Character Creation

You should begin by deciding what you want your character to look like and focus on. Do you want it to be a him or a her? Are you going to let chance decide what he or she is naturally good at, or do you want him or her to be good at something specific? If it's the former, roll attributes first. If it's the latter, look at the skills you want him or her to specialize in, and see what attributes should be highest, then roll attributes.

The reason for this is, there are two ways to roll attributes. The first allows you to decide which ones are highest, which is good if you know what you want your character's abilities to be. The second has chance decide what attributes are highest, which is a more realistic way to build a character, but might end up giving you less choice in what your character is good at.

-Attributes

There are 20 attributes. Each one needs a number that stands for how much of the attribute this character has. So, you need to roll 1d6+4 20 times. This means you roll a 6-sided die and add 4, giving you a number from 5 to 10 to put under the attribute. If you wish to assign the numbers as you please, roll all 20 then put them where you want them to go. If you wish chance to decide the attributes, roll them one at a time, and put them in the order the attributes are listed in the attribute document.

Now, as your character grows up, he or she probably focused on increasing a certain attribute based on what he or she wanted to do with his or her life. Choose one physical and one mental attribute. Add 2 points to each of the attributes you chose. For each attribute, you need to note down the "final" score, and note down the corresponding bonus, according to the chart. You will get to increase the attributes slowly as your character levels (see gaining levels).

There is one last thing that needs to be done with attributes at this time. You need to decide how your character feels about the attributes. This is important for the seduction technique. If you haven't chosen this and another character tries to seduce yours, you get a negative to your roll, which means it will be harder for your character to resist the seduction. For each attribute, you choose attracted to, neutral about, or repelled by. Suggested notation is + for attracted, - for repelled, and = for neutral.

-Character Points and race

Next, if you wish to choose a race, now is the time. Run it by the GM to be sure the race is acceptable in the world the GM is creating. If you choose a race, you start with 2 character points, and can choose up to 2 disadvantages to increase your character points. This is to offset the bonuses that races naturally give.

Otherwise, you have 4 character points to start, and can add up to 4 disadvantages. Each advantage has a cost, this is how many character points you must spend to "buy" that advantage. Each disadvantage has a bonus, that's how many character points you get back for taking that disadvantage. Disadvantages which stack, if you buy it more than once, count as the same disadvantage for up to 4 character points.

The whole point of character points is natural abilities your character was born in to. These are not things he or she learned. Thus, you do not get more character points later on.

-Language

Each character knows common and one other language. If you have a race, you must choose that race's language, and you must choose that race's dialect as the dialect for your character. See the language document and chart for more information on languages.

-Training Points and Skills

Skills are things the character can do. Some of them need to be trained to be effective, others don't. Regardless, training always helps make the skills better. When determining the base score for the skill, add the training points spent to the modifiers for the relevant attributes. For attack and trained skills, add a -30 temporary bonus that will be eliminated once 5 training points have been spent. At first level, choose your character's class skills. You may choose 20 skills, no more than 3 Attack skills, and no more than 3 Defense skills (but at least one of each). Also, no more than 10 under Trained, no more than 10 under untrained. Please note, you will not reach the max number of skills in all four areas. At first level, you get 20 points towards the training for that skill. Make note of which ones you chose, because you get to add more points to these each level.

At first level, you get 400 training points to distribute freely among skills, modules, powers, spells, and such. You will get more each level after. Each training points gives you 1 training level on the skill. If you choose to specialize their attack skill in a weapon, spell, or power, each training point gives 5 instead of 1. To get the base of the skill, you add the training level to any class bonus, all the relevant modifiers, and any asset, feat or item bonuses. A skill can have up to 300 under the base (training, level bonus, and all modifiers).

-Feats

Feats are special things the characters can do. In other tabletop games, each class has special abilities which increase in potency each level. In this game, this is replaced by feats the player chooses. Other games also allow for feats chosen every so often, this game does that as well. Hence, there are three sets of feats the players must choose.

First is the feats which will be marked as "odd". These are feats that, every odd level, the character gets another additional effect, or another stacking of the original feat. This set is half of what takes the place of other game's special abilities for classes. Choose two for this set.

Next is the feats which will be marked as "even". Like the odd feats, this will take the place of the class special abilities, and will grow on every even level. Choose two for this set as well. For both the odd and even feats, if there are multiple additional effects possible, the player will choose one each time they can add an effect to the feat. The player may choose to do different ones each time they can level the feat.

Finally are the feats which are actual feats. At first level, the player may choose two. Every level after, the player may choose one, or level one of the feats chosen at other levels by choosing an additional effect.

Some feats have no additional effects, but instead may be chosen over again. In these cases, the "stack" column will say if the feat stacks, or if it doesn't. If the feat doesn't stack, it may be chosen again for something else. Example: choosing the Knowledge feat for forestry one level and war the next.

-Areas of Knowledge

Your character has certain areas of knowledge that he or she has studied. How many depends on their memory. See the chart to determine how many areas of knowledge your character may have, and choose an appropriate number from the list.

-Leveling your character

Each level you will increase an attribute, but there are certain rules to follow on which ones. Every even level, you will increase a mental attribute by 1 point. On level 4, you cannot choose the same attribute you increased at level 2. At level 6, it can be the same as level 2, but not the same as level 4. And so on as your character levels.

Each odd level except the first, you will increase a physical attribute by 1 point. At level 5, you cannot increase the same attribute as you increased at level 3. At level 7, you can increase the same attribute you increased at level 3, but not the same as at level 5. And so on as your character levels.

You then increase each "class skill" by 5 points. These would be the 20 skills you added 20 points to at first level. So at second level, each has 25, at third, each has 30, and so on.

Next you get 100 training points to spend on whatever you want which has a training point price. Lastly, you increase the appropriate "class feats", and choose one other feat or added effect.

Lastly you choose areas of knowledge, if applicable to your character.

Please note: these are the basics for every character. If a character has a feat, advantage, or disadvantage which changes these, the new rules apply. The supernatural abilities are not taken into account in this part of the rules.

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