intent in the game. A character's alignment descirbes his or her moral stance.

  • Good: Freedom and kindness
  • Lawful Good: Civilzation and order
  • Evil: tyranny and hatred
  • Chaotic Evil: Entropy and destruction
  • Neutrality: having no stance.

Alignmetns are tied to universal forces bigger than deities or any other allegiance you might have. If you're a high-level cleric with a lawful good alignment, your're on the same team as Luna. The goddess is no in any sense the captain of your team, but a representation of a rather important aspect of your characters morality.

Good Alignment

"Proteing the weak from those who would dominate or kill them is just the right thing to do!" - Alamar Starbreeze

If you're a good character. You believe it is right to aid and protect those in need. You're not required to sacrifice yourself to help others or to completely ignore your own needs, but you might be asked to place others needs above your own… in some cases, even if that means putting yourself in harm's way. In many ways, that's the essence of being a heroic adventurer: The people of the town can't defend themselves from murdering marauders, so you descend into there lair-at significant personal risk-to put an end to the raids.

You can folow rules and respect authority, but you're keenly aware that power tends to corrupt those who wield it, too often leading them to exploit their power for selfish or evil ends. When that happens, you feel no obligation to follow the law blindly. It's better for authority to rest in the members of a community rather than the hands of any individual or social class. When law becomes exploitation, it crosses into evil territory, and good characters feel compelled to fight.

Good and evil represent fundamentally different viewpoints, cosmically opposed and unable to coexist in pace. Good and lawful good characters, though, get along fine- even if a good character thinks a lawful good companion might be a little too focused on following the law, rather than simply doing the right thing.

The Lawful Good Alignment

"An ordered society protects us from evil." - Lord Lance Northstar."

If you're lawful good, you respect the authority of personal codes of conduct, laws, and leaders and you believe that those codes are the best way of achieving your ideals. Just authority promotes the wall-being of its subjects and prevents them from harming one another. Lawful good characters believe just as strongly as good ones do in the value of life, and they put even more emphasis on the need for the powerful to protect the weak and lift up the downtrodden. The exemplars of the lawful good alignment are shining champions of what is right, honorable, and true, risking or even sacrificing their lives to stop the spread of evil in the world.

When leaders exploit their authority for personal gain, when laws grant privileged status to some citizens and reduces others to slavery or untouchables status, law has given in to evil and just authority becomes tyranny. You are not only capable of challenging such injustice, but morally bound to do so. However, you would prefer to work within the system to right such problems rather than resorting to more rebellious and lawless methods.

The Evil Alignment

"It is my right to claim what other possess" -Sir Sayvaugh Wedsbane

Evi lcharacters don't necessarily go out of their way to hurt people, but they're perfectly willing to take advantage of the weakness of others to acquire what they want.

Evil characters use rules and order to maximize personal gain. They don't care whether laws hurt other people. They support institutional structures that give them power, even if that power comes at the expense of others' freedom. Slavery and rigid caste structures are not only acceptable but desirable to evil characters as long as they are in a position to benefit from them.

The Chaotic Evil Alignment

"I don't care what I have to do to get what I want." - Rafe

Chaotic evil characters have a complete disregard for others. Each believes he or she is the only being that matters and kills, steals, and betrays others to gain power. Their world views can be so warped that they destroy anything and anyone that doesn't directly contribute to their own interest.

By the standards of god and lawful good people, chaotic evil is as abhorrent as evil, perhaps even more so. Chaotic evil monsters such as demons and orcs are at least as much of a threat to civilization and general well-being as evil monsters are. An evil creature and a chaotic evil creature are both opposed to good, but they don't have much respect for each other either and rarely cooperate toward common goals.

Neutrality

"Just remember that I did you this favorer." - Traze Tolwind

Neutrality means you don't actively seek to harm others or wish them ill. But you also don't go out of your way to put yourself at risk without some hope for reward. You support law and order when doing so benfits you. You value your own freedom, without worrying too much about protecting the freedom of others.

They rather these people have chosen not to choose good or evil, because they see the benefits of both or because they see themselves as above the concerns of morality. The Queen of a world and her devotees fall into the latter camp, believing that moral choices are irrelevant to their mission since death comes to all creatures regardless of alignment.


Deities

Deities are the most powerful immortal creatures residents of the countless dominions that swirl through the astral sea. They appear in dreams and visions to their followers and ware countless different faces, and artwork depicted them shows them in a verity of form. Their true nature is beyond any physical form. The goddess Luna is often depicted as a beautiful elven female or a pergnate human. While the lord of nightmares is a giant warrior in black armor wielding great sword of destruction.

