Character Creation
Step 1: Generate ability scores
- Strength: most important for damage
- Dexterity: most important for physical attacks and some saves
- Intelligence: important for complex magic and sanity
- Charisma: important for social interactions
- Will: important for powerful magic and magic resistance and other saves and sanity
- Constitution: important for resisting physical damage and some magic saves
Bonuses:
8 -1
10 +0
12 +1
14 +2
16 +3
18 +4
- Your six traits default to 10, but you are slightly above average
- Roll 4d4 +1 In the public channel
- Abort yourself if you have any scores below 7
- Arrange scores as you like
- Scores will help you with saves and checks
- Your scores can improve with the right kind of experience
When making the choices consider the following mechanics:
HP = 15 plus 2x Con bonus. Your HP will grow slowly with experience. Generally 1-2 points at a time Health recovery 1-4 hp with rest
Mana: Life force store = HP (Life aspected) Magic Resistance = 10 plus will and will + con bonuses for elemental damage If trained: Internal store (Aspected) : 10 + will bonus (This can grow) Mana regen with rest: 2 hour in low mana, 4 if middling, 8 if near proper source Mana draw: If a source is present, base draw is 5. You must be attuned to the aspect
Sanity: base 10 + will + int + con bonuses Witnessing, using, or experiencing reality bending magics puts a strain on things. Low sanity makes the membrane more permeable. Paradoxically making powerful magic easier, and more risky. High sanity can also help with magic complexity and reduce risk.
Inspiration: a single reroll or a +2 bonus per session
Attack: Generally one number that remains constant Base + Dex Bonus + Weapon bonus Damage = light (d4), med (d8), heavy (2d6) plus STR bonus Guns have dramatic crits
Base = 0 for now Skills depending on how you learned to fight
Defense: Generally one number for passive, one number for active Base + Armor Passive Base + Armor + Defense skill + Dex + Armed (+1)
Saves: will saves, con saves, dex saves
Step 2: Pick a basic fighting style package - training and perks
Warrior Trained: Spear, Dagger, Axe, Hammer, Sword, Bow or Javelin Any armor and shield.
Can seek more formal training.
Perk: Warrior’s sense (After watching someone fight, reduce their defensive bonus by 1)
Perk: Battle hardened (+1 con saves)
Temple Trained: Staff, Mace, Hammer, Med to Heavy Armor, Shield
If in good standing can seek blessings at temples
Perk: Shield Wall (Lend active defense bonus to one immediate neighbor)
Perk: Resist Magic Save (+1)
Street fighter: Simple weapons, Short Sword, Sling, Light Bow, Light Armor Perk: Shit talker (+1 distraction, +1 intimidation) Perk: Ready to run (+ 2 defensive bonus to GTFO) Perk: Wrasslin
Step 3 - skip if not sorcerous
3a: choose attunement to one of the following types Stone, Air, Fire, Water, Life, Death, Shadow, Sun, Moon, Star, Dust, Sea, Storm…. Attunement entails sensitivity to and ability to use certain energies in the world. Mana is aspected, but can be changed. Some manas are versatile others are more limited. The above on the list are mainly limited. You can identify workings made with your attunements You can detect magic and mana generally unless it has been hidden
3b: When choosing your perks, you can choose from this list too (subject to major revision) +1 attunement that doesn’t conflict.This may increase the effective amount of mana to regen or draw Purification and transmutation: draw or regen mana of a different source at rate of 2 Mana ‘stone’: You can create and use a single external mana ‘stone’. It can be filled by you at a rate of 5/day. Up to 10 points. It could be a crystal, wood, a ritual knot. Sorcerers can only ever own one and cannot create them. Mages start with one, and may create more as power grows Careful magic: -2 power/spell, +better crit failure table results (+ 10 on the roll) Magic resistance: +2 Greater Internal store: +5 capacity Powerful spells: +2 channel/throughput Complex spells: increase complexity without risk increase Magical defense: extend your magic resistance in a 3’ radius (immediate neighbors) Penetrating spells: -2 to opposed magic resistance
Step 4: Choose 3 additional perks or skillsets
- Minor magic heirloom, non combat
- Better Saves: +1 to a type of save
- Wrasslin (basic)
- Acrobatics (basic)
- Thieving (basic)
- Bullshitting and schmoozing + 2 to most social interactions
- Healthy: + 2 HP
- Sane: +2 sanity
- Lucky: +2 inspiration
- Firearms training: can use basic arms and maintain them
Step 5: Choose as many types of basic, middling, or advanced lore based on your Int bonus or any type of mundane skill based on the same
Lore will find you connections, help solve puzzles, allow for knowledge checks etc. Just name your areas of relative expertise, 1 rank per bonus. Spread it out, or focus it
Skills are simple crafts, not full professions unless you have 3 ranks. You know how to make a thing(s). You can perform a specialized skill.
Step 6: Kit yourself out
- light armor
- 1 melee weapon
- 100 gold (see table of goods)