Create your character

Ability Scores

The first step in creating your character is to chose their Ability Scores.  In order to do so, you will be given 120 points to distribute for the different abilities according to the table found below. You can also use these points to gain certain Perks for your character so you may want to look them over before assigning all your 120 points to your Ability Scores. 

You can increase the number of points that you may spend on your Ability Scores and for Perks by taking some Flaws for your character.  Each Flaw limits or somehow makes your character weaker in some way.  These Perks and Flaws are also described below. You can have a maximum of 3 Perks and 3 Flaws.  Our hope is to allow each character to become a unique individual with advantages and disadvantages used in dramatic and interesting role playing adventures.  Some of the Perks and Flaws will have to be determined and allowed by a DM after you have joined a group and start to actually play.  Be creative but try to make a character that will be fun to play as well as fun for a DM to include in his group.

You can create a character of any race and class that can be found in the AD&D 2nd Edition Player's Handbook except the Half-Elf and can also be one of  the goblin, the orc or the original class the Blademaster described elsewhere in Dungeon and Dragons Online.

Here is the table telling you how many points it will take to get each Ability Score for your character. The first column is the score you desire and the second is the number of points you have to spend to get it.
 
Score Points
1 1
2 2
3 3
4 4
5 5
6 6
7 8
8 10
9 12
10 14
11 16
12 18
13 21
14 24
15 27
16 30
17 33
18* 37

* Exceptional strength for Fighters is rolled with a DM.

IMPORTANT: Racial adjustment applies after you choose your Ability Scores. So if you have -1 as a Racial modification for Dexterity and want a 13 Ability Score for that characteristic, you must pay 24 points for it (as if you were taking 14 for the score.)
 

Perks and Flaws

If you want your character to have some differences to make him unique from other characters, you can chose Perks and Flaws now.  In some cases you may wish to not spend all your 120 points on your Ability Scores in order to take a Perk instead.  The Flaws table follows the Perks table.  The number in parenthesis after each Perk or Flaw is the points you have to spend to gain a Perk or the points you gain and can spend on Perks or Ability Scores for taking the Flaw.  Remember you can only have a maximum of 3 Perks and 3 Flaws.
 