The deities of both creation and destruction are the alpha and the omega of the universe. Their followers of demi-gods who are there loyal servants are the dragons and demons. Both forever locked in war to destroy one another and deliver the universe to darkness or the light.

Some deities are good, or lawful good, some are evil or chaotic evil, and some are unaligned. Each deity has a vision of how the world should be, and the agents of these deities seek to bring that vision to life in the world. With the exception of the chaotic evil deities. They seek to destroy the universe and return it to the sea of chaos.

Most people revere more than one deity, praying to different gods at different times. Commoners in a small township might visit a temple that has three alters, where they pray to Bahamut for protection, Analia for heath, and Luna for creation. Clerics and paldains more often serve a single deity, championing that gods' particular cause in the world. Other adventures range across the spectrum, from paying lip service to the whole pantheon, to fervently serving a single god, to ignoring the gods entirely as they pursue their own divine ascension.

Many deities have contradictory views of how the world should work. even the agents and worshipers of deities who share an alignment can come into conflict.


The Union of Order (Dragon Kings)

Luna (The Goddess of Creation)

Good'
The goddess of all that symbolizes good and kindness. Very often refried as various different names across the stars she is always known as the "lady of the light." Her primary goals for the universe is the protection of all that is good and pure from her father the lord of nightmares. With the accidental creation of the lady of the light. The two lived among each others presence in absolute silence. The Lady of the light free to do as she willed she used her abilities to create life in the same manner. A universe was birthed and creatures to live among it. She converted the sea of chaos into a living breathing world supported by the elemental powers of the sea of chaos. Until order consumed to much of chaos, irking the father of all into unleashing his chaos. With the awakening the galaxy is in state of winding down its return to chaos. It has always been the lady of the light's goal to protect the fragile universe that holds life thus her forces are in constant battle to prevent it's destruction. The goddess is also known for her musical songs that date back to the Lost Age. Very often temples that hold a great deal of importance are sealed by magical lubbablys that only priests know.

Bahamut (Dragon King)

Lawful Good
Called the Platium Dragon, Bahamut is the god of justice, nobility and honor. Lawful good paldains often revere him, and metallic dragon worship him as the first of their kind. Monarchs are crowned in his name. He commands his followers to uphold the highest ideals of honor and justice and to be constantly vigilant agienst evil and oppose it on all fronts.

Nall (Dragon King)

Good
Associated as silver dragon, he like Bahaumt is god of benevolence. However not so hero like Nall larks in the inner sanctuaries of all his temples. Protecting them with all his power giving him the reputation as a protector. Those escaping evil can complete sanctuary with in the walls of his sanctums. Because of such ideals orphanage's, and hospitals have been constructed with care of his followers. A simple bronze dragon symbolizes Nall in most of his temples.

Celestia (Dragon Queen)

Neutrality
Also known as the Silver Lady of truth. She is depicted as a blind lady with extraordinary wisdom and healing power. As a dragon she is known as the mighty Brass Dragon Queen. Uninterested in the forces of good or evil she is the priestess of healing. Bring forth the power to rid those who are in pain with her healing power.

Xavar (Dragon King)

Neutrality
Xavar the blue dragon is know as the laziest and informal dragon of the all. He often spends much of his time sleeping until Luna wakes him up with a big broom… He rambles when he talks often-slipping secrets to humans that he was told not to tell by the Goddess. His laid back stature is that keeping the pace in the universe. When evil threatens the fabrics of the universe he assembles. When the balance is maintain he slumbers allowing the elements of the world continue there cycles without tampering with them.


Dragons (Demi Gods)

Arabella (Dragon Princess)

Neutrality
The daughter of the Dragon King Nall, she has been known for her curiously of the universe and has traveled from one corner of the galaxy to the other. She is known all though out the galaxy as the gate way dragon and thus her worshipers are granted the spells of traveling. Most of her followers are those who have spent majority of their lives on religious treks of exploration and missionary.

Arabella (Dragon Princess)

Neutrality
The daughter of the Dragon King Nall, she has been known for her curiously of the universe and has traveled from one corner of the galaxy to the other. She is known all though out the galaxy as the gate way dragon and thus her worshipers are granted the spells of traveling. Most of her followers are those who have spent majority of their lives on religious treks of exploration and missionary.

