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**[Home Page](Home%20Page.md) / [Prism](Prism.md)**
# Prism Character Creation (Work in Progress)
> [!grid|txt-c]
>[![[Classes.webp]]](Prism%20Classes.md)
>[![[Races.webp]]](Prism%20Races.md)
>[![[Ability Scores.webp]]](Prism%20Attributes.md)
>[![[Armory.webp]]](Prism%20(Testing)/Armory/Armory.md)
All Characters start with a 10 in their Main Attributes. These will have additions made to them according to the following choices you make:
- To begin, decide whether the character is an [Adventurer](Adventurer.md) or a [Vagabond](Vagabond.md).
>[!recite|no-i]- <font color="#8555d5"><font size="+2">[Adventurer](Adventurer.md)</font></font>
>Characters that are **Adventurers** gain the following:
>
>>Select 1 Skill; that skill becomes the character’s [Core Skill](Prism%20Core%20Skill.md).
>><br>
>>A [Core Skill](Prism%20Core%20Skill.md) is a skill in which the character is particularly proficient. They make basic skill checks with a +5 modifier. They may also attempt advanced skill checks. A character's Core Skill also gives access to its [Core Skill Class](Core%20Skill%20Classes.md), which is determined by the character's archetype. This provides a **[Main Attribute Score bonuses](Prism%20Attributes.md)** bonus determined by the skill chosen.
>
>>Select 1 [Archetype](Archetype.md).
>><br>
>> This Archetype will determine the pool of classes you may choose from. Each Archetype gives a collective of features, proficiencies, and **[Main Attribute Score bonuses](Prism%20Attributes.md)** determined by the Archetype. The **Adventurer**, however, can only gain the Attribute bonus from Core Classes once. (Meaning that one that picks Two Core classes out of their three gains only one instance of a +2, instead of both instances of it.)
>
>>The **Adventurer** determines their [Sub-Attributes](Prism%20Attributes.md) by the lower of the two parent **[Main Attributes](Prism%20Attributes.md)** modifiers that comprise it.
>
>>Select 1 [Kit](Prism%20(Testing)/Armory/Kits/Kits.md); that kit becomes the character’s Core Kit.
>><br>
>>A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. The character gains proficiency in that kit, and is provided a bonus of +2 to a **[Main Attribute Score](Prism%20Attributes.md)** of their choice.
>
>>Select 1 [Character Origin Path](Character%20Paths.md).
>><br>
>>These Origin Paths give access to starting abilities, equipment and various other boons. This may provide a **[Main Attribute Score bonus](Prism%20Attributes.md)** determined by the Origin chosen.
>
>>The character gains 4 action points to interact with the game space as well as access to the [Core Actions](Prism%20Core%20Actions.md).
<br>
>[!recite|no-i]- <font color="#8555d5"><font size="+2">[Vagabond](Vagabond.md)</font></font>
>Characters that are **Vagabonds** gain the following:
>
>>The **Vagabond** does not gain a [Core Skill](Prism%20Core%20Skill.md). Instead, the **Vagabond** may attempt to make any skill check. If the check is an Advanced one, they have a -5 to it.
>
>>Select 1 [Kit](Prism%20(Testing)/Armory/Kits/Kits.md); that kit becomes the character’s Core Kit.
>><br>
>>A Core Kit is a set of tools that allows the character to have a vocation or participate in a profession. The character gains proficiency in that kit, and is provided a bonus of +1 to a **[Main Attribute Score](Prism%20Attributes.md)** of their choice.
>
>>Select 1 [Character Origin Path](Character%20Paths.md).
>><br>
>>These Origin Paths give access to starting abilities, equipment and various other boons. This may provide a **[Main Attribute Score bonus](Prism%20Attributes.md)** determined by the Origin chosen. **Vagabonds** may not choose a Continental Origin nor do they have access to the Continental Classes.
>
>>The **Vagabond** does not choose an [Archetype](Archetype.md). Instead, the **Vagabond** may choose 3 [Classes](Prism%20Classes.md) from any of the Core Classes. The **Vagabond** gains a +1 to both options that those classes would provide to their **[Main Attributes](Prism%20Attributes.md)**, as well as whenever a class feature would award a choice of one.
>
>>The **Vagabond** gains [Mana](Prism%20(Testing)/Glossary/Keywords/Targeted%20Entity/Mana.md) and [Spellcasting](Prism%20Spellcasting.md) if they choose a Faith or Mana Class.
>
>>The **Vagabond** gains proficiency in a [Weapon](Weapons.md) group if they choose a Martial or Wanderer class.
>
>>The **Vagabond** gains [Medium Armor](Medium%20Armor.md) proficiency if they choose a Warrior Class. They gain [Light Armor](Light%20Armor.md) proficiency if they choose a Wanderer Class.
>
>>The **Vagabond** determines their [Sub-Attributes](Prism%20Attributes.md) by taking the lower modifier of the two parent [attributes](Prism%20Attributes.md).
>>Should the parent [attributes](Prism%20Attributes.md) be the same number, the **Vagabond** adds the modifiers together instead.
>
>>The **Vagabond** gains 6 HP per level.
>
>>The character gains 4 action points to interact with the game space as well as access to the [Core Actions](Prism%20Core%20Actions.md).
- Next, you may choose your classes:
- The class system of Prism allows a character to choose three [Classes](Prism%20Classes.md) to advance simultaneously, choosing from abilities between those three [Classes](Prism%20Classes.md).
- At 1st Level, choose two class features for each of the three classes you have chosen. The character now has those starting class features. Each class additionally gives a +2 to one of two choices given for each class should the character be an **Adventurer**, and a +1 to both options should they be a **Vagabond**. (**Adventurers** only gain this bonus from one **[Core Classes](Core%20Classes.md)** option. Should multiple of their classes be Core Classes, they do not gain the additional Attribute Bonuses.)
- From 2nd Level onwards, a character chooses one of the three available class features from their three chosen classes.
- Afterwards, choose a [Race](Prism%20Races.md) and an applicable sub-race.
- You may then choose your character's [Origin Path](Character%20Paths.md), and what [Kit/Kits](Prism%20(Testing)/Armory/Kits/Kits.md) your character is proficient in (if you haven't yet). By default, only one Kit proficiency is available for each character, although your previous choices may change this number. Any left over or unpicked [Armory](Prism%20(Testing)/Armory/Armory.md) pieces you have still available should also be picked by this point.
- After all these choices are made and completed, you should have your final Main Attribute Array done. Here, you are now able to see and determine what your [Sub-Attributes](Prism%20Attributes.md) are. Some of these may receive an extra bonus depending on previous choices made. Once these are all determined, you should be able to determine your character's [Core Skills](Prism%20Core%20Skill.md).
- Your Character spells, songs (if applicable) and [Inventory](Prism%20(Testing)/Armory/Armory.md) can then be finalized with the Dungeon Master, as they may be affected by the start of the campaign chosen.
---
<Center>Below are linked two example characters that can be used as reference as to how a character of each type looks like:</center>
>[!cards|2]
>**[Sir Edmund the Endearing](Sir%20Edmund%20the%20Endearing.md)**
>**<small>[Adventurer](Adventurer.md) Example Character</small>**
>
>**[Allan Clast](Allan%20Clast.md)**
>**<small>[Vagabond](Vagabond.md) Example Character</small>**
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For Information on the Character Creation Contest rules that was run during the Alpha, please see the [Prism Character Creation Contest](Prism%20Character%20Creation%20Contest.md) page.