See Also Character Creation
Character Attributes
Attributes
Begin at 0, can range from -1 to +2. They are:
- Strength (STR): Melee & Inventory
- Dexterity (DEX): Ranged & Initiative
- Intelligence (INT): Skills & Spellcasting
- Charisma (CHA): Social & Favours
- Perception (PER): Spot Hidden
Skills
Skills are descriptions of talents you have. There is no finite skill list, you add the bonus when it is relevant.
The more detailed a skill the more flexible, but simple 2 word skills work fine. \
Skills range from 1-3, with the number being the number of dice you add to a roll. You may have a total of 7+INT skill points total across all skills.
XP Goal
At the end of each adventure you gain XP, according to the goals you achieved. You gain 3 xp for completing a goal, 5 if you complete it more than once.
You have 3 goals,
Base: Explored your past, flaws and relationships
Class: Gained from your class
Party: Collectively decided by your party
Stamina
Stamina is a measure of a characters ability to keep going. In combat damage is dealt to stamina before dealing wounds. You regain all stamina when you Recover.
Stamina can also be expended to Push Yourself granting you +1d on a skill check.
Temporary stamina is granted by some abilities: Temporary stamina does not stack and cannot be healed. Pushing yourself cannot be done with Temporary stamina.
Wounds
When you run out of stamina in a fight or you are hit by something unexpected like a trap you may take Wounds. A Wound will be described in a few words, like ābroken armā or āpounding headacheā, that describe an ailment.
When you would make a roll where that ailment would impede that action you take a -1d penalty to the roll.
Your third wound is a Mortal Wound, when you are mortally wounded you are incapacitated until somebody stabilizes you. Once stabilized you may continue to adventure but may not regain Stamina until the wound is healed.
If you would take a 4th wound; you die, or perhaps not
Treating Wounds
While wounds are debilitating they can be Treated with supplies that would reduce it's effect, such as splinting a broken limb. Treating a wound does not remove it but it does remove the -1d penalty from the wound.
Character Creation
Character Concept: Start of by considering a character concept, at this point you might want to write your characters class, background and ancestry if you have a strong idea already.
Attributes: Your character is represented by 5 attributes, All Attributes Start at 0. You will gain the opportunity to increase 2 attributes by +1 and you can take a -1 to an attribute in exchange for another +1.
- Background: Gain +1 to one Attribute to represent your background, what did you do before you became an adventurer? Also write your background in the background section
- Growth: Gain +1 to one Attribute to represent how you've grown over time, you might want to consider your class at this point.
- Struggles: You May gain a +1 in one attribute in exchange for a -1 in one attribute this represents how you struggled
Skills: You write your own skills to represent your abilities learnt through your life, these skills have a teir from 1-3. You gain 3 skills to start with
- Background: Summarise your background into a sentence, for example you may have: Smuggler for the half-elven Aristocrats, Learned to pick pockets on the streets of grine or Omari College alumni
- Class: Your class also gives you an additional skill by answering a question the class gives you, if you haven't selected a class yet you can come back to this.
- Learning: You may either make a 3rd skill of your choice or increase one of your other skills tier by 1.
Feat: You may select one feat from the feats chapter, this is also when you should consider an ancestry feat to represent your unique capabilities if you are a non-human ancestry.
Class: Now you'll need to decide your class, there are 4 main classes: Widlings, Veterans, Agents or Collegians.
- Equipment: Your class gives some recommended equipment to pick you also gain 2 Coin which you can spend on additional equipment, it's recommended you select a Kit from the equipment chapter. See the equipment chapter for how to build your weapons.
- Question: There is a skill question included in your class, answering this question gives you a suggestion for your second skill.
- XP Goal: Write down your classes XP goal, you can modify this if you feel it doesn't fit your character.
- Stamina: Your stamina is decided by Base Stamina + STR + Level, base stamina is listed in your class.
- Attack Bonus: Your attack bonus is listed in your class, you add STR or DEX to this when making attacks.
- Abilites and Spellcasting: Read through your classes A abilities and make any choices you need to, you may also need to go through the details listed in the spellcasting block.
Final Details: There's a few final touches to make
- Languages: You begin knowing Common, Your native language and INT extra languages (Minimum 0). If you have a -1 to INT you are illiterate.
- Armor: Remember to include your Armor value from the equipment you selected.
- Final XP Goal: At the end of your first session you will as a group come up with your third XP goal.
- Saves: You have 3 saves, your physical save (10-STR-DEX-1/2Level), MENTal save (10-INT-CHA-1/2Level) and Perception (10-Per-1/2Level), lower is better for these numbers as you'll be trying to roll over them.
- Encumbrance: You have a limited number of slots to hold your equipment in, you have 4+STR readied slots, these items you can access for free, you also have double that number of Stowed Slots, that holds equipment that you'll need to take an action to use in the heat of battle.
- A Name: Your character needs a name.