Character Creation

Characters in Among Stars can come from numerous different backgrounds. From a simple store clerk, to being one of many heirs to a Magus bloodline. Characters can be built off of a few possible presets, as presented in the next category of this page. There is also a second category on this page for possible additions one can make to their character. Always keep in mind that these are guidelines, and things can be worked out for other possibilities.

Beginnings
Characters will all have to come from somewhere, and here are but a few possibilities.

Warlock
Your character is a Warlock, someone who miraculously was marked with the capability to wield the Pact upon your creation. Once you grew to the age, or were able to comprehend it from the beginning, your character became able to wield their Pact in some form of Alignment. This character will start out with their Pact powers, some basic physical armor, a kinetic weapon, and 200 credits.

Surger
Your character is a Surger, a wielder of the Surge from the enigmatic monastic organization known as Ohm. Having undergone brutal physical testing and training, rigorous studying and quizzes, and psychological screenings by Ohm, your character proved themselves to be accepted among the Surgers. This character starts out with basic physical armor, a Fuse augmented cybernetic limb of their choice, a kinetic weapon, and 200 credits.

Magus
Your character is the heir to one of the Magus Bloodlines. Your character will be blessed with the ability to manipulate the Weave and cast supernatural abilities through Foci, but they will also be cursed with the various effects that their form of Weave puts on them. This character will start out with their Magus powers, a very basic Foci (any very common material), some basic physical armor, a kinetic weapon, and 200 credits.

Hemothurge
Your character is a Hemothurge, a user of corrupted Hemovis who gained their powers by brutally murdering a previous Hemothurge. While Hemothurges aren’t inherently evil, they often struggle with bad habits and impulses that are born from the Rite which they were branded with. This character starts out with basic physical armor, their Hemothurge powers, a kinetic weapon, and 200 credits.

Simple
Your character is one that hails from no particularly powerful or gifted backgrounds, but instead one that will carve a path for themselves. While you don't have the advantages of other people's financial or supernatural backgrounds, you will excel in other ways, in time. This character will start out with 300 credits, and their choice of either a energy weapon, or basic shields. If a energy weapon is chosen, they will receive basic physical armor with it. If basic shields are chosen, they will receive a kinetic weapon with it.

Officer
Your character is from one of the Admiralties, a descendant of a influential and powerful Admiral. As the descendant of an Admiralty, you are equipped with the knowledge of your forebear and also their techniques. As an Officer of this Admiralty, Officer simply meaning that you are part of an Admiralty, you are also equipped with a Token. Tokens are specific pieces of equipment that were used by the founding Admiral, and has been used ever since by the Admiralty that honors them. This character will start out with 200 credits, their Token, basic physical armor, and a choice of either las or kinetic weaponry if their Token isn't a weapon.

Modifiers
You can take two additional modifier to make a character more interesting, but modifiers aren't necessary for creating a character.

Hunted
For reasons that your character may or may not know, they are being hunted by someone or something. May that be a organization of mercenaries backed by Visages, or one of the dreaded Voidborne. Both their knowledge and what exactly is trying to chase them down is up to you, as long as its checked over before finalization.

Haunted
Your character is the unlucky recipient of some supernatural being's attention, however, no one else can see or hear any of its antics. The nature of this supernatural being is partially up to decision of the creator of the character, but the true nature of the being may be far more different than what it first seemed to be.

Cursed
Your character is cursed, may that be at the fate weaving hands of a Vloek, or from some other origin. The curse may manifest in grim visions, random wounds on the body, or irrational fears and thoughts. The nature of the curse and where it came from is up to the creator.

Dungeon Heart
Born in a dungeon and destined to return, your character is able to see and understand things within Dungeons that others simply can't. Your character has a unfamiliar connection to the denizens of the dungeon, and may be more susceptible to features of dungeons.

Veil Strider
Born with a uncanny connection to the Veil, this character is especially susceptible to the effects of it. However, they also are able to predict certain events related to the Veil through images within their mind. The Voidborne also take a particular interest to those with such a connection to the Veil.

Heirloom
Your character is the lucky recipient of a Visage, may that be from a dear friend or one of their family members. As a player, you will design your own Visage by taking this Modifier. It should be relatively weak, but its actual uses and powers are up to you. Any Visage from Heirloom will have to be checked over before its confirmed.

Talon
Your character was once a member of the infamous ‘Great Raven’, a pirate armada that moves unseen until it is too late for an unlucky world or station. They may have been a crew member or a criminal under their employment. This experience has given your character both connections within the criminal underworld, and perhaps has landed them on a few wanted lists.