Analia (Dragon Princess)

Good
The daughter of the Dragon Queen Celestria, Analia is the Dragon Princess that most healers follow in their worship. Her ethics define the back bone of what the Goddess Luna stands by. Why must people die? And so her followers travel though the worlds bring the power of healing to those in need. It's very common to see a task force of Analia Dragon Priests that are seen aiding a world that faces a vast epidemic or follow brave warriors into battle as healers. Another place you would find these clerics are often on Medical frigates assisting those in need. Analia is said to be among all the dragons fond of mortals of all races especially humans. Their short lived life span yet ability to make a difference in the universe fascinates her extremely.

Clyufyath (Dragon Prince)

Lawful Good
Clyufyath is the eldest son of the most powerful Dragon King Bahamut and the keeper of Law and order. This dragon prince is the symbol of law and order h e is the antiphrasis of chaos and the mortal enemy of Demon Prince Malzar. Most often those who follow in Clyufyath worship find them selves among the rank of Templars who detect there lives to upholding justices where it is infringed on and maintaining order where chaos is spotted.

Doyrharth (Dragon Prince)

Good
Doyrharth is the younger son of the most powerful Dragon King Bahamut and the symbol of strength. He has become the icon among those who find the will to fight on in the dark days of the cataclysm. Their is on organization that these kind of clerics belong to except that they are scattered among the galaxy doing the work of Luna though using there prince's abilities. Doyrharth isn't a very popular and as a norm most people don't know his exists since he is over shadowed by his father and older brother.

Eleestra (Dragon Princess)

Neutrality
Elesstra is the youngest daughter to Dragon King Xavan. Known as the keeper of Earth and Water she is worshiped by those who appreciate the elements most. You'll find Dwarves and Sea based creatures follow her in worship. Unlike her twin brother she is more reserved and prefers strategy over yelling charge terate. The elves have become fond of in her worship. Like brother her followers must select one domain to follow in worship.

Intalzar (Dragon Prince)

Neutrality
The son of the Dragon Queen Celestria and younger sibling of Analia he is know as keeper of Knowledge. Mostly worshiped by those of scholars and wizards this dragon is said to be the guardian of the Library of Ancients a legendary space fortress lost in the great cataclysm that stored all the answers to all the questions. Very often the mystery the dragon prince compelled those to worship in a quest of knowledgeably. He rarely associates with anyone and granting those who are in his favorite the ability to cast divinations.

Protayth

Good
The son of the Dragon King Nall he has been the symbol of protection and defenders icon. Protayth has very often been the selection of those clerics who pride them selves in defending their worshipers on long treks throw space.

Yolairan (Dragon Prince)

Neutrality
Yolairan is a dragon twin to Elesstra and both children to Xavan the might Elemental Dragon King. Yolarian is known as the prince of air and fire and is worshiped by those who follow suit. Since he is the symbol of two elemental powers all worshipers choice one or the other domain to follow. These worshipers are people who fully believe in presavation of the elements since the four elements are the corner stones to all life. Very head strong and demanding Yolairan is often described as impatient and acts before he thinks. If their is an evil to be smited or an injustices to be undone, he is their.


The forces of Disorder (Demon Kings)

Zermous (Lord of Nightmares)

Chaotic Evil
Know all through out the galaxy as a the Lord of Nightmares and very essence of true chaos. Zermous embodies all power that is known to all the goods. It is the uncontrolled, the ever changing, power that created initial gods. The gender of this god is unknown as Zermous is depicted in several forms. Sometimes a dark lord, other times an five headed dragon. However Zermous isn't as defined which are identified as demons and dragon kings among the mortal. The Lord of Nightmares is the omega of the universe capturing all the souls in an endless sea of black matter that the universe was forged from. As a follower of Zermous the goal is always to change the organized to chaos though any and all means. Thus making Zermous known as the icon of evil and the Dark Lord in all cultures across space.

Ubehas Domain (Demon King)

Evil
Called the Black Chimeria Dragon, Ubehas is the god of tyranny but of honor. Lawful members of chaos rally to his call finding solace in a code that is as old as Bahumts. He reveres him self as a two headed black dragon of which one speaks and the other head finishes his sentences. Some empires have based there worship around him as his might brings stability to the universe. Conquest, tyrannical laws are the best way to govern and serve the Demons are the ideals his followers believe.

Gazroth (Demon King)

Chaotic Evil
Also known as the Leviathan of space. He is depicted as a enormous space worm eating entire solar systems with it's giant mouth. A creature with no other pervouss but to devourer entire worlds and their civilization and digested into choas. All civilizations have one thing in common. Each one dipictes the end of there race to the fangs and enmourse mouth of Gazroth!

