The character is the representation of the player in the game, it gives the framework to what he can do and what he can aspire to do.
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Choose Race
Depending on the era of play for the campaign depends on what races are available as player race.
Unless you play a Human you will spend your 2 perk points on Race. Choose the base race and then the ethnicity of that race.
Select Class
Adept
Bard
Berserker
Monster Hunter
Paladin
Priest
Ranger
Rogue
Sorcerer
Spell Sword
Swashbuckler
Warrior
Witch
Attributes
All characters have six attributes. With a minimum of 3 and a Maximum of 18, (ave. 10). The maximum natural attribute is 21. They can be increased by the use of Spells and Charms.
You have 24 points to spend on attributes or take the standard array of 15, 14, 13, 12, 10, 8.
18 = 10 17 = 9 16 = 8 15 = 7 14 = 6 13 = 5 |
12 = 4 11 = 3 10 = 2 9 = 1 8 = 0 7 = -1 |
Add racial and Class bonus once selected.
Attribute Modifiers are calculated by dividing the attribute by 3 and rounding down.
Mind (MIN), this is the character’s intellect, his ability to think around problems, analyse information and memorise instructions. This is an indicator of the character’s education. It is the Primary Attribute of Sorcerers.
Aptitude (APT), this is the character’s natural aptitude to the world around them and their ability to interact with technology.
Social (SOC), this is the character’s natural charm, manipulation and influence it also is indicative of how attractive the character is, but not always.
Spirit (SPI), this is the characters will power, bravery, tenacity and measure of the character’s life force.
Body (BOD), this covers not only the physical strength but also the endurance of a character; it is also an indicator to how big the character is. A character with a high BOD will be heavy set and taller.
Prowess (PRO), this is the character’s agility and dexterity. It covers the hand eye coordination as well as special awareness.
Health, this determines just how much damage a character can take before suffering a Critical Wound. Body X class multiplier.
Power, in stressful situations a character can take damage, as well as during spirit combat. This is also the reserve that a hero can call upon to power their talents.
Psyche, psyche is a measure of how “human” the character is, certain things such as implants, symbiotes and artifacts reduce this score. As do heinous acts. Spirit X 5.
Recovery: Body X 0.5 - recovery of Stun and Power per Hour of rest and recovery of Health per day of rest.
Luck: Luck is to determine if fate gives the character a break, or manages to squeak by at a situation where random chance may be a deciding factor (roulette, for example). The average of Spirit plus Aptitude (rounded down) X 4 in %
Initiative: this is the reaction speed of the character in any reactive situation. Average of Mind and Prowess modifier rounded down + Combat Sense Talent
Damage Bonus, the damage bonus applies whenever the character uses a melee of thrown weapon.
Body |
Modify damage by |
3-6
|
-2 |
7-9
|
-1 |
10-11
|
0 |
12-15
|
+1 |
16-19
|
+2 |
20-23
|
+1D6 |
24-27
|
+1D6+1 |
Lift: Body X 20lb
Carry: Body X 10lb
Hero Points, every character starts with 2 Hero Points. (These cannot be exchanged for Perks).
Perk Points, every character starts the game with 2 Perk Points to buy “Perks”. Or they can be traded in for extra Hero Points at the beginning of play.
Backgrounds – Perks - Upsides and Downsides
Roll on the Background table if you need
inspiration, no more than 3 rolls are recommended.
Choose your Perks and choose Upsides and Downsides if desired.
Skills
Attribute modifier bonus equals attribute divided 3 rounded down.
There are 3 skill groups Basic, Combat and Advanced, each group is prioritised and given the base skill rank that must be chosen at character creation… Basic skills gain the bonus to all, Combat and Advanced only those chosen gain the bonus.
