Creating a Character
The process of creating a character is a series of small steps, with each step building a distinct part of your character. No randomization is required during this process.
Archetype
Your archetype is the core that a character is built from and acts as a starting position, rather than a strict limitation.
Ancestry
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Table: Ancestry Examples
| Name | Description |
|---|---|
| Dwarf | ? |
| Elf | ? |
| Human | ? |
Background
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Class
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Table: Class Examples
| Name | Description |
|---|---|
| Cleric | ? |
| Fighter | ? |
| Rogue | ? |
| Wizard | ? |
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Stats
Attributes
Each character will start with two good attributes and two weak attributes. Good attributes have a value of d6, while weak attributes have a value of d4. If your class requires one or more attributes, you must assign those attributes as good.
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Resources
Each resource is calculated by finding the maximum value of a corresponding attribute.
Table: Resource Calculations
| Stat | Calculation |
|---|---|
| Health (HP) | 6 + Maximum STR |
| Endurance (ED) | 6 + Maximum RES |
| Stamina (ST) | 6 + Maximum DEX |
| Focus (FC) | 6 + Maximum INT |
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Additionally, each class starts with one of three talents that increases a resource.
Table: Resource Talent Bonus
| Talent | Bonus |
|---|---|
| Toughness (+4) | +4 Endurance |
| Longevity (+4) | +4 Stamina |
| Mindfulness (+4) | +4 Focus |
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Defences
Each defence stat is a combination of your passive resolve and another attribute's passive value. As a reminder, the passive value of a stat is equal to half of its maximum roll.
Table: Defence Calculations
| Stat | Calculation |
|---|---|
| Constitution (CON) | Passive RES + Passive STR |
| Evasion (EVA) | Passive RES + Passive DEX |
| Willpower (WILL) | Passive RES + Passive INT |
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Speed
Your speed is a measurement in meters of how fast your character can move in a single action (2 seconds).
| Calculation | |
|---|---|
| Speed | Size + Passive Dexterity + Passive Agility + Running Proficiency |
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Customization
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Traits
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Motivation
A character's motivation is their primary driving force for why they make their decisions. It should be describable in a couple sentences. Motivations should be capable of roughly answering the following questions:
- What does this character want?
- Why does this character want that?
- How does this character achieve that?
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Ultimately, a character's motivation will be a source of both conflict and cooperation, as characters will need to make decisions that full their motivations while trying to navigate the conflicting motivations of others.
Items
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Item Slots
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Table: Item Slots Calculations
| Stat | Calculation |
|---|---|
| Encumbrance (ENC) | Hands + Size + Passive Strength |
| Capacity (CAP) | Encumbrance + Passive Athletics + Lifting Proficiency |
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Starting Items
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Armour Rating and Protection
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Table: Armour Defence Calculations
| Stat | Calculation |
|---|---|
| Physical Defense (P.DEF) | Passive RES + Armour Rating (AR) |
| Elemental Defense (E.DEF) | Passive INT + Armour Rating (AR) |
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Finalization
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Name
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Backstory
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Fate
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Example Character
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