Characters
Characters are representations of an individual within the game. All characters have the same set of facets, but the value of each varies from one character to another.
For assistance in creating characters, see the getting started guide.
In addition to the concept
behind a character, all are composed of common facets which define them in game terms.
Some are simply chosen, whilst others are generated and then developed by through game play.
Each milieu and GM may have unique options for characters based on background, species, or locale. A character's combination of facet values is what makes them unique.
Character Building & Development
A starting character spends their
beginning character points on the facets they desire and then must earn CP through game-play.
These can be used to develop any facet of a character allowed by the rules or the GM.
There is no specific method as to how a character distributes these points, though species and game mechanic limitations will factor in to determining the ratings for some character facets.
Starting Character Points
> 30 + their CHA rating (after adjustments) in starting CP.
Characters can start play with up to 5 left over CP unspent, exchanging them for action points at a 2:1 ratio.
This normal progression allows the creation of decent power characters with a good chance of survivability in most starting scenarios.
Character Facet Summary
| Facet | Description/Use |
| Abilities |
Ability reflects potential in core game aptitudes of Faith, Kinetic, Magic, and Psychic. It is the foundation of how all things develop, though it does not determine specifically how a character must act or what skills they must take. It provides a predisposition towards a pathway of advancement in related traits, skills, and powers.
|
| Attributes |
Attributes represent common physical and mental aspects. Characters have minimum [permanent] level of 1 to a maximum rating set by species; four (4) is considered average. They often modify the use of skills or are
used when non-obvious activities outside a skill rely on attribute checks; a resolution check using attribute level as a target.
|
| Description | Species, personality, and
physical characteristics such as appearance and
size. The values derrived from size include
resilience, encumbrance, and a
damage modifier when using some weapons in combat. |
| Powers |
Based on other facets, a character will choose
powers related to them (magic, faith, etc.). These powers
will operate per their descriptions and will be found within appropriate materials.
|
| Skills |
Skills represent a specific body of knowledge and experience around associated activities, both practical and/or academic in nature. They are measured in levels of proficiency, improved using CP, and usually have capability requirements to acquire and/or use them effectively. Many non-obvious activities in the game rely on Skill Checks; a
resolution check using skill level as a target.
|
| Traits |
Traits are a distinguishing characteristic - usually something characters are born/start with (using CP) though some can be gained during game play either permanently or temporarily. They adjust other facets, powers, behavior, knowledge, provide background or possessions, and often have requirements to acquire and/or use them.
Some traits are based on a value which may be used in a resolution check, using the level as a target (similar to a skill or attribute).
|
Character Frameworks
Character frameworks
provide a pre-defined, templated approach to characters. Frameworks may have a CP cost,
or require a minimum level of skill, attribute, ability or require a strict adherence to a series of parameters. Some frameworks are universal, while others are tied to a specific milieu, cultural or social position, locale or species. Generally, those that sacrifice flexibility and options, speed ease of character creation and development. Each milieu will provide a list of supported frameworks; consult with your GM to determine what they will allow. As a baseline rule, characters gains no additional level, CP or any extra advantage if facets granted from multiple character frameworks overlap or are duplicated. There are different types of frameworks:
species - what race and/or stock the character will be (this may determine other frameworks available to them);
upbringing - reflects the general nature of how and where they were raised;
institution - a formal path of advancement within an organization (church, brotherhood, etc.);
education - formalized education by societal institutions;
background - a set package of facets or a template, chosen at the time of character creation;
or archetype - focusing on a concept and developing the character down a specific path to gain unique powers and advantages.
Ancestry, History and Social Standing
Any ideas for a character history and its attendant advantages or disadvantages can be worked out between the
player and GM outside of strict game mechanics, or make use of the optional social standing and/or fortune packages.
Each milieu will also have some character options available in the form of character frameworks.
Archetypes
Archetypes define the nature of a character, their inherent level of drive and commitment to a particular pathway based mostly on aptitude.
For optimal development, archetypes present the most productive use of CP given the character concepts they represent.
- Academic: Concerned with process, method, and research the academic pursues knowledge and crafting in their field.
- Follower: The character is a conduit for the powers of faith and has a strong belief which powers prayers, ritual and divine gifts.
- Generalist: The character's talent may provide a direction, but it does not define them.
- Magus: The character is engaged in the magical formulae and has knowledge of a methodology such as sorcery.
- Rogue: The character focuses upon subtle interaction and trickery; knowledgable in stealth, intelligence and infiltration.
- Warrior: Physical combat is the character's domain. They use any number of weapons, armor and related items and skills.
