Welcome To Synthasy!
A well-rounded storytelling game of action, creativity and heart
What is in this slideshow?
How to make your first character, including:
Rolling Ability Scores
Firstly, you must determine your six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
These can be determined through 3 main methods: The d6 method, linear point buy, and standard array
D6 method: Roll 4d6. Ignore the lowest (or one of the lowest if there’s a tie). Add up the remaining dice and repeat 6 more times. Ignore the lowest total and assign the rest to the six ability scores as you please.
Rolling Ability Scores cont.
Linear Point Buy: Each of your ability scores starts at 8. You also gain 27 points. Each point can be spent to increase one of your ability scores by 1 up to a maximum of 17 (this maximum applies BEFORE the increase from your background).
Standard Array: Assign the following numbers to the six ability scores as you please [15, 14, 13, 12, 10, 8]
Race
Race is not your ethnicity, but your actual species. Each have their own biologies, cultures, and abilities. While some complement certain classes, any have the ability to be whatever kind of adventurer you want. The Core Rulebook contains 9 base races from classic fantasy literature.
Cambarr
Often Self-reliant and Loyal
Drachon
Usually Proud and Self-sufficient
Dwarf
Typically Headstrong, Traditional and Hearty
Elf
Usually Expressive, Free, and Fair
Goblin
Often Community-Oriented, Ambitious, and Clever
Halfling
Typically Down to Earth, Friendly, and Curious
Human
Human cultures in Synthays as as varied as real human civilizations
Jöttavar
Typically Familial and Cooperative, yet self-sufficient
Orc
Often driven, resolute, and emotion-oriented
Class
Your Class is a definition of the skills, abilities, and - in most cases - magical prowess your character has.
Additionally, your class also implies certain things about your character’s backstory as well as what role you’ll likely play in the party. This role is a place you fit into a typical team as, both mechanically and within the story.
This is, however, YOUR story, the story of the table. Most classes are able to defy their expectations with a few simple choices and the way that you fulfill your role in roleplay may be modified as you see fit!
At some point along your journey, you will also have the opportunity to pick a subclass: a speciality of your class that grants you more exciting abilities.
Bard
A well-rounded spellcaster who uses magic to inspire their allies.
Power Source: All kinds of magic; A mixture of passion, creativity, and arcane knowledge that lets them turn words and ideas into reality
Primary Feature: Bardic Inspiration (Can give an ally a boost to a roll of their choice)
Subclasses (gained at 3rd level)
Bastion
A strong and determined warrior who can channel the essence of nature to embolden themselves.
Power Source: Primal; A force of will strong enough to attract the elements
Primary Feature: Primal Weight (makes you more resilient and able to hit harder as well as further benefits of your choice via Gaiac Essences)
Subclasses (3rd level)
Champion
A chosen spellcaster with a unique connection to an element of the divine, allowing them to protect, heal, excise, and enter a powerful divine state.
Power Source: Holy; A sense of purpose, able to direct the incredible power of the divine.
Primary Feature: Exalted Conduit (A burst of power which allows them to deal more damage, heal more, and resist assaults of body and mind)
Subclasses (1st level)
Druid
A spellcaster who acts as an extension of the wilderness they seek to protect; they can turn into animals to safeguard their realm.
Power Source: Primal; A deep, spiritual connection to the world of nature
Primary Feature: Wild Form (Ability to turn into animals you’ve seen)
Subclasses (2nd level)
Fighter
A skilled warrior who relies on technique, martial prowess, and pure grit to get the upper hand in a fight.
Power Source: Martial; Hard work, training, and technique
Primary Feature: Focused Drive (can do more during a turn once a day)
Subclasses (3rd level)
Liminary
An inquisitive and resourceful spellcaster whose concord with a cosmic entity grants them supernatural abilities.
Power Source: Arcane; Ingenuity enhanced by a powerful otherworldly entity known as a Coryphe
Primary Feature: Mystic Favor (a gift from your coryphe with many boons) and Consequent Arcana (A pool of dice generated by casting spells to conjure otherworldly effects)
Subclasses (1st level)
Nomad
A meditative martial artist who harnesses their inner calm, known as ki, to push their bodies.
