Player Character (PC)

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A player character (PC) is a character controlled by a player, which distinguishes them from a non-player character (NPC) controlled by the GM. A player character is how a player interacts with the world of Mezia. PCs may be completed crafted by the player or provided by a GM, but either way the player gets to control their actions and decide their fate.

This page will provide details about the important aspects of a player character, as well as steps on how to create one from scratch.

Species

All characters are a member of one of the many species inhabiting Mezia. One of the chosen species is the best option for most PCs, especially if the player wants to use magic. However, a player can choose to play as almost any species, even an animal, although that could substantially limit their character's possible actions. The only limitation is what species the GM allows the player to choose, and GMs may have very good reasons for limiting their players options.

Hometown

A character's hometown is the place they grew up. A hometown influence's a character's perception of the world, who they trust or distrust, how they manage survival and deal with death. On Mezia, most people are living in fear of the behemoths, and their hometown is often the only place that is safe. If all PCs aren't from the same hometown, consider why one or more of them left.

Backstory

A backstory describes why and how a character left their old life behind and set out on an adventure. Adventuring is dangerous stuff, it’s not something people just stumble into accidentally. Answering questions about who your character is and why they are adventuring is important to having a complete character. Your GM has the right to veto any portion of your backstory, so make sure you are both on the same page about what is acceptable and what isn’t.

Some useful questions to start with are below, and there is much more you could expand on if you wish.

  • What is your character’s name?
  • Who are their parents?
  • How old are they?
  • What was their childhood like?
  • What led them to adventure?

Another important part of your chatacter's backstory is their Goal, Motivation, Personality, Quirk, and Handicap. These five aspects do not impact dice rolls. Invoking one of these aspects to add tension to the story is one of the ways in which the GM may award you with experience points.

Goal

A goal is the core reason your character is setting out on their adventure. A goal should be a short sentence that describes what your character intends to achive. In theory, their adventure would end upon completing this goal, unless they set a new goal along the way. Goals are a good thing to discuss with the GM and other players at session zero. A good method for creating a goal is to use SMART goals, described below.

  • Specific: Well defined, clear, and unambiguous.
  • Measurable: With specific criteria that measure your progress toward the accomplishment of the goal.
  • Achievable: Attainable and not impossible to achieve.
  • Realistic: Within reach, realistic, and relevant to your life purpose.
  • Timely: With a clearly defined timeline, including a starting date and a target date. The purpose is to create urgency.

Motivation

Motivation is what pulled or pushed your character towards their goal. A motivation should be simpler than a goal, but still specific to the character's life. "Avenging my dead father" or "Fulfilling my destiny" are fine for motivations, since they help give some context to why the character's goal is important to them.

Personality

A character's personality are parts of them that make them who they are. A personality can't really be boiled down to a few words, but focusing on only key aspects provides enough for this segment. Using words from the Myers–Briggs Type Indicator such as "Introverted" or "Extroverted" are a good source, but do not feel limited to only picking from there. In general, you should choose personality aspects that you consider to be positive or beneficial to your character.

Quirk

A quirk is something unique or different about your character. Quirks enhance a character's personality beyond the basics and should reflect how you want your character to respond in certain situations. For example, a character with an introverted personality may have a quirk like "Hates Crowds" or "Obsessive Bookworm", which both enchance the introverted personality in completely different ways. A quirk is neither positive nor negative, it just is.

Handicap

A handicap is something that creates barriers for your character. Nobody is perfect, and handicaps exist to reflect that. A handicap could be something physical like "Blind" or "Missing an Arm", emotional like "Fear of Snakes" or "Traumatic Childhood", or personal like "Rude" or "Narcissistic". A handicap should be impacting to your character, but should not be a constant burden.

Relationships

Relationships are the friends and enemies a character has made. Relationships can be called on to help in a time of need, or cause trouble right when you least want it. Relationships are measured in terms of friends and enemies, with a number representing how strong the friendship or hostility is.

For a friend, a higher friendship represents that the friend is willing to help with a bigger favor, or more small favors. Friendship is increased by helping the friend out and maintaining a close relationship, and reduced when a favor is called in. If a friend reaches 0 friendship due to a favor being called in the relationship can persist or, if the player prefers, be removed.