Phillizo (Shadow King)

Evil
A puppet master of sorts. The Shadow King embodies the ideals of shadow and seeks to control everything, willingly or unwillingly. Although no longer the shadow king due to his destruction by the legendary spell Laguna Blade. His remanance still remains in three pieces. One of which the Demon Princess Salbaraha controls making her almost a Shadow Queen. Phillizo takes the shape of a shadow dragon.

Azahem (Demon King)

Neutarlity
Only consirned with the pleasures and pains of the universe. This Demon King is often associated with a whip and decadence. Wealth, Greed and evny are the ways of this dark lord. He urges his followers to take vengeance for every slight, and takes the shape of a Red Dragon.


Demons (Demi Gods)

Katrack'tar (Demon Prince)

Evil
Demon Prince Katrack'tar is known for his evil enchantments that plagues the universe. Most people associate the this demon prince with which craft because of it's sorcery. His dark enchantments that bestow curses on those who oppose him directly and one of the most memorable victims of his selection was Rose Lunar. Often taken the shape of a Green Dragon as a mockery of all the Star Dragons he has been known for his very piggish and sloppy ways of handling things. He cares not for details and speaks lies most of the time. He normal uses fire breath and his sorcery to make the enemy surfer. He also enjoys watching the enemy die in a slow and painful death. His worshipers are dark clerics that have bought into his lies and believe that they will bring them power.

Herazla (Demon Princess)

Neutarlity
Demon Princess Herazla is one of Azahem minions and she is the counter part of Dragon Princess Analia. Unlike her counter part Herazla is the symbol of pain rather then healing. She likes to see mortals have agonizing deaths and those who follower her in worship have made inflicting pain an art. Most Dark Elves, and sinister races of the same verity have found Demon Princess Herazla as a perfect choice in their quest to find and inflict new pain. Herazla often takes the shape of a very seductive human or her demon form which is elegant yet terrifying.

Gaul (Demon Prince)

Evil
Demon Prince Gaul is certainly one of the weaker demon Moines of Zermous. Thus what he lacks in strength he makes up in his innovation. Known as the prince of trickery Gaul uses all kinds of tricks to get what he needs. Very often he uses illusions, dreams, and falls promises to gain what is need. He has never been seen by any of his worshipers and uses monsters to deliver messages to his followers to be carried out. He has never assumed his real form and choices forms from a bunny rabbit to a powerful dragon to help trick theses into doing what he wants.

Ilmosar (Demon Prince)

Chaotic Evil
Demon Prince Ilmosar is the bringer of destruction. He is another powerful minion of Demon King Gazroth. His followers sweep though the galaxy destroying all that lives in the efforts to satisfy their demon prince. Ilmosar is very simple to understand, destroy, maim and kill. That is the extent of their religon and thus cause a very choatic sisuation something that the Dark Lord is pleased with. His worshipers offten travel in clans of destruction and reap havock on those who are unprepaired. Most often his followers are rejects of socity or clerics who have been disurited and have no love for mortality or place to turn.

Malzar (Demon Prince)

Chaotic Evil
Malzar is the first demon prince of Gazroth and is known as the lord of Chaos. Malzar is very close with Zermous and very often worshipers who follow Malzar follow suit with Zermous since his ultimate goal is to reduce everything to chaos. However Malzar is pure chaos and is known as the keeper of the seas of chaos. Malzar's worshipers are no better then him self, often followed by crazed worshipers who have grown tired of the law and order that all civilization governments constructed. Since they believe in chaos they believe in no order and thus making their worshipers a lonely nomadic life style. Very often Dark Elves choice this deity as their god.

Salbaraha (Demon Princess)

Evil
One of the more popular Demon Princess of Molzon is Salbaraha or often known as the princess of darkness. Made of shadow she often takes form as a dark elf female since it's a race of her favor that lives in eternal shadow. Her worshipers are most often races that live in shadow worlds such as the dark elves and only travel on raiding parties. She is sinister and wants to see the universe to fall to shadow that will engulf entire worlds in darkness.

Uemus (Demon Prince)

Chaotic Evil
Uemus also known as the spirit eater this demon feeds on death of mortals but a more pleasurable cuisine for him are sprites. Making him the most hated and feared demon king among the Finlia race. Most often followers of his kind are bringers of death or grim reapers that pray mortals. They travel alone most often and in descries pretending to be mysterious clerics of kind of false deities allowing them the opportunity to get their hands on the sprites of the desists. By doing this they scarifies the sprit to their demon king for feeding. Uemus is a cowardly demon and uses minions to obtain what he needs to gain. Overall severing the Dark Lords, death is one of the man ingredients to bring chaos down upon the universe.