Species/Race
Every character has to be a member of a species allowed by milieu and the GM. This may determine much of the character's perspective, religion, tendencies, behaviors, taboos, limits and requirements for facets (aptitudes, attributes, traits, skills). Locale may also factor in species selection and impact starting facets as well. Each species is unique, having advantageous and limiting aspects which influence the character's options or behaviors. Some concepts may not even seem to work well with certain species, but the GM and player may work together to accommodate nearly anything.
Starting characters must adjust their facets to conform to the species requirements.
- Species may determine the exclusion or inclusion of traits and skills as well as minimum and maximum values for aptitude and attributes.
- Every species has an associated character point cost.
Characteristics
> Sex, handedness, age ranges, hair color, eye color,
weight, height, voice, unique features as well as specific behaviors can in some part be delineated by species.
Starting age is also a factor determined by species (and circumstances).
Players must choose characteristics for their character within these values, usually at the time of creation.
Size
Size is set by species, having minimum, maximum, and averages that must be observed for characters;
these determine general weight and form. All characters can assume to be average size for their species, or work with the GM to determine a size based on their species range.
Once set, a character's size becomes their normal value and normally cannot be permanently changed.
Each point of size represents a range of roughly 7kg. Size varies greatly from miniature (below 1) to beyond 1000. Exact size weights vary by distribution of mass reflected in
size distribution facets (frame, build, bulk, etc.).
Each point of MUS above or below normal can account for as much as a full point's worth of weight in deviation from normal (though Size remains the same).
Size is critical to the resilience
of an individual, calculating encumbrance capacity,
and the damage modifier for combat, as well as
possibly gain some advantages in reach and weapon use (see Combat).
Size Factor (SF)
> This is used as a measurement in calculating many important effects, including
damage modifier, possible results of an
action interruption,
and constitution.
SF = Current Size / 10 (round down)
Size Difference
> This is the attacker's size - the target's size.
> The exact measure of a creature's height or primary dimension.
This is used as a factor to determine how game effects impact creatures of differing dimensions.
> This is used in many aspects, from equipment to combat, to provide an adjusting
value based on differences in height and dimension. All equipment and effects presented are,
by default, scaled to human-size.
Species larger than human divide their height by the human norm of two meters (2m) and
round the result to achieve their Form Scale value. For species smaller than human, round
their height up to the nearest of the following values: 2m, 1m, 50cm, 20cm, 10cm, 5cm,
2cm, 1 cm. Divide this rounded value by two meters (2m) for the Form Scale value.
Miniature (Size < 1)
Any object or creature which has a size less than 1, and corresponding small form factor is considered miniature.
Unless noted, treat all such as if they had a size of one (1).
More detailed rules for miniature objects are covered elsewhere.
Character Senses
Sensory information comes in any number of forms, all of which receive and process information, enabling characters to interact with the world.
It is possible that these senses may be altered, thus improving or hindering the activity of a character.
Each species has a range within general perception and acuity for each sense that they are familiar with and/or can acclimate to.
- Sight: the perception of light. Someone without a sense of sight is blind.
- Hearing: the perception of sound. Someone without a sense of hearing is deaf.
- Taste: the perception of flavor. Someone without a sense of taste is ageusic.
- Smell: the perception of odor. Someone without a sense of smell is anosmic.
- Touch: the perception of pressure and tactile sensation. Someone without a sense of touch is numb.
Normal: Each species has an average degree of sensory input at which they are comfortable.
For example, humans are comfortable in Full Light illumination. Each step beyond the range of comfort, in either direction,
reduces their sense (of sight in this example) and imposes a doubling -2 CS penalty on skills that require some sort of orientation based on the sense.
Actions requiring fine perception has any penalty doubled.
Adjustment: Sensory input comes from the environment a character is in. Changes to the immediate environment,
such as the level of illumination, will affect the spectrum of information processed
and quality of the analysis. Impacts will vary by sense (see light level for an example), but
adjustments to an individual sense's gross perception range from -1 to -8.
Acclimation: The ability to adapt and compensate to a changes in the degree of sensory input.
Typically creatures which can acclimate only do so by a single measure. In most cases, it takes a full minute or more so as to treat the new degree as normal.
Unless noted, effects which enhance perception and senses are also accompanied by familiarity with the ability to process the new level of input.
Loss: If a target has had the organ or physical feature which processes
a sense completely removed or destroyed (or an effect mimicing this), their ability to perform any actions which rely on the sense is impaired.
Total sensory loss disorients, confuses, and distorts perception. The maximum penalty for actions relying on the sense is -8 CS for gross motor
/ perception and -16 CS for fine motor / perception.