For an enemy, a higher hostility represents that the enemy will do more to inconvenience or harm your character. Hostility is increased by annoying, inconvenincing, or harming the enemy, and will also increase over time. Hostility is reduced when the enemy acts against your character. If an enemy reaches 0 hostility due to an act against the character, they will remain an enemy but their hostility will not increase over time.

Attributes

Player characters have twelve attributes which broadly describe the character's mental, physical, and spiritual potential. Each attribute has a level from 1 to 25. Players can increase the level of an attribute using experience points. Attributes have two purposes, attribute rolls and skill increases.

Attribute rolls are typically requested by the GM, and require a player to roll either a mental, physical, or spiritual check. The max possible roll is the sum of the four attributes in that grouping. Attribute rolls are generally only used to determine the outcome of a situation that is not skill based.

Attributes are used to increase skills. Every skill is associated with two or more attributes, and all attributes need to be at or above a certain level to increase a skill's proficiency. See the skills page for more details.

Mental

The mental attributes corresponds to aspects of the mind. A mental roll may be required to recall specific information or avoiding being influenced.

The four mental abilities are:

  • Charisma determines how well a character sways a conversation, both socially and professionally.
  • Perception determines how much a character notices and how they present themselves.
  • Resilience determines how much a character can resist influence and how quickly they can recover.
  • Wit determines whether a character is able to have a highly technical conversation or tell a compelling story.

Physical

The physical attribute corresponds to aspects of the body. A physical roll may be required to defend or perform an arduous physical feat.

The four physical abilities are:

  • Agility determines how fast a character is and their reaction time.
  • Fitness determines the general health of a character and how much poison will affect them.
  • Precision determines how precisely a character executes a specific action.
  • Strength determines how much a character can lift and move effectively.

Spiritual

The spiritual attribute corresponds to aspects of the soul. A spiritual roll may be required to face a fear or avoid possession.

The four spiritual abilities are:

  • Aura determines a character's spiritual connection with the world.
  • Empathy determines how well a character senses thoughts and emotions.
  • Energy determines how strong a character's connection to spirits is.
  • Intuition determines how easily a character interprets signs and premonitions.

Skills

A skill is a specific and limited thing a character can do. Unlike attributes and abilities, there are not a fixed number of skills and new ones can always be added.

Skills are ranked at one of five proficiency levels: Unskilled, Amateur, Proficient, Expert, or Master. All characters are able to perform any skill at the unskilled level and can improve their proficiency in any skill. Each skill is related to two or more abilities, and improving a skill requires first reaching a certain level in the related abilities.

Skills (together with abilities) are used for most rolls in the game, and the player is usually the one who decides which skill to use. The skill sets the maximum possible outcome for a roll, based on its proficiency level: Unskilled (20), Amateur (40), Proficient (60), Expert (80), Master (100).

Equipment

A character's equipment is very important to keeping them safe in the wilds of Mezia. Some equipment requires a skill to be at or above a certain proficiency level to be used to its full potential.

Creating a player character

Creating a player character is the first step in playing a game of Mezia RPG. You (the player) create your PC as an extension of yourself to delve into the world of Mezia. The recommended method for creating a character is to come up with a rough draft on your own then refine your concept with the whole party at session zero. During session zero the game master can explain the campaign and any requirements or restrictions they may have regarding player characters. All players can refine their character concepts together based on their roles, relationships, or thematic elements.

If you would like a simplified method for character creation, occupations are an easy way to come up with a balanced character and provide guidance on how to advance.

Steps to create a PC
  1. Choose a species
  2. Choose a hometown
  3. Write a short backstory. Include your character's goal, motivation, personality, quirk, and handicap.
    • This is a fine place to stop if you are making a rough draft.
  4. Come up with your character's relationships. You can have multiple friends and enemies as long as the total number for friendships is only 1 more than the total for enemies.
  5. Distribute 12 points among your abilities, with at least 3 points in each attribute.
    • For example, you could have all abilities at level 1 or one mental and physical ability at level 3 and one spiritual ability at level 6
  6. Choose three skills for your character. Those skills will each be the highest level possible given your current ability scores.
    • It is recommended to start with at least one combat-related skill, unless you will be playing a campaign without much combat.
  7. Choose any common equipment and items
  8. Expand on your backstory. Include how your character developed their abilites and skills.


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