Zelander (Demon Prince)

Evil
Zealander the second minion of Demon King Ubehas is known as the demon prince of war. Very often the Zealander mistaken as a false deity of war and worshiped by those who are ignorant of demons and dragons (primitive races, goblins, orcs and such). Zealander feeds of the will to fight wars that grow in mortal's hearts and the destruction that comes out of them. Once again war brings chaos and thus makes this demon prince a valuable player in Zermous's ultimate goals. Zealander is a powerful demon warrior that often takes the shape of a 9 foot tall black cloak warrior. He says very little to those who worship him and his demon form is unknown to most.


Personality

Stellar Winds is a game of heroic extremes , populated by legendary heroes and unrepentant villains. Your character needs only few personality trites that you can use as role playing touchstones, key traits that you can focus on and that are fun to play. A complex background and extensive motivations aren't necessary, although you can flesh out your character's personality as much as you like. But most of the character's defining history and concepts will be from his or her interaction with the world.

A typical Stellar Winds adventure offers many opportunities for your character's personality to shine. Those rolesplaying opportunities usually arise in three kinds of situations: Social interaction, decision points, and dire striates. The following section will pose questions to help you choose personality traits for your character.

Social Interaction

When you communicate with non-player characters outside combat and try to influence that individual, that's a social interaction. You might try to persuade a guardian monster to let you pass, negotiate with a merchant Lord to increase the pay offer for a dangerous mission, or question a commoner. The Game master plays the part of any NPC you talk to, while you and the other players decide what your characters say, even speaking in character if you like.

Decision Points

When you face though choices in an adventure, your character's personality can influence the decisions you make. Do you try to sneak past the dragon's cave, approach openly to parley, or storm with guns blasting? Which of the six stone doors in the entry hall do you open first, or there is only four life boats and five crew men, who stays behind? When you group tries to decide what to do next how do you approach the conversation?

Dire Straties

Some of the most memorable demonstrations of a character's personality appear in dire moments. A character retorts to a villain's threat with a trademark one-liner, shouts a famous battle cry, leaps into harm's way to protect others, or turn and flees in the face of overwhelming odds. Every battle, hazard or other dire situation offers opportunities for role playing, escapially if things go awry,. When your character lands in a dire situation, how does he or she usually react?

Mannerisms

The easiest way to bring your character to life at the gaming table is to adopt distinctive mannerism-particular a pattern of speech or other behaviors that you can take on at the table to convey how your character looks, sounds, and acts. If you are naturally inclined to spin dice or shuffle cards while the game takes place, you might consider incorporating that behavior into your character.

Speech patterns can be even more distinctive. A way of saying things, a specific tone you use to establish when your in character and when you aren't. Accents work well too specifically in Skype games. Adopting vocabulary your character uses such as words like "Indeed".

Appearance

Is your character tall or short, or in between? Solid and muscular, or lean and wiry? Male of Female? Old or young? These decisions have no real impact on the game, but they might affect the way that nonplayer character and even other players think about your character.

Each race description in Chapter 3 gives the avarage hight and weight for characters of that race. You can decided for your character to be above or below the averages.

From there you should desigen the character in a manner that is very descriptive. What color hair, eyes, skin, tattoos and so on. Some races offer you choices that are specific to there race. Do not ignore these suggestions. They are facts about the race that you can use as a tool to make your character more realistically part of that race.

Background

Your character's background often stays there in the background. What's most important about your character is what you do in the course of our adventures, not what happen to you in the past. Even so, thinking about your birthplace, family, and upbrining can help you decide how you play your character. These are some questions you should ask your self.

  • Why did you deicide to become an adventurer?
  • How did you acquire your class?
  • How did you acquire your starting equipment?
  • What's the worst event of your life?
  • What 's the best thing that's ever happen to you?
  • Do you stay in contact with your family? what do your relatives think of you and your chosen career?

Languages and Scripts

There are countless languages in the universe. Ever race has there own language, and some races cannot communicate with other races because they lack the ability. Yet they can understand other languages even if they can't speak them. For Example a human can understand Sagaren which is a language of woof's and barks, however they cannot generate these sounds with out the aid of technology. Languages are covered in the races section.


Making Checks

This section covers all the information you need to understand how d20 4.0 is used to manage the role playing into a game system. Everything your character encounters is considered a challenge. Combat, performing skills, and using your abilities. All these checks are the results of a d20 with added bonuses verses a Difficulty Class. (DC).

