In Djemity you play as a great hero of the world. Either a great hero of the people or a shadowy legend, you are adept at everything you turn your hand to, even with little or no training. On this page you will find a brief overview of the steps in generating a character to play in session and during turnsheeting.
Note: If you are creating a character after the game has begun, you will have extra points to spend. See Character Advancement
A central theme in Djemity are the different races of the world, and the collaboration and conflict between them. The first step is to pick a Race. Your race will give you a natural starting point for alliances (although you should also seek out allies in the other cultures), as well as your IC appearance; which you can represent in session to whatever extent you choose. The Races page has brief descriptions of the 5 races of Djemity, but you can find more information in the associated settings pages. Each Race also has its own unique Magic.
You should also choose a Caste. A Caste represents your position in your race's society. Your Caste tells you something about your background. Each Caste has two favoured skills - you can pick one of these as a skill which can be bought at Rank 3 at Character Generation (all other skills can only be bought at rank 2). A brief description of the Castes can be found on the Races page.
More information can be found on the Races page.
You have 12 points to spend on Skills and Traits
You can get up to 8 extra points from taking Negative traits which can only be spent on other Traits (not further skills).
You may take additional Negative Traits beyond this but will receive no extra points for them.
Skills can be bought up to rank 3 in your favoured skill, or Rank 2 otherwise.
All characters have Rank 1 in a chosen Magic (dependent on your caste choices) for free. You can buy this up to Rank 2 for 2 skill points. Most characters may only take one branch of magic, the exception is the “Mage Caste” of each race which may take multiple magic skills, although only one is favoured.
Come up with things like a name (see the race pages for a guide on racial naming conventions), a background and details of people close to you. The more information you give us about your past, the more enjoyable we can make the game for you.
More specifically, the GM team would like to know the greatest flaw of your Character, their greatest achievement and their major motivation.
We'd also like you to write a bio; this is a short description about your character that other players will be able to read, so it should only include common knowledge.
Once you have your character, email it to the GM's at gm@djemity.chaosdeathfish.com, we'll check through it and set you up a user account.
We don't want to limit you to specific character concepts, so feel free to play any character fits with the feel of the system, that said we feel there are a number of main archetypes which you could focus on, which will to some extent guide you in the activities you will undertake. You don't need to formally choose an archetype and you can choose to do a bit of any, but they are often a good starting point.
The world of Djemity is a dangerous place, with powers that seek to destroy the races who have banded together. Whether it is for the glory of battle, a test of adulthood, the spoils of war or a fast buck, warriors are responsible for taking the fight to the enemy, from the heroes who can break an army single-handedly to the generals who achieve victory against all odds.
The world of Djemity is a mysterious place, ancient tombs and secret caves are found in many secret locations, and are ripe for the picking, fighting guardians, dodging traps and solving riddles are all in a day's work for an adventurer as they look for fame and fortune in the hidden places of the world.
The world of Djemity is full of secrets. Scoundrels cover all manner of individuals, from con men who make a living tricking “honest” men, to sneak thieves who steal priceless treasures, to assassins for hire to take out problematic political rivals or spies who gather information behind enemy lines.
The world of Djemity is full of people wanting to find stuff out. Not the most glamorous job but certainly rewarding, these people are required to make sure others are work to the best of their ability. Crafting exceptional equipment for warriors, finding the use for mysterious items adventurers bring back, or finding information for politicians or scoundrels, support is required to make sure things move smoothly.
The world of Djemity is full of conflict, and the politicians are in charge of making sure things don't go to hell. The politician must be able to guide his own race to prominence and strength, while not making them seem like a threat. With the uneasy alliance it will be a hard task to make sure tensions don't boil over, but done successfully and a new golden age could be beginning across the land.
The world of Djemity is full of Magic - it is universal and pervasive, so much so that almost everyone possesses the ability to use magic to some degree. Each race of the world of Djemity has a unique form of magic, a whole range of things can be accomplished with magic, and magic can be used to put a different spin on one of the other archetypes.
Also ability with magic opens up the possibility of being an enchanter, the ability to create powerful magical items; the enchantment mechanic can be found on the Enchantment page.