Loyalist
Your character is a loyal member of a empire or organization, and through their hardwork and dedication they have landed themselves in a position higher than the rest. This gives them a level of clearance within a faction that others simply wouldn’t have. However, they become a priority target when traveling through space that is hostile to the given faction.

Aristocratic
Your character was born to a very wealthy family of aristocrats, or somehow came to inherit the wealth of an aristocratic family during their service to them. They will receive double what their starting credits should be, however their time in the noble lifestyle will make them stick out like a sore thumb in just about any conversation. They may become the target of various schemes if their name becomes widely known, and the enemies of the aristocratic family they were part of, will also be their enemies.

Cyber
Your character has, through some sort of circumstances, been given some sort of cybernetic enhancement. The extent of what exactly that cybernetic enchantment is, is up to the imagination of the creator of the character, however it shouldn't be too extreme. Mashina, Synthetics and Surgers can have more extravagant cybernetic enhancements out of the gate.

Nihility Redefined
Your character has from a "young age" experienced memories that aren't their own. Fleeting memories, that show scenes of bygone ages and impossible realities. These visions have been more of a curse than a blessing, having caused extensive existential questioning over their contents. However, these memories carry the boon of insight, that would otherwise be impossible to attain.

Adherent
Your character has a divine mission- or at least that's what they've been told. They are a part of one of the divine orders of the galaxy, may they be a noble or malicious organization. While unsure of the direction they are required to go in on their holy journey, they have faith to guide them and the confirmation from their order that they are allowed to use any means necessary within the confines of their faith.

Death Worlder
Your character has fought tooth and nail for the chance to survive. Born or created on a "death world", a world of such lethal proportions that few are capable of living on it even if they want to. They are experienced in the art of survival, able to fashion together rudimentary equipment on the fly. As part of living on a Death World, this character is physically robust- they can survive more wounds than the typical person before going down.

Arcanist
Your character was born or created to Arcanists- the few people sanctioned to live on one of the few relic worlds of the Precursor Empires. They have lived a life of exploration and awe, beholding the otherworldly sights of a relic world. They are more experienced with Precursor technology in general, usually being one of the few capable of understanding it and interacting with it.

Ruinous
Your character experienced first hand the horror of the Voidborne. While everything else was killed or destroyed, this character was mysteriously spared. Ever since, odd and unfortunate circumstances appear to follow them. The sensation of being watched is a frequent feeling for this blighted soul. This misfortune occasionally manifests to the benefit of this character.

Seer
Your character has been trained under the Archonate or another Seer to know the intricate processes required to manipulate a Void Drive. A Seer is tasked with both the initial creation and maintenance of Void Drives, and anyone without the proper training will find it nearly impossible to do either. While rarely ever practical outside of it, this character will have the tools necessary to deal with a Void Drive when necessary.

Hauler
Your character has been trained under the Dungeoneer's Guild or another Hauler to know the ins and outs of Dungeoneering. A Hauler is a professional "explorer" of Dungeons, and is often hired by Dungeoneering Teams to act as guides and transportation for goods acquired in the Dungeon. As a Hauler, this character will know some secrets that lend to Dungeon exploration and plundering- alongside proper storage techniques for items that are found.

Genetic Deviant
Your character has been illegally genetically modified, granting them some unnatural ability for the chance of serious legal repercussions for being caught possessing such modifications. This genetic modification allows this character to attain one positive and negative trait from another sentient race, or some form of animal or beast.

Warforged
Your character was genetically modified, designed, or created in such a way to be used for war. Stronger, faster, and more robust than others of their race. Bloodshed has been ingrained as part of their being, although they lack in other departments because of this. While they excel in the battlefield, they often struggle to do anything that involves social skills.

Seraphic
Your character has a mysterious and inexplicable connection to the Celestials- the beings that manage the Celestial Forges capable of overwriting reality itself. This character is more resistant to the effects of Veil Exposure and has a preternatural disposition towards crafting and other forms of creation. They feel a mysterious draw towards the idea of the Celestial Forges.

Scarred
Your character has met a Evocation, a terrifying creature born from the collective dismay of sentient beings. Instead of enacting its corruptive will on this character, it gave them a gift instead. This character is marked in some way by an Evocation, and are capable of manifesting some of its terrible power- however, using this gift invariably warps the character in some way to more resemble the Evocation itself.