Skip to content

Character Creation

Overview

01. Concept
02. Species / Human Culture
03. Aspects
04. (Optional) Calling / Advanced Calling / Abilities
05. Traits
06. (Optional) Flaws
07. Broad Skills
08. Focus Skills
09. Compound
10. Equipment
11. (Optional) Review / Questions / Round Out Details

Step-by-Step

01. Devise a Concept. It’s useful to discuss the concept with the storyteller and other players to make sure it’s plausible.
Example Concepts:

  • Charming artist with a dangerous secret.
  • Retired soldier looking for purpose and a good death.
  • Disgraced noble’s servant turned scoundrel.
  • Brutal gang enforcer for with political ambitions.
  • Arrogant scholar’s son seeking lost wisdom to prove themself.
  • Reclusive woodsman haunted by dark deeds.
  • Skilled musician pursued by obsessed noble fan

*

02. Select a Species or, if playing a human select a culture. Your selection will grant one or more bonuses to Aspects and Skills and/or adjust costs for skill purchases. Quasihumans also have different maximums for certain Aspects.

  • Human: The dominant species of Aeldos

    • Bonuses determined by Culture of Origin
    • Badlands: +1 Grace, +1 Survival (The character hails from the brutal and shattered wasteland tribes beyond the Illspires)
    • Granden: +1 Intellect, +1 Performance (The character hails from the mysterious Mirage Kingdom)
    • Lux: +1 Grace, +1 Athletics (The character hails from the democratic nomads of the Riverlands.)
    • Mujin: +1 Intuition, +1 Observation (The character hails from the militant survivalist strongholds of the Jade Forest)
    • Nehep: +1 Intuition, +1 Lore (The character hails from the clever and learned people of the Great Desert)
    • Ossandria: +1 Personality, +1 Socialize (The character hails from the massive conquering Empire at the heart of the continent)
    • Selene: +1 Intellect, +1 Technology (The character hails from the advanced and eternal Silver City)
    • Subin: +1 Appearance, +1 Medicine (The character hails from the hedonistic Intoxicating Isle in the Southwest)
    • Svertheim: +1 Appearance, +1 Craft (The character hails from the hale and industrious Northern Kingdom)
    • Vandar: +1 Power, +1 Travel (The character hails from the tough and chaotic clans of the Caern Forests)
    • Victra: +1 Personality, +1 Mercantile (The character hails from the mercantile of the Southern Scythe)
    • Other/Savage: +1 Intuition, +1 Survival (The character hails from no specific culture. They were raised in the savage wilds, in a dangerous outpost, or in some other environment external to the dominant cultures.)

**

  • Bellatori: Lethal six-limbed repto-avian hunter-warriors from the wilds

    • Grace +2|7, Intuition +1|6, Appearance -2|3
    • +1 Multiplier for Tech, Mercantile, Medicine
    • -1 Multiplier for Combat, Stealth, Survival
    • +3 Health, +3 Stress, 2 Stress Soak, Regen +2,

  • Heliar: Brilliant crystalline minds housed in potent mechanical bodies.

    • Do not Purchase Power, Grace, Intuition as these are based on Chassis
    • Intellect +2|7, Will -2|3
    • +1 Multiplier for Socialize, Stealth, Performance
    • -1 Multiplier for Technology, Lore, Craft
    • [See Chassis Rules for Building your Body]
  • Kaeki: Rare Ayr-touched seers and manipulators

    • Will +2|7
    • +1 Multiplier for Athletics, Medicine, Technology
    • -1 Multiplier for Languages, Stealth, Observation, Investigation
    • -2 Health, -1 Regen, -1 Healing

  • Oneiri: Distinctive and diminutive dreamwalkers hiding in plain sight.

    • Intuition +2|7, Intellect +1|6, Power -2|3
    • +1 Multiplier for Combat, Observation, Survival
    • -1 Multiplier for Craft, Medicine, Animal Handling
    • No special bonuses to Health or Stress

  • Tamaa: Striking androgyne plant-people that sup on human emotion

    • Appearance +2|7, Personality +1|6, Will -2|3
    • +1 Multiplier for Concentration, Technology, Craft
    • -1 Multiplier for Performance, Socialize, Mercantile
    • Regen +2

  • Tollam: Powerful and frightening warrior giants

    • Power +2|7, Will +1|6, Intellect -1|4
    • +1 Multiplier for Lore, Animal Handling, Craft
    • -1 Multiplier for Combat, Athletics, Concentration
    • +5 Health, +10 Stress, +2 Awareness

03. Assign Aspects (48xp, New Level x6, Maximum in any Aspect for Humans is 3 or 4 for Quasihuman Aspects with an increased Max).
Aspects are the basic physical, mental, and social features of your character.

04. (Optional) Select Calling and/or Advanced Calling (25xp, New Level x10, Ability Level x5)
For Callings the first level reduces the multiplier cost of purchasing certain Broad Skills. Note this for Step 5.
For Advanced Callings your points can be spent towards Abilities within said Calling. Please ensure you clear advanced calling character concepts with the Storyteller.
List of Callings

Callings(-1 XP Multiplier for…)
Alchemist(Lore), Aristocrat(Socialize), Curate(Lore), Dancer(Athletics), Diplomat(Languages), Drudge(Animal Handling), Entertainer(Socialize), Explorer(Survival), Fighter(Athletics), Gambler(Larceny), Guard(Investigation), Handler(Animal Handling), Hunter(Stealth), Lorekeeper(Concentration), Mechanic(Lore), Merchant(Mercantile), Soldier(Combat), Spy(Observation), Surgeon(Medicine), Thief(Stealth), Tinker(Craft)

05. Assign Traits (Remainder of 25xp above, Trait New Level x5)
Traits are your characters gifts, feats, and special abilities that set them apart.