Most difficulty class numbers are set by the Game Master. For example climbing a dungeon wall has a DC 15. Other times, your Game Master estimates the DC of a task that isn't specifically covered by the rules. Stellar Winds has three basic kinds of checks. Attack Rolls, Skill Checks, and Ability Checks.

If you try to hit a monster with a mace, you're making a strength attack against the monster's AC; if you try to blast a monster with a fireball spell, it's an intelligence attack against reflex defense; if you try to balance on a tightrope, it's an acrobatics check against a DC set by the Game Master and so on.

Occasionally, you make checks that is compared against someone else's check result Doing this is called making an opposed check.

A modifier is any number that adds to or subtracts from a die roll. The most commonly used modifiers are based on your ability scores. A bonus refers to positive values. If a feat adds your dexterity modifier to damage, it won't do anything if your dexxterity modifier isn't positive. A penalty is the opposite: it's always negative.

Part of creating a character is figuring out your normal checks modifiers for common task such as making attacks or using skills. Most checks in the game add additional modifiers, including the following:

  • Your bonus from your weapon proficiency if you're making an attack
  • Your skill training bonus if you're using a skill
  • Special bonuses for feats
  • Bonuses that apply to the circumstances of the check. (charging)
  • penalties that apply to the circumstance. (Cover)

Your modifiers reflect everything about you that is relevant to the task at hand: your training, competence, and native ability. The d20 roll represents luck, fate, fortune, and unpredictables opportunities or sudden distractions. A battle is full of frantic action, and the random dice roll represents that mayhem.

Attack Rolls

Attacks are the most frequent die rolls you will make in Stellar Winds. All attack rolls are describes in this way: [Ability] vs. [Defense]

For example, a wizard's fireball spell is an intelligence attack against the target's reflex defense (written as intelligence vs reflex). A fighter's longsword attack is a strength attack aginst armor class or (AC). The ability score and the defense involved depends on the attack you're using. If the chec result is higher than or equal to your opponent's defense, you hit, and (usually) deal damage.

The total of all the modifiers you add to an attack roll is your base attack bonus. you can find much more about attack rolls in Chapter 9.

Attack
To make an attack, roll 1d20 and add the following:

  • One-half your level
  • The relevant ability score modifier
  • All other modifers

The total is your attack result.

Skill Checks

The knowledge and talents your character has learned are represented by skill checks. When you use a skill you hope for a result higher tan the DC of the task.

For example, a cleric's heal check is a skill check against a specific DC. A rogue's stealth check is a skill check against a DC equal to the target's perception check result (an opposed check).

The total of the modifiers you add to a skill check is your base skill check bonus. You can find much more about skills in chapter 5.

For Example, Rift, a 10th-level human rogue with a Dexterity of 18, is trying to move silently passed sentry guards by useing his stealth skill. His based skill check bonus is +12, which includes, +3 for one-half his level, his +4 Dexterity, and a +5 bonus for being trained in stealth. To see if he sneaks by the sentry. he rolls 1d20 and adds 12. If he rolls lower then the sentry's' rolls. He will be spotted.

Ability Checks

Some times you're not making an attack or a skill check, but trying to accomplish a task that doesn't fall into either category. You make an ability check. Ability checks give the DM a way to adjudicate actions when an attack or skill check isn't appropriate.

Ability Checks
To mak an ability check, roll 1d20 and add the following:

  • One-half your level
  • The relevant ability score modifier
  • All other modifiers

The Total is your ability check results.

Example: A strength check to break down a door is 1d20 + on-half your level + your strength ability modifier.

Gaining Levels

As you adventure and gain experience, you advance in levels. Gaining a levels one of the biggest rewards you'll receive for your success in the game. Your character improves in several ways every time you go up a level.

Step By Step

Refer to the character advancement table and follow these steps when your character gains a level. At most levels, you gain access to a new power or a new feat. Refer to your class description in chapter 4 for the full listing of the powers available to you, and see Chapter 6 for the complete list of feats. The game assumes that you've been learning these powers in your spare time, studying musty tomes or practicing a complicated series of maneuvers. In game terms though, as soon as you gain a level, you can immediately use your new power and feats.

1.) Ability Scores.
Check the Ability Scores column to see if you can improve your ability scores. If you can, choose the abilities you want to increase. at 4th, 8th, 14th, 18th, 24th, 28th levels, you can increase two ability scores by 1 point. (Cannot take both increase in the same score.) at 11th and 21st level, you increase each of your ability scores by 1 point.

if you increase an ability score to an even number, your ability modifier goes up, and that changes affects of powers, skills, and defense that rely on that ability score. Make note of that fact,but don't change any numbers yet.

