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Character Creation Rules

During character creation, each player has 85 points to distribute among all 7 stats. Each point equals one stat point. No stat may be below 6 or above 18 after spending these 85 points. Stats are still unable to go above 20 unless modified by items or semblances.

Example: If a character decides to get 18 strength first, they will have 67 points remaining to distribute among their remaining 6 stats .

Aura(new stat): This stat determines a character’s semblance strength, Aura Pool and Aura shield. Similar to other stats unless modified by semblance or item this can not go above 20. Characters with 10 or less Aura cannot activate their semblance and may not know what it does until their aura increases above 10.

Aura Shield(new): A character gains a number of temporary hit points equal to their Aura Pool. This refreshes after a short or long rest.

Aura Pool(new): A character gains a number of Aura Points equal to their Aura Bonus x their level. This is used to fuel their aura shield and their semblance ability. If a character depletes their aura pool but still has remaining temporary hit points from their aura shield they lose the remainder of their pool until they regain aura. A character regains half of their spent aura pool after a short rest, a character returns to max aura pool at the end of a long rest.

Actions Per Turn(new): Instead of 1 Action and 1 Bonus action, each character can perform two actions on their turn starting at lvl 1, all bonus actions in the core rules are available to use as an action. Character’s gain an additional action at 5th, 10th, and 15th level. A character is still limited to 1 reaction per turn.

HP and Proficiencies: Before determining your weapon and semblance design, you should choose a class that determines your character’s HD, skills, saving throws, as well as weapon and armor proficiencies. You do not gain class features from this class (see character features below).

Semblance Creation: Each player should create a semblance that can be described in one to three words. Players should double check with their GM before finalizing their semblance to make sure they are ok with it. This description should be enough to tell your GM what your semblance would be capable of doing.

Semblance Example: Fire Bending, Super Speed, Regeneration, Phasing

Personalized Weapon Design: Each character has a unique weapon or set of weapons, this weapon should be as unique as the character’s semblance. When making a weapon you can either have 2 Specialized Weapon & 2 Modifications each or 1 Weapon with 4 total. Some DMs may want to put limits on the nuber of times a player can take certain modificaitons such as upgrade (see weapon modification table). You must be proficient in any weapon or weapon form you choose for your personlized weapon.

Character Features: Rather than choosing a specific class to build off of, each level other than, 4th-5th-8th-10th-12th-15th-16th and 19th a character may chose a class feature from a melee class that is not magic based. GMs can make exceptions for certain magical based class features if they can find a way to flavor it in a non magical fashion. A character must be of equal or higher level than they would normally be in order to be able to take a character feature. You may only choose a character feature once unless otherwise stated in the core rule book such as fighting style.

Un-Available Class Features: Extra Attack, Action Surge or Ability Score Improvement. In addition these rules alterations are not meant to be used with spells from any class, however, players may look to spells for inspiration when using a semblance.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Race: Players can choose to be either a human or a Faunus. Humans are more well rounded and gain either +1 to all stats(after point distribution) or +1 to 2 stats and a feat, whereas a Faunus gains +2 to 1 stat and +1 to another. Faunus also gain darkvision and another trait based on their animal side. The stats bonus granted to Faunus usually reflect their animal trait, for instance, a Cat Faunus may choose +2 to dexterity