Section | Cost | |
Race | ||
Elven | 10 | |
Dwarven | 7 | |
Hin | 5 | |
Spellcasting | 7 | |
Faith | 7 | |
Attributes | 5 | |
Abilities | 2 | |
Willpower | 2 | |
Luck | 2 | |
Backgrounds | 1 |
The first thing you need to do is come up with an overall concept of who your character was before you formed a company. Typical character concepts that might be appropriate include merchant, farmer or herdsman's child, bored and wanderlust-infected hin, or nearly anything that is appropriate to the setting. Your character's concept will be affected by their age, race, family etc, and these are all part of your character.
Motivation
Part of your character's concept is their motivation for getting up and leaving Armstead, rather than becoming part of the local community, and why they have chosen to form a mercenary company instead of choosing a slow and safe route to success. Various reasons include - boredom, powerlust, a desire to get rich the exciting way and curiousity. Other reasons may not be so pleasant - you've managed to offend some major players in Armstead, your family have thrown you out or you are doomed to some horrid death and don't want to get loved ones involved.
Race
Although most people who live in Armstead are human, there are some representatives of the demi-human races. Dwarven miners are a common sight in the nearby mining communities, and the Darokin Diplomatic Core representative in Armstead is elven. Hin wanderkin have been known to suddenly wander in from the mountains, telling stories of the goblins that they evaded to get here. And even amongst the humans, there is a large racial mix. A large majority of the town are Traladaran, from Karameikos. Other racial groups include Alasiyani, Thyatians, Alphatians and some Glantrians.
Nature and Demeanor
It is a good idea at some point to choose personality archetypes to fit your conception of both the internal nature and outward disposition of your character. Your nature is the most dominant aspect of your character's personality, but not necessarily the only archetype that may apply. The archetype you choose for your character's Nature describes the character's most deep-rooted feelings and beliefs about herself and thw world; it also provides the primary way through which she replenishes her Willpower Pool. Choosing a Nature helps you describe who your character really is in societal terms. You should also choose a Demeanor to describe the personality your character pretends to posess. This is the role she plays to the world, the facade she presents to it. It should probably be different from the archetype you have already chosen as the character's Nature, but not necessarily. Whatever you choose is only the character's typical pose; people can change Demeanor as quickly as they change mood. You may change your character's Demeanor at any time, allowing her to adapt to different people and situations. Demeanor has no mechanical effect on the character.
Choosing Attributes.
Now you start assigning numbers. The first step in this process is to determine your character's basic Attributes. The Attributes are everything a character naturally, intrinsicly is. How strong is she? How quick are his reflexes? How persuasive can she be? Questions such as these are answered in the character's attributes. You need to decide what group of attributes are most important to your character? Is your mental side the most dominant? Or are you a thug or a party animal? First you must decide which groups of attributes are most important to your character, from primary to tertiary. The most important category is designated primary, second-most important secondary and the least important is the tertiary.
Choosing Abilities.
Abilities delineate what your character knows rather than what he is; they describe the things he has learned rather than the things he can naturally do. All Talents, Skills and Knowledges are Abilities.
Choosing Backgrounds.
Every character gets five points to allocate among 14 background traits. Some characters may be restricted to various backgrounds, and any background raised above 3 must be cleared with the GM.
Finishing Touches.
Willpower
This trait indicates how much self-control your character
has. Temporary Willpower may be spent to gain auto-sucesses, and
is consumed by failed magic. Your character begins with a base level of 3.
Luck
This is your ass-saver. You may spend luck points to cancel
any 1's rolled on a dice. Luck regenerates very, very slowly, and should
be hoarded carefully.
Freebie Points
Freebie points may be spent anywhere around your
character to increase the rating in any area. However, not every Trait
of your character has the same freebie cost.
Section | Cost | |
Race | ||
Elven | 10 | |
Dwarven | 7 | |
Hin | 5 | |
Spellcasting | 7 | |
Faith | 7 | |
Attributes | 5 | |
Abilities | 2 | |
Willpower | 2 | |
Luck | 2 | |
Backgrounds | 1 |
Race: Being a race other than human costs you freebie points. See below
for the benefits of each race. People who wish to be other races may
bargain with the GM.
Spellcasting: The ability to cast magic requires you to spend freebie
points on it. The high cost reflects the fact that you are spending
much of your time trying to bend reality to your will.
Faith: Having a rating of Faith in a particular god allows you to channel
their power into the Prime Material plane. See 'Magic' for more details
on how this works.
Spark of Life.
Appearance
Darokinians come from such a wide mix of races that you may appear
in nearly any form that you want. Take into consideration your Traits
when describing your character. Someone with 1 Strength would not
normally be large and meaty.
Some of the races that are common in Armstead are:
Demihumans in Armstead:
Equipment
You may define as much equipment as your Resources background allows you
to have. Magical equipment is bought with the Magic Item background. Some
items may be screened by the GM.
Quirks
By giving your character quirks (interesting personal details and anecdotes)
you can add a great deal of depth and interest to him. Write a few sentances
on the back of your character sheet about the strange and possibly interesting
things that define your character. A quirk could be a twisted sense of humour,
a gentleness towards animals, or a habit of grunting when answering yes to
a question.
Motivations
Why do you do what you do?