Perks
Alchemy Education 
(6): 
Your Priest or Wizard learned how to prepare potions very early, he can prepare potions with a 100 experience point cost per level. Therefore, at level 1 he can prepare potions that cost 100 or less experience points and at level 5 he can prepare potions costing 500 or less experience points). 
Ambidextrous 
(4):
With this perk, you can fight with both hands without penalty. However, the second weapon must be smaller than the first (L over M, or M over S). Normal penalties for weapons in which you have no skill apply and to a weapon that can not be used one-handed as well. 
Beautiful 
(2):
This perk gives you +1 to all Charisma rolls without increasing the actual ability score and +3 to NPC reactions. 
Critical Hit Bonus 
(3):
You are very accurate in your hits, which doubles your chance of doing a critical hit (20-19 on a d20 instead of 20). However, this does not mean you will always hit on a 19. 
Fantastical Memory 
(4): 
You character can memorize 1 more spell per level. However, this perk is NOT cumulative with the bonus for specialist wizards. 
General Knowledge 
(1-3):
You get 1 more non-weapon skill for every point you spend in this perk. 
Good Education 
(2):
Your magic-user PC had a great education and can choose 4 starting spells of level 2 or less, however it does not mean he can use them, yet. 
High Experience 
(5): 
This perk allows you to start at level 2, however in the case of Multi-class individuals. The class with the highest experience cost starts at level 2 and not all classes. 
Knowledge 
(2): 
This perk gives you +3 to all intelligence roll, it does not increase your intelligence number, but gives you better chance of having successful intelligence rolls, and gives wizard spellcasters a +10% chance to Learn Spells. 
Lucky 
(1-3):
Your character is really lucky giving him 5 chances per point spent on this perk. These chances are found in the form of rerolling a die when an unfavorable situation presents itself to the PC, be it a proficiency check, combat roll or even the opponent's combat roll. When these chances are spent they never come back. Also, you can never ask for a second chance on the same dice throw. 
Magical Energy 
(6):
You are surrounded by a powerful magical energy, which is typical of only those born to parents that both practice magic. Any detect magic spell will reveal this aura. The magical energy around you gives you a magic resistance of 10% against all spells, beneficial or not. Hence, a Cure Light Wounds will fail 10% of the time when used on the PC. 
Perception 
(3):
Having a high perception can be extremely useful. It gives your character a bonus when attempting to find secret passages (1-2 on a d6 instead of 1) and it also gives him 5% bonus on Open Locks, Find Traps, and Detect Noise if the PC is a thief. Otherwise, the PC can be assumed to have the base 5% chance modified by DEX and Race thanks to this perk. 
Resistant 
(6): 
Your body is exceptionally resistant to damage and injury. At creation, your character starts with an additional HD of the appropriate class or highest class for Multi-class PCs. (A d4, d6, d8, and d10) Additionally for every level beyond the first; you gain +1 HP per level. 
Specific Race Attack Bonus
(2):
You get +1 to hit and +1 to damage when fighting a single specific race of your choice. Note this would apply to dwarves, but not deep dwarves. This is not cumulative with a Ranger's specific hated race. 
Special Resistance 
(2-3):
Your character gets bonus to his saving throws equal to the points you spent -1, however for each point spent, your character has 5% chance cumulative for any magical item he uses not to work. The Saving throw bonuses provided by this perk are NOT cumulative with racial or class bonuses. Examples include the bonuses to saving throws found by paladins, druids, dwarves, gnomes, halflings, etc. 
Specific Weapon Bonus 
(4):
You get +1 to hit and +1 to damage with a specific chosen weapon. However this perk is NOT cumulative with specialization. Therefore you cannot have your specific weapon bonus on the same weapon as you are specialized in. 
Thief Skills 
(4):
The PC picks two thief skills and starts with a score of 10% modified by DEX and Race. For each level that PC gains (Or Average of 1 level for Multi-class) the individual picks up 5 points to spend on their thief skills. This perk is not available to Thieves. 
Unknown Symbol 
(3 to 6):
At your characters creation you will be given a magical symbol (tattoo, birthmark, etc.) that provides an unknown ability or and of which you have no specific knowledge. The power of the symbol increases with the points you spend on it. This Perk can only be taken once.
Weapons Master 
(3): 
With this Perk the character has increaased his ability with weapons above and beyond the norm for his class. The PC may gain 2 more weapon proficiencies at character creation. 
If the character is not a warrior they may use these two Weapon Proficiencies to gain the ability to be proficient with a weapon usually not allowed to their class. The Weapon must be no heavier than one third the PCs Str score. Thus a short sowrd weighing 3 pounds would be allowed to a PC with a Str of 9 or better but a long sword would need a PC with a Str score of 12 or better.  Note: The PHB allows ONE weapon specialization for a single class fighter only. 

* Weapon bonus Perks cannot be added to weapon specialization bonus, only the best bonus is used.  If you have a specialization in long sword and a specific weapon bonus with long sword you will only get +1/+2 for weapon specialization and nothing for the Perk. Strength bonus still apply.
 