Campaign Level |
|||
Skill Priority |
Standard (5+) |
Heroic (3-4) |
Elite (1-2) |
Primary |
20% |
30% |
40% |
Secondary |
10% |
20% |
30% |
Tertiary |
5% |
10% |
15% |
Basic Skills
Appraise (Apt) Athletics (Bod) Concentration (Spi) Dance (Pro) Domestic (Apt) Endurance (Bod) Evade (Pro) First Aid (Apt) General Knowledge (Min) Insight (Spi) Perception (Apt) Persuasion (Soc) Scavenging (Apt) Wardrobe & Style (Soc)
|
Combat Skills
Archery (Pro) Brawl (Bod) Crush (Bod) Firearms (Apt) Martial Arts (Pro)*** Pierce (Pro) Shield (Bod) Slash (Pro or Bod) Thrown (Bod) Two Handed (Bod)
|
Advanced Skills
Acrobatics (Pro)* Animal Handling (Soc)** Craft** T Devices (Apt)*, T Diplomacy (Soc) Etiquette (Soc) T Expert (Min)* Forgery (Min) T Gambling (Apt) Interrogation (Soc or Apt) T Investigation (Min) Knowledge (Min)** T Languages (Min) T Leadership (Soc) Logic (Min) Medicine (Min)*** T Navigation (Min) Outdoor (Apt) Performance (Soc)** Philosophy (Min) T Play Musical Instrument (Apt)*, **, T Profession (Var) T Riding (Bod or Spi)*, ** Scientific (Min)** T Seduction (Soc) Spellcraft (Var) T Stealth (Pro)* Streetwise (Soc) Thievery (Apt or Soc)*, **, T Trade (Soc) T |
Free Skill Points
Once the character has allocated the points from the class they then get additional free points to distribute amongst skills. Take the average of the characters Mind and Aptitude and times by 10%. No more than +20% can be added to anyone skill. However, to buy a new Advanced skill it costs 10+ the %.
Alignment
Choose from Good, Neutral or Evil.
Good, Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil, Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
Neutral, Neutral People who are neutral with respect to good and evil have compunctions against killing the innocent, but may lack the commitment to make sacrifices to protect or help others.
Aspect
The supernatural influences all; some touched by these forces acquire gifts. Roll on the table below if you chose to.
D100% |
Aspect |
01-15 |
Light |
16-84 |
Neutral |
85-00 |
Dark |
Light Aspect: Your character was touched by the gods; they gain +10% reactions to the Light and suffer a -10% reaction to the Dark.
Neutral Aspect: You are just a normal person, neither swayed by the Light or Dark; and have no reaction penalties to either Light of Dark.
Dark Aspect: Supernatural forces have taken an unhealthy interest in your character; this does not necessarily make you evil! You suffer a -10% reaction penalty when dealing with the Light. And gain a +10% reaction to the Dark. You also suffer from a curse (roll below).
1D100% |
The Curse |
01 – 10 |
Flames glow blue in your presence |
11 – 20 |
Plants wither from your touch |
21 – 30 |
Bad rumours quickly arise when you stay somewhere too long |
31 – 40 |
Dogs bark at you |
41 – 50 |
Cats arch their backs and hiss at you |
51 – 60 |
Snakes seem to like you |
61 – 70 |
You have bad dreams |
71 – 80 |
Bright sunlight bothers you |
81 – 90 |
You have a distinctive birthmark (some call it a Witch Mark) |
91 – 100 |
Milk curdles in your presence |
Bear in mind there are Good aligned, darkly aspected characters as well as Evil aligned, lightly aspected characters. Aspect is not a personality trait; however, it does affect the character’s relationships with opposing aspects.
Reputation & Renown
All Player Characters begin play with a Reputation of 0.
Using Reputation
Reputation to have an impact on a character’s life and dealings with Non-Player Characters, the character must make a Reputation test. Reputation primarily affects the use of the Influence skill. It also has some impact on skills such as Disguise. The Reputation Effects table gives some general guidelines for bonuses to skills based on the Reputation of the Player Characters. Whether or not the character receives a bonus or penalty to his Influence test depends upon the nature of his Reputation and who he is dealing with.
Reputation Effects
Reputation Modifier to Influence Tests Penalty to Disguise Tests
1–2 — 0
3–5 +5% / -5% 0
6–10 +5% / -10% -5%
11–15 +10 / -10% -5%
16–20 +10% / -15% -10%
21–25 +15% / -15% -10%
26–30 +15% / -20% -15%
31–40 +20% / -20% -15%
41–50 +20% / -25% -20%
Age: The character may start out at any age between 18 and 30. (Random roll of 17+ 1D12)
Movement: Normal characters have a Movement of 30 feet (6 squares).
Description:
What is your name? Depending on race and geographical location has an impact on naming conventions. Seek approval from the Ref before selecting.
How tall are you?
How heavy are you?
What is your build?
What colour and style is your hair?
What colour are your eyes?
What colour is your skin?
Do you have any distinguishing marks? Tattoos, a beard, a scar, etc.
What does your amour/outfit look like?
Are you married?
Do you have children?
Any parents or siblings?
Where do you come from? Country, environment, family trade, etc.
Are you religious? Which faith?
Why are you adventuring?
Starting out… A full outfit of clothing, a pair of boots, a hooded cloak, a knife, an adventurers pack* and 50 silver coins in a purse…
*Adventurers Pack contains: Bedroll, flint and tinder, small knife, 20’ of cord, 6 wooden stakes, small tarp, copper bowl, spoon, small sack and a waterskin.