Horizon Silent

Character Creation
Guidelines for creating your character.

This page will replace chapter 1 from the Player’s Handbook on character creation

1. Choose a Race

Every character must be a human. The only other race allowed is cyborg (war-forged) which becomes allowed only when a character replaces 50% of their body with mechanical body parts, sacrificing parts of their humanity as well. Or a demon (tiefling) if they are lucky enough when mishandling warp energies.

Human Traits

You are an extraordinary human, only the best of humanity were sent on the Horizon. Being so, you instead follow these rules for creating a human character.

  • Ability Score Increase: four of your ability scores increase by 1 and two of your ability scores increase by 2.
  • Age: Humans reach adulthood in their late teens and live less than a century. However, through cybernetics, some can live for multiple centuries.
  • Alignment: as far as alignment, there is only good, neutral, and evil. Your character can be any one of these three. Good meaning their more altruistic and evil meaning they’re more selfish.
  • Size: unchanged
  • Speed: unchanged
  • Languages: All Earth languages apply. Common = English
  • Skills: you gain proficiency in one skill of your choice
  • Feat: you gain one feat of your choice.
  • Deities: this is an alternate Earth setting, so all religions apply here and none have any PROVEN existence or hand in mortal affairs. Yet there are still believers and practitioners.

2. Choose a Class

Everyone possesses special talents, whether it be some form of martial prowess or the ability to harness the warp. Spells from the rulebooks are known as warp powers in the setting. Class features are functionally the same but should be “re-skinned” to fit the setting and your character.
Weapon, armor, and tool proficiencies are functionally the same. Choose and record your class as normal; however, do not give your character equipment. All kinds of weapons exist, if you can think of it, it probably exists in the setting (light sabers, laser rifles, chain-swords, etc.). In the first session, you will be equipped and given stats for your weapons and armor. Classes allowed in this setting are real world classifications of people in the setting. The following classes are allowed:

Berserker (Barbarian) – martial, warp enhancements

You are a martial juggernaut. You unleash the power of the warp letting it surge through you, fueling not just a battle frenzy but also giving you uncanny reflexes, resilience, and vast wells of strength.

Enuncer (Bard) – warp powers

You are the sound of the warp. You practice the craft known as Enuncia, conjuring powers of the warp with only your voice. You weave the warp through words to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Sentinel (Cleric) – martial, warp powers

You are the doctor of the group, you keep everyone in fighting shape in the field using the powers of the warp. Your specialization is dependent on the powers that you come to manifest (Domains = aspects of the warp). DOES NOT HAVE TO FOLLOW A RELIGION. You don’t have to follow a religion, but you just manifest an aspect of the warp.

Combat Adept (Fighter) – martial

You are a combat savant. You have an unparalleled mastery with weapons and armor, and a thorough innate knowledge of the skills of combat.

Monk (Monk) – martial, warp enhancements

You are a master of your body. Unlike the berserker who unleashes the rage of the warp, you are able to focus its power. Whether channeled as a striking display of combat prowess or a subtler enhanced defensive ability and speed, the power of the warp infuses all that a Monk does.

Warp Guard (Paladin) – martial, warp powers, warp enhancements

You are the perfect human. You excel in combat and have even shown evidence of latent warp powers. You are much like a combat adept, but are able to harness powers of the warp.

Infiltrator (Rogue) – martial

You are a scoundrel. You rely on your skills to get the upper hand in any situation. You have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any inquisitorial party.

Warp Adept (Sorcerer) – warp powers

You are the warp incarnate. You harness and channel the warp through your own inborn ability. In time you will discover new and staggering ways to unleash this power.

3. Determine Ability Scores

You will instead have 7 ability scores. Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Sanity. Use the point buy system with 31 points available to you. The warp is infused of powers of Order and Chaos (humans try to mostly call upon the Powers of Order, think of it as the light side of the force). But the warp can be fickle, and someone could tap into the Powers of Chaos. Exposure to Powers of Chaos can cause someone to go insane. While rare, there are entities of the Powers of Chaos whose powers and minions can shatter a character’s mind.
A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.

Sanity Checks. You might be asked to make a Sanity check in place of an Intelligence check to recall lore about Powers of Chaos, to decipher writings of raving lunatics, or to learn how to harness Powers of Chaos yourself…. You might also make a Sanity check when trying one of the following activities:

  • Deciphering a piece of text written in a language so alien that it threatens to break your mind
  • Overcoming the lingering effects of madness
  • Comprehending a piece of alien technology foreign to all normal understanding.

Sanity Saving Throws. You might be asked to make a Sanity saving throw when running the risk of succumbing to madness, such as in the following situations:

  • Seeing a creature of Chaos
  • Making direct contact with Chaos Warp energy
  • Being subjected to powers that affect mental stability such as the insanity option of the symbol power
  • Passing through a demiplane built on alien physics
  • Resisting an effect conferred by an attack or power that deals psychic damage
    A failed Sanity save might result in short-term, long-term, or indefinite madness, as described in Chapter 8 of the DMG. Any time a character suffers from long-term or indefinite madness, the character’s Sanity is reduced by 1. A greater restoration power can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement.

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.