 
Flaws
All Weapon Penalty 
(2):
You get -1 to hit with all weapons, including spells that require To Hit rolls. 
Bad Health 
(6):
These individuals are susceptible to increased negative health effects. Sickly as children they suffer the reduction of HD to change to the next lowest level. (A d10 becomes d8, etc., whilst a d4 becomes d3). Additionally these individuals suffer a -1 HP addition for each additional level gained with a minimum of one hit point per level. 
Code of Honor 
(2-3):
You have a very strict code of honor to respect. You will get 2 point if your code has at least 4 elements in it and 1 more point if your code has at least 10 elements in it. The elements must not be too close to one another. 
Crippled Limb 
(6): 
These individuals suffer from the loss of one extremity appendage rolled at random by the DM. ((On a d8; 1-2 = Rt. hand, 3-4 = Lt. hand, 5-6 = Lt. foot, 7-8 = Rt. foot)) Those suffering physical handicap in their hands find that hand useless for most tasks other than serving as dead weight. Whilst those with a crippled foot, suffer a loss of movement (33%) and make Initiative & DEX checks at -1 penalty. 
Excessive Body Odor 
(1):
Individuals with this flaw, constantly radiant a foul stench around themselves. This is most noticeable at 5' but can be smelt at greater distances. Individuals with a Tracking skill gain bonuses to track these individuals if their trail is recent. This stench is in addition to the natural musk of orcish PC’s. 
Fat / Slim 
(1): 
Your character is really fat or skinny giving him + or – 20% of his weight. For Fat Individuals movement is lowered by 33% and initiative is slower with a +1 bonus, whilst Slim Individuals suffer all CON checks at –2 including resurrection/survival rolls. 
Low Critical Hit
(2):
You cannot make any critical hits. 
Low Perception 
(2):
This perk gives your character a penalty when trying to find secret passages (1 on a d10 instead of 1 on a d6), it also gives him -5% on the Open Locks, Find Traps, or Detect Noise thief skills. 
Magic Disbelief 
(2):
Individuals possessing this flaw, find the concept and practice of magic highly unlikely. As such, these individuals are more susceptible to magical attacks since instead of acting in their best interests, they believe its all some trick. This relates as a -2 penalty to all saving throws versus magic accounting for their increased susceptibility. Moreover, items that demonstrate magical properties are viewed in the most suspicious light and disdained by such individuals. 
Magic Sensitivity 
(4-6):
Individuals with this flaw suffer disorientation and anxiety in the presence of spells and spell-like devices with an active effect. The flaw does not give the ability to discern the location or distance to the emanations, just the presence of it. When in the presence of active magic the character will be +/-1 to any and all rolls, modified for negative results. This includes proficiency checks, combat, saving throws, etc. Thief skills or any percentage checks are modified by +/-5% per +/- 1 modifier. Each point past the basic cost of four increases this negative reaction by +/-1. The range of this flaw increases with the points taken to it, starting at roughly 25 feet and extending to 100 feet for the max range. 
Night-Blindness 
(3):
Individuals with this perk are effectively blind in low light conditions. In the presence of weaker light sources such as torches, these individuals suffer a -2 on all checks involving eyesight. (Combat, perception, etc.) For those possessing Infravision, the effective range of the ability is halved and they still suffer perception problems up close. 
No Resistance 
(1-3): 
All PC saving throws are lowered by one for each point you take in this flaw. Thus a penalty of -1 is accessed at the lowest flaw point cost up to a penalty of -3. 
Panic 
(4):
In any given situation where high levels of stress are found, those possessing this flaw must make a Saving Throw versus Paralyzation in order to act. Those failing the saving throw will, On a d6: 1-2: Do Nothing, 3-5: Run Away (To a safe distance), 6: Physically attack anything threatening to them. 
Poor Memory 
(6):
This flaw causes magi to forget or misplace spells at random each day during the course of the day. In order to cast any spell the magi must make a successful Save versus Spells to locate the right spell. A failed save may indicate an incorrect spell being cast (15%) or no spell being recalled at that moment in time. Multiple attempts can be made at a cost of 1 round of time for each attempt to recall the correct spell. NOTE: Available to Mages Only or Multi-classed PC’s with the mage class included. 
Slow 
(1-3): 
Your character is exceptionally slow which gives him -1 to initiative rolls for each point spent on this flaw. 
Ugly 
(2): 
This perk gives you -1 to all Charisma rolls without changing the number and -3 to NPC reactions
Unknown Flaw 
(1 to 5): 
At your character creation you will be unaware of your unknown flaw, which will be rolled/determined secretly by your DM. Throughout the course of your adventuring life, this flaw may hinder you in several situations, depending upon those situations. The higher level flaws can be quite severe. This Perk can only be taken once.
Unlucky 
(4-5): 
Your character has a really bad luck which doubles the enemy chances of making critical hits on you and lower your AC by 2 points. If you want to get 5 points, you AC will be lowered by 1 more point and the monsters will have triple chances of doing critical hits on you. 
Unstable Mental Health 
(5): 
This flaw manifests itself at odd times, usually checked when stress or other events occur that put pressure upon the PC. A failed Saving Throw versus spell indicates that the mental problem has resurfaced and as such the PC is prone to odd behavior either immediately or at some time in the future. Kleptomania, Megalomania, Paranoia, Dementia, Childhood Reversion, Multiple Personality Disorder, etc. are possible, but should be determined secretly by the DM. 
Vision Impairment 
(2): 
This flaw reduces the range at which an individual is accurate with any missile weapons, including thrown melee weapons. The penalty for ranges is assessed as follows: Short = (-2), Medium = (-4), Long (-10). 

For more information about the character registration, you should give a look to the introduction page, but especially at the third page of that introduction.