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CHARACTER GENERATION
You don't have to start by creating your own character: we've supplied a number of sample characters for you to choose from if you just want to get started and not worry too much.
But if you DO want to create your own hero to adventure in the world of DINO-PIRATES OF NINJA ISLAND, it's not really that hard. Each step below links to a page that explains the choices you need to make. Just work your way through those and you'll have a complete character ready for adventure!
History
Follow the steps in this section to help you come up with a background for your character. How did they get where they are and why are they hanging out with the rest of the group? Good questions to answer.
Abilities
You'll have to decide on the basic qualities of your character. Are they strong or fast or clever or tough as nails? In DPoNI, it's pretty easy to set that up. There are six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Review this section and decide how you want to set those up.
Backgrounds
There are four Backgrounds for this game, each of which represents a different ancestry: Natives, Dino-Pirates, Ninjas and Imperials. Read over the options, choose one and note your choice on your character sheet.
Roles
If you haven't already. pick one of the four roles: Adept, Expert, Warrior, or Generalist. Your role will determine your Combat Bonus, your Saving Throws, the number of Skills you can choose, the Feats that are available to you, and provides you with a Core Ability. If you choose the Adept or the Generalist role, you will also have to choose a Key Ability that you use to control supernatural forces.
Combat Statistics
There's a variety of numbers used to keep track of your character's ability in combat. Don't worry too much about all of them yet, but in brief, they are:
Attack Bonus and Maneuver Bonus
These numbers represent your ability to hit things.
Base Defense, Dodge and Parry
On the flip side, these numbers represent your ability to NOT get hit.
Initiative Bonus
Who goes first is determined by Initiative checks.
Power Statistics
If you are playing an Adept or a Generalist, note your Power Bonus and your Power Save Difficulty. The former is equal to your Power Rank plus your Key Ability, while the latter is equal to 9 plus half your Power ranks (round down) plus your Key Ability.
Nature
You should choose a Virtue and a Vice for your character. These will afford your character a way to regain Conviction points, so choose ones you'll have fun employing. Some samples:
Virtues: Courageous, Free-Spirited, Bold, Generous, Gregarious, Hopeful, Daring, Thoughtful, Compassionate, Industrious, Honest, Fair, Kind, Determined
Vices: Cowardly, Hidebound, Fearful, Miserly, Cynical, Impulsive, Selfish, Lazy, Capricious, Petty, Arrogant, Stubborm, Manipulative, Insensitive.
Saving Throws
Your Toughness save is equal to your Constitution, plus any feats you have that may apply. Your Fortitude, Reflex and Will saves are determined by your role, and apply your Constitution, Dexterity and Wisdom, respectively. There are also feats that can improve these saving throws.
Skills
Your character starts play with a certain number of starting skills at first level. Each starting skill begins with four ranks. The exact number of starting skills you can choose will depend on your Background, your Role and your Intelligence. You may have already chosen some as you went through the above process, but review your choices and make sure they follow the rules AND reflect your character concept. If you still have a few slots free, go through the lists and select skills to round out your choices.
Professional Skill
Select one of your skills to be your character's "professional skill". This is the skill that best represents how your character makes his or her way through life. A pickpocket would choose Sleight of Hand, while a mercenary swashbuckler might choose Acrobatics, and so on. You'll use this skill each time your character gains a level to see if your Wealth increases.
Feats and Powers
As with skills, the number of feats and powers you can choose will depend on your Background and your Role. You may have already chosen some as you went through the above process, but review your choices and make sure they follow the rules AND reflect your character concept. If you still have a few slots free, go through the lists and select feats or powers to round out your choices. Remember that only Adepts or Generalists can choose powers in place of feats.
Core Ability
Note your Role's Core Ability on your character sheet.
Conviction Points
First-level characters start play with three Conviction points. Mark these on your character sheet, but remember you'll be using and adding Conviction points all the time.


