Character Creation

Creation Guidelines

Characters will be generated according to the standard system found in Everway. Since the game is out of print, I'll be describing it here for your reference.

Your characters should be able to work together in an adventuring mode typical to most RPGs. For instance, the phrase "my character would kill X on sight" should not appear in your writeup. Being reluctant to leave home is fine; being completely tied to a particular city (even Sigil) is a bad idea.

I'm only looking for a short background and some stats at first. You don't need to work out absolutely everything. You do, however, need to pick a Faction.

Character Types

Planescape was one of the first "dungeonpunk" type settings. Characters come out of the standard D&D mold, with more cool on them. You can easily recreate a wizard, cleric, thief, fighter, psionicist, barbarian, bladesinger, and more esoteric stuff with the rules below. Typical races are Human, Githzerai, Bauriar, Aasimar, Tiefling, and Modron; I like 'em. If you don't know those, feel free to go with more standard types.


Characters are defined by their scores in the four classical elements:

  • Air, which describes intelligence and oratory skill,
  • Fire, which describes athletic ability and force of presence,
  • Earth, which describes physical and mental toughness, and
  • Water, which describes awareness and spiritual sensitivity.

You have 20 points to spend in total. You can spend these on Attributes at a 1:1 rate, or you can also spend them on Gifts and Magic. An attribute at level 3 is typical. Level 7 is clearly supernatural. No attribute can be less than 2 or more than 9 at character creation. Each level is roughly twice the level below it - someone with Fire 5 has a 50-50 change against four opponents of Fire 3 in combat.

There are no "skills" per se in this game, as all activity falls under one of the elements. You do have a free Specialty in each element, giving you a +1 bonus in that area. For instance, you might have Fire 4 with a specialty in Archery, which means that you treat your Fire as 5 for Archery.

You could also reclassify a skill based on its elemental affiliation. As an activity requiring endurance, Swimming would normally fall under Earth, but you could reasonably classify it as a Water skill.


Gifts are minor magic, relatively narrowly defined. The facility of a Gift is usually governed by one or more Elements. Your score in the governing Element will help determine how well it works in a given situation.

Gifts cost character points depending on three factors:

  • All gifts start off costing zero points.
  • Is the gift Frequent? That is, does it come up all the time? If so, add one point to the cost.
  • Is the gift Versatile? That is, can you do a few different things with it? If so, add one point to the cost.
  • Is the gift Major? That is, does it give you an ability that is a deciding factor in a particular area? If so, add one point to the cost. Some gifts are very powerful and are considered "Twice Major," adding two points to the cost instead.

Gifts that are neither Frequent nor Versatile nor Major cost no points. Your character has one zero-point Gift for free, and one further zero-point gift determined by your Faction. (Faction Gifts will actually change if your allegiance changes.) Any further zero-point Gifts cost one point each.

You cannot spend more than six points on Gifts.


Magic is a strong, flexible ability that goes beyond the minor Gifts and provides a great deal of versatility. Relatively few characters know magic. It is effectively a fifth attribute for those characters who use it.

You can pick one of the four types of magic described below and buy levels in it at a 1:1 rate. The general guideline for power is that someone with a Magic score can do what someone with the same score in two different elements could do. For instance, someone with Fire 7, Earth 7 could run at a sprinter's pace for a day while loaded with gear, so a magical spell at level 7 might create a flying carpet capable of transporting a few people at high speed for a day.

You should choose a power source for your magic: Arcane, Divine, or Psionic. This has little game effect - many people come about similar powers through diverse means.

You cannot spend more than seven points on Magic.

((Note to self: each type of magic needs its power levels listed.))

Chaos Magic

Chaos magic bends the laws of the multiverse in unreliable ways, often with nasty side-effects. In fact, many chaos spells were originally side effects that proved more useful and more powerful than the intended primary effect. Chaos magic warps, changes, and destroys.

Near a chaos mage, the world is less predictable. Matches might burn hotter, or refuse to go out, or have hints of strange colors. The breeze carries the scents of ozone and smoke. A weapon forged by a chaos mage might hold shimmering, shifting patterns like an oil slick, or leave ragged trails through the air.

Law Magic

Law magic works through the application and exploitation of little-known multiversal laws. Its spells are created deliberately and carefully through the study of existing metaphysical phenomena. Law magic heals, restores, and protects.

Near a law mage, the world is more reliable. One might find that coin flips tend towards a perfect 50-50 split of heads and tails, or that water flows without eddies and whorls. The air favors the clear sound of a ringing bell over the racket of conversation or battle. A shield forged by a law mage might show perfect symmetry and a shining finish even after a hundred battles, and each blow against it would sound it like a gong.

Druid Magic

Druid magic works through the natural world - plants and animals, in all their odd forms throughout the planes. Druids of all persuasions think of their abilities less as spells and more as calls to action from the world around them. Their spells control growth, attract or repel beings, and direct the path of nature.

Near a druid, the world seems more alive. Animals follow them unconsciously, and plants germinate in their hair and clothing. Flowers smell more sweet, plants bear riper fruit, the sun beats down more strongly and winter wind bites more coldly. A potion brewed by a druid might bear the taste of spring water or nectar, or bring forth the memory of one's mother as it takes effect.

Song Magic

Song magic pulls at the heartstrings of the world and listens to its secret desires. The planes are living things to a song mage, shaped by the beliefs and actions of those who dwell on them. Its spells awaken perception and direct emotion, concentrating belief into tangible form.

Near a song mage, the world works in poetic ways. Those who are unaware find their actions ruled by drama and irony rather than rational thought, and yet the practical results are much the same. Many find themselves humming. A magical lantern made by a song mage would tend to reveal the hidden and conceal the obvious, its light changing hue with the mood of the day's events.

Virtue, Flaw, and Fate

((I need to write this section.))

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