THE DAYDREAM RECORD: TTRPG

Creating a character in this system can be a little bit of a challenge due to the heavily customizable nature of the game. Ideally you should boil your character down to a select niche, for example a character who is a Shapeshifter who specializes in being a body double for important people and their gimmick relies on the ability to mimic others with extreme accuracy or a character who wishes to combine emotion based Magic and Elemental Fire to create flames that will have varying effects based on the emotions of the user and the target.

Picking A Race and Class

Your first step should be looking over the Playable Races and Class List. There is 80+ unique playable races and each gives you five racial features you get at Level 0 and a total of +8 additional stat bonuses. If you select two playable races for your character, you will select which one presents more dominantly in your appearance and take three racial feats from it, and two from the other, and you can mix-match your racial stat bonuses to hit the total +8.

Your character can have up to six class slots and two 'Active' classes. Classes can be purchased for the cost of 1 Feat Point, and grants you access to its three base abilities. You can create custom class features (power attacks, specialty movies, spells, etc) for an additional feat point each, however you must mark a class as Active to be able to access abilities other than the base set. Each class also has minimum qualifications, for example your character needs 16 DEX to be a Marksman. It is up to DM discretion to allow adjustments on class requirements (both stat and narratively) for flavor reasons.

You can exceed six class slots and two Active slots if you purchase the associated General Feats; Workaholic and Over-Qualified.

Stat, Feat, and Skill Points

Every level your character will gain a Stat, Feat, and Skill point. Stat points are used for your stats (Constitution, Strength, Dexerity, Intelligence, Wisdom, Charisma.) Feats are, as mentioned above, intended for purchasing classes and customized class features, but can also be used to buy General Features! Skill points are spent on a wide variety of things; your Skill Tags, Weapon and Tool Profiencies, Miscellanous Skills, Extra Languages, and are even used for certain classes.

Alignment

Your character will fall under one of four alignments: Good, Evil, Chaotic, and Neutral.

  • Good characters mainly perform actions that benefit the world
  • Evil characters mainly perform actions that harm the world
  • Chaotic characters perform a fairly even mix of Good and Evil actions
  • Neutral characters mainly perform actions that are neither Good nor Evil

    A person’s alignment is based on how their actions influence the world rather than their intentions. For example, an evil-intentioned character whose actions benefit the world would fall under a Good alignment. Your character’s alignment may shift based on their actions during a campaign. If you are unsure of the impact your character’s actions have or will have on the world at character creation, you may select an Undetermined alignment at character creation

  • Soul Types

    Everyone has one of twelve soul types, represented by twelve different colors. Most soul types grant a small bonus to two different skill checks. Black, White, and Grey souls interact with all out-of-combat rolls in different ways. A select few are born with Dual-Toned Souls, consisting of two different colors. The color of your soul affects how those with True Sight and Soul Sight view you.

    Your character's soul type is determined by a d12.

  • The Soul of Flames (Red) - Flip a coin every time you roll Athletics or Engineering. If heads, roll with advantage.
  • The Soul of Magma (Orange) - Flip a coin every time you roll Arcana or Intimidate. If heads, roll with advantage.
  • The Soul of Lightning (Yellow) - Flip a coin every time you roll Endurance or Insight. If heads, roll with advantage
  • The Soul of Vines (Green) - Flip a coin every time you roll Acrobatics or Medicine. If heads, roll with advantage.
  • The Soul of the Sea (Blue) - Flip a coin every time you roll Sanity or Willpower. If heads, roll with advantage.
  • The Soul of Ice (Purple) - Flip a coin every time you roll Stealth or Concentration. If heads, roll with advantage.
  • The Soul of the Fae (Pink) - Flip a coin every time you roll Sleight of Hand or Deception. If heads, roll with advantage.
  • The Soul of the Home (Brown) - Flip a coin every time you roll Animal Handling or Persuasion. If heads, roll with advantage.
  • The Soul of the Damned (Black) - Flip a coin every time you roll a natural crit out of combat. If tails, reroll your dice.
  • The Soul of the Dreamer (White) - Flip a coin every time you roll a crit fail out of combat. If heads, reroll your dice.
  • The Soul of the Nightmare (Grey) - Flip a coin every time you roll between 8-12 on a d20. If heads, reroll your dice until the result is below 8 or above 12.
  • The Dual-Toned Soul - You are allowed to select or roll two soul types. It is the DM’s discretion if they allow you to pick manually or roll them out.