Difference between revisions of "Player Characters"

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Fictional persons in the game are called "characters." These may be run either by the game's players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters" (PCs), and it is for these that the [[World (Alexis' game setting)|game's setting]] is chiefly devised. The world exists independently of them, but its structures, opportunities, dangers and rewards are all meant to be engaged through their actions. It is therefore assumed that player characters are above average, possessing unusual capability, adaptability or ambition, and are thus generally superior to ordinary [[Non-player Characters]].
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This superiority does not mean that player characters are automatically wiser, morally better or socially important. Rather, it means they possess the capacity to affect the world in ways that ordinary persons usually cannot. They survive where others would perish, take risks others avoid and often acquire training, knowledge and influence beyond what is common in settled society. Even at low levels, a player character is presumed to possess the makings of someone exceptional, whether by talent, discipline, nerve or simple force of will.
  
Fictional persons in the game are called “characters.”  These may be run by either the Game’s Players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters."  It is for these "PCs" that the game’s setting is devised. It is therefore supposed that Player Characters are above average, and thus superior to ordinary NPCs.
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Player characters are divided into "[[Character Class|classes]]." Classes are groups of persons sharing alike [[Progenitor|professional roles]], [[Ability Stats|qualities]], characteristics and motivations, though members of a single class may represent a very wide range of vocations, personalities and life plans. A class is not merely a fighting style or narrow trade, but a broader pattern of aptitude and development through which a character engages the world. It defines, in practical terms, how the character gains [[Knowledge Points|knowledge]], earns [[Experience (X.P.)|experience]], approaches [[Combat|conflict]] and grows in [[Sage Ability|ability]] over time.
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<br>
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Thus, while two characters may belong to the same class, they may still differ radically in background, conduct and purpose. One may be dutiful and restrained, another reckless and acquisitive; one may seek service, another mastery, another only survival. Class identifies what sort of person a character is equipped to become, not the exact shape that person's life must take.
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There are eleven character classes in Alexis' world, described separately on these pages:
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* [[Assassin (class)|Assassin]]<br>
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* [[Bard (class)|Bard]]<br>
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* [[Cleric (class)|Cleric]]<br>
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* [[Druid (class)|Druid]]<br>
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* [[Fighter (class)|Fighter]]<br>
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* [[Illusionist (class)|Illusionist]]<br>
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* [[Mage (class)|Mage]]<br>
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* [[Monk (class)|Monk]]<br>
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* [[Paladin (class)|Paladin]]<br>
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* [[Ranger (class)|Ranger]]<br>
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* [[Thief (class)|Thief]]
  
Player characters are divided into “classes.”  Classes are groups of persons sharing alike professional roles, qualities, characteristics and motivations — though members of a single class may represent a very wide range of vocations, personalities and life plans. There are eleven character classes in Alexis’ world, described separately on these pages:
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In the creation and maintenance of Player Characters, there are many game elements with which the player should become familiar. These concern the character's nature, abilities, training, relationships with other characters and the practical demands of survival within the game world. Together, they define not only what a character is capable of doing, but how that character functions as a living person within the setting. A successful player benefits from understanding these parts not as isolated mechanics, but as connected features of a coherent person moving through a dangerous and reactive world.
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:::[[Assassin (class)|assassin]] / [[Bard (class)|bard]] / [[Cleric (class)|cleric]] / [[Druid (class)|druid]] / [[Fighter (class)|fighter]] / [[Illusionist (class)|illusionist]] / [[Mage (class)|mage]] / [[Monk (class)|monk]] / [[Paladin (class)|paladin]] / [[Ranger (class)|ranger]] / [[Thief (class)|thief]]<br>
 
<br>
 
There are many elements of the game that relate to player characters that include their abilities, relationships with NPCs and the need to survive:
 