2.) Level Modifier
If your new level is an even number, everthing that's based on one-half your level becomes better,- your attacks, defenses, initiative, skills checks, and ability checks. In combination with any increase ability moifiers, you now have the infomation you need to increase those numbers. Go through your character sheet and note those increases.

3.) Paragon and Epic.
If you reached 11th or 21st level, you have some exciting decisions to make- you can choose a path or an epic destiny, both of which are described in Chapter 4. Make that choice , and make a note of the new power or features you gain.

4.) Hit Points
Check your class description in Chapter 4 to see how many hit points you gain with your new level. Add those to your total. If you increase your constitution score, increase your hit points by 1 (as if you had a new constitution score when you were level 1).

5.) Class Features
When you check your class description for hit points, also check our class features to see if any of your powers or other abilities improve with level. For example, the rogue's sneak attack class feature improves at 11th and 21st levels.

6.) Feats
Check the Powers and Features column of the Character advancement table to see if you learn any new feats. You learn one feat at 1st level, one new feat at every even-numbered level after that, plus one new score, you might meet the prerequisite for some feats that you didn't qualify before. (the feats known column on the character advancement table enables you to double-check at every level to be sure you have the number of feats you're entitled too.)

7.) Powers
At most levels, you gain access to a new power. You can take each power only once (you can't choose the same power multiple times). Refer to your class description in Chapter 4 for a full listing of the powers available to you.

At-Will Attack Power: At 1st level, choose two at will attack powers from the list in your class description. You don't automatically learn new at-will powers as you advance, but as you gain levels you can choose to retrain (see "retraining" below) and replace an at-will power you know with a new one.

Encounter Attack Powers: At 1st level, selcet one power from the list of 1st-level encounter attack powers in your class description. At 3rd and 7th levels, you learn a new encounter power of your level or lower.

At 11th level, you learn a new encounter power when you choose a paragon path, the path you choose determines the power you gain.

At 13t, 17th, 23rd, and 27th levels, you can replace any encounter attack power you know from your class with a new one of your new level (or an encounter attack power of a lower level, if you choose).

Daily Attack Powers At 1st level, choose one power from the list of 1st-level daily attack powers in your class description. You learn a newl daily attack power of your level or lower at 5th level and again at 9th level.

At 20th level, you learn a new daily power, determined by your paragon path.

At 15th, 19th, 25th, and 29th levels, you canreplace any daily attack powers you know from your class with a new daily attack power of your new level. (or a daily attack power of a lower level, if you choose).

Utility Powers: At 2nd level, choose one utility power from the list of 2nd-level utility powers in your class description. You learn a new power chosen from the list of utility powers of your levle ( or a ulitily power of a lower level, if yo uchoose) at 5th level and again at 10th, 15th, and 22nd levels.

At 12th level, you learn a new utility power determined by your paragon path. At 26th level, you learn a new utility power from your epic destiny.

Retraining

Somtimes you make a decision when you create or advance your character that you later regret. Perhaps a power you chose isn't working with your character concept, or a feat never comes into play the way you anticipated. Fortunately in such case, level advancement isn't only a time to learn new powers-it's also an opportunity to change some of those decisions.

Every time you gain a level, you can retrain your character: change one feat, power, or skill selection you made previously. You can mak onyl one change at each level. When your class table tells you to replace a power you know with a diffrent power of a higher level, that doesn't count as retraining-you can still retrain an additional feat, power , or skill as normal.

Feat: You can replace feat with another feat. You must meet the prerequisites of the new feat. You can't replace a feat if it's a prerequisite for any other attributes you ave. ( another feat or paragon path, for example), or if the feat is a feature of your class. , or if tier feat is a feature of yoru class, path or destiny (as their Ritual Caster feat is a class feature for wizards). You can replace heroic tier feats with Higher-tier feats, but only one at a time, once per level you gain. For instance, at 11th level, you gain one feat and you can also retrain, at 11th level, you gain one feat and you can also retrain one of your heroic tier feats, gaining a paragon tier feat in it's place. At 12th level you can do the same, so you can potentially have four paragon tier feats at 12th level
you can do the same, so you can potentially have four paragon tier feats at 12th level.

Power You can replace a power with another power of the same type (at-will attack power, encounter attack power, daily attack power, or utility power), of the same level or lower, and from the same class-a 5th level attack power for a another 5th level power, for example, or a 22nd-level utility power for a different 22nd-level utility power. You can't replace power that's a class feature (such as a cleric's healing word).