Power Source: Holy; Intense focus and spirituality as harnessed through ki
Primary features: Martial arts (can hit hard and fast with just your body) and Ki (energy which can be used to make you faster and stronger)
Subclasses (3rd level)
Paladin
An oathsworn combatant who uses the power of their oath to seek out the supernatural, grant divine boons to allies, and smite their enemies.
Power Source: Holy; An oath made in the name of a greater purpose
Primary Features: Descry (passively detect the supernatural), Devout Blessings (passive benefits you can grant yourself or other creatures with a touch)
Subclasses (1st level)
Ranger
A curious explorer of the world who can use their connection to it to briefly meld their soul with that of their realm.
Power Source: Primal; a symbiotic and comprehensive relationship with the world around them
Primary Feature: Harmonic Clarity (gain increased awareness and accuracy), Wild Tactics (quick maneuvers that improve combat mobility)
Subclasses (3rd level)
Rogue
A clever underdog who uses cunning tactics and their well-honed skills to navigate the dangers around them.
Power Source: Martial; Quick-wittedness and ingenuity
Primary Feature: Pragmatic Wit (a pool of dice used to move faster, strike more truly, and more) and Specialty (a superior form of skill proficiency)
Subclasses
Sorcerer
A spellcaster who is intrinsically tied with a mighty source of magic which they may shape, given they have the fortitude to withstand it.
Power Source: Arcane; a pool of arcane energy tied to their very being
Primary Feature: Arcane Reservoir (A pool of points which can be used to empower your innate abilities depending on your subclass)
Subclasses (1st level)
Wizard
An academic spellcaster who deciphers the nature of magic in order to bend and harness it for their needs.
Power Source: Arcane; Study and Practice over the arcane arts
Primary Feature: Spell Permutations (slightly alter the casting of a spell)
Subclasses (3rd level)
Personality
Now it’s time to flesh out your character. Firstly, you should figure out where your character comes from and how they’ll act during the game. The Core Rulebook has a method of doing so, but it’s important to answer the following questions:
Background
Now that you’ve figured out the headspace of your character, you need to pick a background for them. While a backstory is the narrative you weave before the adventure begins, your background is more of a category of backstory, not unlike your class being a category of skill sets and abilities.
Your background provides you with bonuses to your ability scores, extra talents, and equipment. There are 15 primary backgrounds with 4 variants.
Acolyte
Criminal
A devoted worshipper to a god like a monk, nun, or maiden
Ability Score Increases: Constitution, Intelligence
Skill Proficiencies: Insight, Religion
Languages: 2 of your choice
Example Religious Duties: Caretaker, Healer, Holy archivist
Someone who commits crimes professionally
Ability Score Increases: Dexterity, Strength
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves’ tools
Example Practiced Crimes: Blackmailer, Burglar, Highway robber
Emissary
Entertainer
A representative on behalf of a group or organization
Ability Score Increases: Intelligence, Strength
Skill Proficiencies: History, Persuasion
Tool Proficiencies: Cartographer’s tools
Languages: 1 of your choice
Example Conclaves: Monarchy, Guild, Rebel group
A professional performer
Ability Score Increases: Charisma, Constitution
Skill Proficiencies: Acrobatics, Panache
Tool Proficiencies: Disguise Kit, one type of musical instrument
Example Acts: Dancer, Poet, Instrumentalist
Folk Hero
Guild Artisan
One who is already famed where they come from due to a local act of greatness
Ability Score Increases: Charisma, Strength
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools of your choice, vehicles (land)
Example deed: Protesting against a tyrant, Protecting others from a monster, Revealed to be part of a prophecy
An artistic worker of a craft such as a blacksmith or jeweler
Ability Score Increases: Intelligence, Charisma
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools of your choice
Languages: 1 of your choice
Example art: Alchemy, Pottery, Smithing
Hermit
Informant
A reclusive wanderer
Ability Score Increases: Constitution, Wisdom
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism Kit
Languages: 1 of your choice
Example Solitary Intent: Enlightenment, Hiding from the law, Looking for a master who is also a hermit
A procurer of valuable information
Ability Score Increases: Dexterity, Intelligence
Skill Proficiencies: Deception, Investigation
Tool Proficiencies: Disguise Kit
Languages: 1 of your choice
Example Bailiwick: Local gossip, Forbidden arcana, Workings of the criminal underworld
Noble
Outcast
A rich and usually powerful heir to a political figure