  
Ability Stats
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== Links ==
Alignment
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<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4">
Character Background Generator
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* [[Ability Checks]]
Character Creation
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* [[Ability Stats]]
Character Race Options
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* [[Aging]]
Character Race Relations
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* [[Alignment]]
Charisma
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* [[Assassination (sage ability)|Assassination]]
Constitution
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* [[Character Background Generator]]
Dexterity
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* [[Character Creation]]
Dwarf Race & Physiology
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* [[Character Race Options]]
Elf Race & Physiology
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* [[Character Race Relations]]
Family Relations
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* [[Charisma (ability stat)|Charisma]]
Gnome
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* [[College (bardic)]]
Half-elf
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* [[Constitution (ability stat)|Constitution]]
Halfling
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* [[Death]]
Half-orc
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* [[Dexterity (ability stat)|Dexterity]]
Height & Weight
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* [[Dwarf Race & Physiology|Dwarf]]
Human
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* [[Elf Race & Physiology|Elf]]
Intelligence
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* [[Encumbrance]]
Multi-Class Characters
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* [[Experience (X.P.)]]
Paladin’s Warhorse
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* [[Experience Level]]
Player Character Hit Points
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* [[Family Relations]]
Primary Attributes
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* [[Follower]]
Progenitor
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* [[Food]]
Spellbook
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* [[Gnome Race & Physiology|Gnome]]
Spellcasting
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* [[Half-elf Race & Physiology|Half-elf]]
Strength
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* [[Halfling Race & Physiology|Halfling]]
Thief
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* [[Half-orc Race & Physiology|Half-orc]]
Wisdom
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* [[Healing]]
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* [[Height & Weight]]
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* [[Henchmen]]
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* [[Hireling]]
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* [[Hit Dice]]
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* [[Hit Points]]
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* [[Holy Weapon]]
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* [[Horseback Riding (sage study)|Horseback Riding]]
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* [[Human Race & Physiology|Human]]
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* [[Injury]]
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* [[Intelligence (ability stat)|Intelligence]]
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* [[Knowledge Points]]
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* [[Lay on Hands]]
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* [[Martial Spirit]]
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* [[Multi-class Characters]]
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* [[Name Level]]<br>
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* [[Paladin's Warhorse]]
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* [[Primary Attributes]]
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* [[Progenitor]]
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* [[Read & Write]]
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* [[Rest (healing)|Rest]]
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* [[Retainer]]
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* [[Sage Ability]]
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* [[Sage Field]]
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* [[Sage Study]]
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* [[Saving Throws]]
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* [[Secondary Skills]]
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* [[Skill Gaining]]
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* [[Spellbook]]
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* [[Spellcasting]]
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* [[Stealth (sage ability)]]
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* [[Strength (ability stat)]]
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* [[Swimming (sage ability)|Swimming]]
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* [[Turn Undead (sage ability)|Turn Undead]]
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* [[Weapon Proficiencies]]
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* [[Wisdom (ability stat)|Wisdom]]
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</div>
  
See Also,
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[[Category: Reviewed]]
Ability Checks
 
Aging
 
Assassination
 
Colleges
 
Death
 
Encumbrance
 
Experience
 
Experience Level
 
Followers
 
Food
 
General Index
 
Henchmen
 
Hirelings
 
Hit Dice
 
Hit Points
 
Holy Weapons
 
Horseback Riding
 
Lay on Hands
 
Martial Music
 
Reading
 
Rest
 
Retainers
 
Sage Abilities
 
Secondary Skills
 
Skill Gaining
 
Stealth
 
Swimming
 
Turn Undead
 
Weapon Proficiencies
 

Latest revision as of 19:13, 9 April 2026

Player Characters.jpg

Fictional persons in the game are called "characters." These may be run either by the game's players or by the DM as "non-player characters" (NPCs). The former are called "Player Characters" (PCs), and it is for these that the game's setting is chiefly devised. The world exists independently of them, but its structures, opportunities, dangers and rewards are all meant to be engaged through their actions. It is therefore assumed that player characters are above average, possessing unusual capability, adaptability or ambition, and are thus generally superior to ordinary Non-player Characters.

Contents

This superiority does not mean that player characters are automatically wiser, morally better or socially important. Rather, it means they possess the capacity to affect the world in ways that ordinary persons usually cannot. They survive where others would perish, take risks others avoid and often acquire training, knowledge and influence beyond what is common in settled society. Even at low levels, a player character is presumed to possess the makings of someone exceptional, whether by talent, discipline, nerve or simple force of will.

Player characters are divided into "classes." Classes are groups of persons sharing alike professional roles, qualities, characteristics and motivations, though members of a single class may represent a very wide range of vocations, personalities and life plans. A class is not merely a fighting style or narrow trade, but a broader pattern of aptitude and development through which a character engages the world. It defines, in practical terms, how the character gains knowledge, earns experience, approaches conflict and grows in ability over time.

Thus, while two characters may belong to the same class, they may still differ radically in background, conduct and purpose. One may be dutiful and restrained, another reckless and acquisitive; one may seek service, another mastery, another only survival. Class identifies what sort of person a character is equipped to become, not the exact shape that person's life must take.

There are eleven character classes in Alexis' world, described separately on these pages:

In the creation and maintenance of Player Characters, there are many game elements with which the player should become familiar. These concern the character's nature, abilities, training, relationships with other characters and the practical demands of survival within the game world. Together, they define not only what a character is capable of doing, but how that character functions as a living person within the setting. A successful player benefits from understanding these parts not as isolated mechanics, but as connected features of a coherent person moving through a dangerous and reactive world.

Links