Skill: You can replace a trained skill with another t rained skill from your class list. You can't replace a skill if it's required for a feat, a power, or any other attribute you have, or if it's predetermined by your class. If your class requires you to choose one or two skills (such as the star ranger, which requires either dungeoneering or nature.), you can alter your choices by retraining, but your limited to replacing one skill with the other.

The Three Tiers

The thirty levels of your career are divided into three tiers: the heroic tier (1-10), the paragon tier (11-20), and the epic tier (21 - 30). When you leave one tier and cross the threshold into a new one, you experience some major increase in power.

Heroic Tier: Your character is already a hero, set apart from the common people by your natural talents, learned skills, and some hint of a greater destiny that lies before you. Your capabilities are largely determined by your choice of character class and the lesser extent by your race.

Paragon Tier: Your character is a shinning example of heroism, set well apart from the masses. Your class still largely determines your capabilities. In addition, you gain extra abilities in your specialty: your paragon path. When you reach 11th level, you chose a path of specialization, of course that defines who you are within a certain narrow range of criteria. You are able to travel more quickly form place to place, perhaps access to to a spaceship, or other crafts or creatures. Death becomes a surmountable obstacle and fate of nations or even the world might hang in the balance as you undertake quest.

Epic Tier: Your character's capabilities are truly suerheric. Your class still determines most of your abilities, but your most dramatic powers come from your choice of epic destiny, which you select at 21st level. At this level you might control some of the most strongest parts of the universe. Perhaps hold a title that makes you leaders or leaders, or posses lost technology relics that none else has, or posses the darkest secrets of the universe. You interact with Dragon and Demon Kings, you and save entire empires from the brink of destruction, or cause them to war.

Total XP Level Ability Score Powers & Feats Feats Known Total Powers Known (at-will/Encounter/Daily/Utility)
1st See Race Class Features; racial traits; gain 1 feat; train starting skills; gain 2 at will attacks powers; gain 1 encounter attack power; gain 1 daily attack power 1 2/1/1/0
1000 2nd - Gain 1 utility power; gain 1 feat 2 2/1/1/1
2,250 3rd - Gain 1 encounter attack power 2 2/2/1/1
3,750 4th +1 to two gain 1 feat 3 2/2/1/1
5,500 5th - Gain 1 daily attack power 3 2/2/2/1
7,500 6th - gain 1 utility power, gain 1 feat 4 2/2/2/2
10,000 7th - Gain 1 encounter attack power 4 2/3/2/2
13,000 8th +1 to two Gain 1 feat 5 2/3/2/2
16,500 9th - gain 1 daily attack power 5 2/3/3/2
20,500 10th - Gain 1 utility power, gain 1 feat 6 2/3/3/3
26,000 11th +1 to Every Paragon path features; gain 1 paragon path encounter attack power, gain 1 feat 7 2/4/3/3
32,000 12th - Gain 1 paragon path utility power; gain 1 feat 8 2/4/3/4
39,000 13th - Replace 1 encounter attack power 8 2/4*/3/4
47,000 14th +1 to two Gain 1 feat 9 2/4/3/4
57,000 15th - Replace 1 daily attack power 9 2/4/3*/4
69,000 16th - Paragon path feature; gain 1 utility power; gain 1 feat 10 2/4/3/5
83,000 17th - Replace 1 encounter attack power 10 2/4*/3/5
99,000 18th +1 to two Gain 1 feat 11 2/4/3/5
119,000 19th - Replace 1 daily attack power 11 2/4/3*/5
143,000 20th - gain 1 paragon path daily attack power; gain 1 feat 12 2/4/4/5
175,000 21st +1 to two Epic destiny feature; gain 1 feat 13 2/4/4/5
210,000 22nd - Gain 1 utility power, gain 1 feat 14 2/4/4/6
255,000 23rd - Replace 1 encounter attack power 14 2/4*/4/6
310,000 24th +1 to two Epic destiny feature; gain 1 feat 15 2/4/4/6
375,000 25th - Replace 1 daily attack power 15 2/4/4*/6
450,000 26th - Gain 1 epic destiny utility power; gain 1 feat 16 2/4/4/7
550,000 27th - Replace 1 encounter attack power 16 2/4*/4/7
675,000 28th +1 to two Gain 1 feet 17 1/4/4/7
825,000 29th - Replace 1 daily attack power 17 1/4/4*/7
1,000,000 30th - Epic destiny feature; gain 1 feat 18 2/4/4/7
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