Ability Score Increases: Charisma, Dexterity
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set
Languages: 1 of your choice
Example Standing: Lord, Envoy, Distinguished knight
A downtrodden urban survivalist making due with what they scrounge
Ability Score Increases: Dexterity, Wisdom
Skill Proficiencies: Perception, Sleight of Hand
Tool Proficiencies: Cook’s utensils
Languages: 1 of your choice
Example Survival Techniques: Stealing food, Begging, Picking up dangerous odd jobs
Outlander
Sailor
One who spent most of their lives away from the civilized world
Ability Score Increases: Strength, Wisdom
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: 1 of your choice
Example Origin: Hunter-gatherer, Exile, Bounty-hunter
One who surfs the high seas for plunder or business
Ability Score Increases: Constitution, Dexterity
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Example Crew Position: Captain, Officer, Quartermaster,
Scholar
Soldier
A learned student of a particular field
Ability Score Increases: Intelligence, Wisdom
Skill Proficiencies: Any 2 Intelligence skills
Languages: 2 of your choice
Example Specialties: Archaeologist, Librarian, Scribe
Warrior in service of a cause or country
Ability Score Increases: Constitution, Strength
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: 1 type of gaming set, 1 weapon
Example Ranks: Officer, Scout, Cavalry
Trickster
A charlatan who scams others
Ability Score Increases: Charisma, Wisdom
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Example Scams: cheating at games of chance, forging documents, pawning junk off as valuable goods
Shaman (Acolyte Var.)
Gladiator (Entertainer Var.)
A religious leader of ancient, primal deities
Ability Score Increases: Constitution, Intelligence
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Healer’s kit OR herbalism kit, 1 type of musical instrument
A warrior who battles for the entertainment of others
Ability Score Increases: Charisma, Strength
Skill Proficiencies: Athletics, Panache
Tool Proficiencies: Vehicles (land), 1 weapon
Guild Merchant (Artisan Var.)
Sentry (Soldier Var.)
A merchant who sells goods on behalf of a artisans’ guild
Ability Score Increases: Intelligence, Charisma
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Vehicles (land)
Languages: 2 of your choice
A trained warrior entrusted to protect something or someone
Ability Score Increases: Charisma, Strength
Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: 1 weapon
Languages: 1 of your choice
Alignment
Alignment is a general guide for how your character behaves
This isn’t set in stone so you can vary your behavior or even change alignment as the in-game situation changes your character
It exists on 2 axises: The Lawful Axis and The Moral Axis
Lawful: Lawful (A specific code of morals), Errant (Morals and values, but are flexible), Chaotic (Has priorities, but the order is loose)
Moral: Good (benevolent), Neutral (harmlessly selfish), and Evil (malevolent)
You pick one on each axis to make your alignment
Ex: Lawful Evil, Chaotic Good, Errant Neutral, ect.
Roleplay
Roleplay is when you put yourself in the mind of your character in order to give them more life.
This usually includes making decisions based on your character’s knowledge and beliefs rather than your own and can include other theatrics like speaking in a voice other than your own or even dressing up as your character, but not always.
Roleplay is optional, but can enhance the quality of the game.
Basic Roleplay Etiquette
Regardless of whether you roleplay or not, you
Doing all these will greatly enhance the enjoyment of the game for everyone at the table!
Getting Equipped
Now that we have the character themselves written out, now we have to equip them for the journey ahead
Each class starts out with a certain amount of gold to spend on items before the game actually starts. Items and their prices can be found in the Core Rulebook, but this is how much money each class starts with.
Bards: 5d4 x 10 gp
Bastions: 3d4 x 10 gp
Druids: 3d4 x 10 gp
Fighters: 5d4 x 10 gp
Nomads: 1d4 x 10 gp
Rogues: 5d4 x 10 gp
Getting Equipped pt 2
To start a game more quickly, you may skip the process of customizing your equipment with one of these equipment packs. They are also listed with recommended backgrounds if you’re unsure where to start.
It’s also a good idea to have at least one weapon you’re proficient with, even if you’re a spellcaster. In case your magic runs out or your opponent is immune to your spells.
The end is just the beginning!
Now you that your character is complete, you’re ready to begin!
Or if you’ve done all this without knowing the rules, kudos! But check out the part 1 powerpoint for an overview of the basics of the game.
And for further rules, check out the main ruleset!
Good luck adventurers!