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Welcome To Synthasy!

A well-rounded storytelling game of action, creativity and heart

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What is in this slideshow?

How to make your first character, including:

  • How to roll your ability scores
  • Overviews of the core 9 races, 12 classes, and 15 backgrounds of Synthasy
  • The basics of roleplay
  • How to equip your character for an adventure

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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.

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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]

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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.

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Cambarr

  • Half-demons
    • Darkvision (ability to see better in the dark)
    • Proficiency in Insight
    • 1 free cantrip
    • Can disguise themselves as other humanoids as long as they aren’t caught in a lie

Often Self-reliant and Loyal

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Drachon

  • Half-dragons
    • Able to breathe out a damaging element: fire cold, poison, acid, or lightning
    • Sharp claws to use in a pinch
    • Tough, scaly hide

Usually Proud and Self-sufficient

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Dwarf

  • Short hardy peoples who often live underground
    • Darkvision
    • Harder to poison and can hold their breath a long time
    • The ability to lift much more than peoples usually their size can
    • Harder to knock down

Typically Headstrong, Traditional and Hearty

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Elf

  • Long-lived, sharp-eared shapeshifters of the Faeborough
    • Their skin and hair change with their mood and to blend in
    • Less likely to be fooled by illusions
    • Subraces (variations with differing abilities)
      • Sky Elf: Proficiency in Perception, 1 free spell
      • Wood Elf: Proficiency in Nature, faster movement speed
      • Shadow Elf: Proficiency in Stealth, darkvision

Usually Expressive, Free, and Fair

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Goblin

  • Short, sharp-eared, typically nomadic green peoples
    • Darkvision
    • Proficiency in Acrobatics and dash (move twice as fast) as a bonus action
    • Can slip by creatures more easily

Often Community-Oriented, Ambitious, and Clever

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Halfling

  • Short, human-like folk
    • Proficiency in Stealth and dash (move twice as fast) as a bonus action
    • Proficiency with a skill or tool of your choice
    • Advantage against being frightened

Typically Down to Earth, Friendly, and Curious

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Human

  • Humans
    • Your choice of:
      • Proficiency in any 3 skills or tools
      • Proficiency in a saving throw and 1 skill
      • 1 feat

Human cultures in Synthays as as varied as real human civilizations

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Jöttavar

  • Larger peoples of the realm of giants with colored skins based on their giant ancestry
    • Magic from their jotun heritage
    • Accustomed to the cold and altitude of the mountains
    • The ability to lift much more than peoples usually their size can
    • Thick skin to protect from injury

Typically Familial and Cooperative, yet self-sufficient

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Orc

  • Grey or green-skinned peoples who sometimes have tusks or fangs
    • Broader builds which allow them to carry heavy objects
    • A second heart which allows them to be sturdier in fights and recover faster
    • Ability to endure harrowing circumstances with sheer determination

Often driven, resolute, and emotion-oriented

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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.

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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)

  • Dedicated spellcaster

Subclasses (gained at 3rd level)

  • Ring of Truth: Revelatory/weakening abilities
  • Ring of Courage: Combat-oriented abilities

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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)

  • Non-caster

Subclasses (3rd level)

  • Path of Shelter: Protective abilities
  • Path of Cycles: Magic and movement abilities

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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)

  • Dedicated spellcaster

Subclasses (1st level)

  • Light Domain: Light and purifying based abilities
  • Protection Domain: Protective and combative abilities
  • Augury Domain (WIP): Predictive and information oriented abilities

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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)

  • Dedicated spellcaster

Subclasses (2nd level)

  • Aspect of Growth: Plant-based battlefield control abilities
  • Aspect of Claws: Bestial combative abilities

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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)

  • Non-caster

Subclasses (3rd level)

  • Dragoon: Strength and athleticism oriented abilities
  • Arcane Tactician: Spells and magic abilities

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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)

  • Partial Spellcaster

Subclasses (1st level)

  • The Archivist: Knowledge based abilities
  • The Sovereign: Combat and control based abilities

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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)

  • Non-caster

Subclasses (3rd level)

  • Order of the Steady Hand: Controlled combative abilities
  • Order of the Elements: Elemental magic abilities

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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)

  • Partial Spellcaster

Subclasses (1st level)

  • Oath of Honor: Protecting allies and smiting evil
  • Oath of Retribution: Damage and pursuit abilities

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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)

  • Partial Spellcaster

Subclasses (3rd level)

  • Beastkin: Animalistic abilities and a beast companion
  • Spirit Chaser: Agility and endurance abilities

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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)

  • Non-caster

Subclasses

  • Escapist: Mobility and improvisational abilities
  • Shadow: Stealth and knowledge capabilities
  • Arcanist: Spells and magic abilities

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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)

  • Partial Spellcaster

Subclasses (1st level)

  • Flame-branded: Powerful fire-oriented abilities
  • Wind-swept (WIP): Agile wind-oriented abilities
  • Gloam-velied: Stealthy and ominous shadow-oriented abilities

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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)

  • Dedicated spellcaster

Subclasses (3rd level)

  • Aethurgist: Modifying damage types and miscellaneous spell control
  • Kineticist: Movement and protective abilities
  • Quantumancer: Adaptive and reactive abilities

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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:

  • What does your character think of the world at large and why?
  • How did you character gain their class abilities?
  • What caused them to start adventuring and why are they still going?

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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.

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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

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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

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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

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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

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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

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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,

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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

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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

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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

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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

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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.

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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.

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Basic Roleplay Etiquette

Regardless of whether you roleplay or not, you

  • Shouldn’t make fun of someone else’s roleplay
  • Should avoid uncomfortable, potentially triggering topics at the table, including other players’ phobias.
  • Should check in with your players as a GM to see if they’re having fun and are comfortable with the content of the game
  • Should listen to your fellow players and your GM (if you aren’t the GM)
  • Should thank your GM after sessions (it’s a lot of work after all)
  • Should bring a welcoming attitude to the table!

Doing all these will greatly enhance the enjoyment of the game for everyone at the table!

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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

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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.

  • Academic’s Pack (20 gp); Guild Artisan, Scholar
  • Devotee’s Pack (25 gp); Acolyte,
  • Drifter’s Pack (10 gp); Entertainer, Hermit, Informant
  • Explorer’s Pack (15 gp); Folk Hero, Outlander, Sailor
  • Noble’s Pack (60 gp); Noble
  • Vagabond’s Pack (18 gp); Criminal, Outcast, Trickster
  • Warrior’s Pack (13 gp); Emissary, Soldier

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.

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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!