06. (Optional) Assign Flaws (Gain 5 general xp or 200g per Flaw, Maximum of 2)
Flaws are your characters unique disadvantages and failings that hinder them.

07. Assign Broad Skills (60xp, New Level x4 modified by Species Multipliers for specific Skills, Maximum in any Broad Skill is 3)
Broad skills represent the highest level transferable skill-sets your character has.

08. Assign Focus Skills (54xp, New Level x2, Maximum in any Focus Skill is 3).
Focus skills are your characters specialties. These subsets of broader skills are the things they are particularly good at.
It’s suggested that the player start with Focus skills derived from highest Broad Skills but this is not mandatory.
Example Focus Skills

09. Derive Compound Traits [If playing online the ST will do this when generating your Character Package.]

Reaction = Grace + Intuition: Used for reflexive actions, added to 1d10 on Initiative checks.
Awareness = Intuition + Observation: Passive perception, added to 2d10 for active Perception checks.
Fortitude = Power + Will: Physical resistance to injury, illness, and intoxication.
Resilience = Intellect + Will: Mental resistance to stress, fear, and madness.
Charm = Personality + Appearance: The first impression the character conveys; impacts initial NPC disposition.
Health Pool = Fortitude + Species: The amount of damage the character can sustain. Species Values are Human(5), Bellatori(8), Heliar(NA), Kaeki(3), Oneiri(5), Tollam(10)
Stress Pool = Resilience + Species: The amount of stress the character can sustain before breaking. Species Values are Human(10), Bellatori(8), Heliar(20), Kaeki(10), Oneiri(10), Tollam(20)
Stressed = Stress Pool / 2: The point at which an initial stress penalty is triggered.
Stress Soak = Will + Trait: The amount of stress which the character can ignore in any given round of action.
Stress Penalty = Will -4, Minimum Penalty -1: The penalty the character takes to actions when reaching Stressed state.
Base Attack Bonus = Higher of Grace or Power + Combat: The characters basic combat proficiency.
Regeneration = Power + Species/Week at Rest, Minimum of 1: The speed the character heals from physical wounds at.
Recovery = Will + Species +2/Day at Rest, Minimum of 1: The speed the character heals from stress at.

10. Determine gelt and carry slots and purchase equipment
Gelt: Humans get 4d10 x10g, Quasihumans get 3d10 x10g. If the character has a Calling 10’s explode.
Slots: 12 + Fortitude. Armour: Light(2), Medium(4), Heavy(6); Weapons: Small(1), Medium(2), Large(3), Huge(5); Horse +2
Equipment List.

11. (Optional) Answer bonus questions to build the character and their backstory. This also grants additional XP to spend. See the section below for options.

[Optional] Going beyond the Numbers

Other elements that can be considered to both elaborate on the character and provide additional hooks for the Storyteller:Background, Appearance, Occupation, Family/Friends. Some options are provided below to help. Please note that while the following prompts are optional but you do get 1xp for every 5 prompts you answer to a maximum of 10xp. You cannot go above the character creation limits of 3/4 using this XP

Core Questions to Consider

What does your character look like?
What is your character’s primary occupation? How do they support themselves?
Tell me about the closest member of the character’s family? Are there others?
Tell me about your character’s closest friend?
Tell me about one of your character’s enemies?
How does your character spend their free time?
What, if any, moral code does your character follow?
Is your character religious?
What was your character’s childhood like? Their adolescence?
Describe one interesting thing that has happened to your character in the last year.
Has your character ever traveled anywhere?
What is your character’s proudest achievement?
What is your character’s greatest shame?
How does your character know the other player characters?
How did your character develop their highest features (Aspects, Skills, Traits)?

Possible Backgrounds

The following backgrounds are meant to provide a starting point or inspiration for further detailing your character.

Birth/Family/Childhood

  • I was a peasant couple’s only child.
  • I was one child among many peasant children.
  • I am scion to a noble family.
  • I am a later child of a noble family, in the shadow of my elder siblings
  • I was orphaned by war, disease, or the disinterest of my parents and grew up on my own.
  • I am the child of a skilled artisan (Tinker, smith, mechanic, painter, sculptor, etc)
  • I am the child of a merchant family with rising fortunes.
  • I am a child of many, raised in a group setting with no special attachment to my biological parents (Tollam, Selene, Lux)
  • I was sold to another family as a child and never knew my birth parents.
  • I was found by my family under strange circumstances.
  • I was born to travelers and spent my earliest days on the roads
  • My parents died or disappeared and I was raised by a sibling.
  • I had parents but they weren’t much good; I learned to get along without them.

Adolescence

  • I grew up in a huge city and lived a structured adolescence as a student or apprentice.
  • I grew up in a small settlement or village and learned and worked as most folk do; pragmatically.
  • I grew up in an outpost, beyond the safety of the cultures, and learned what I needed to survive
  • I grew up in a huge city and spent most of my time getting into trouble with the law.
  • I grew up in a gang, running cons, picking pockets, and cutting purses to get by.
  • I grew up in a noble house with the best tutors and ample opportunity
  • I grew up in a failing noble house more concerned with keeping up appearances than anything
  • I grew up in a noble house but my family was more concerned with my siblings success than mine
  • I grew up in a family of power in a small settlement and took on leadership from a young age
  • I grew up in the wilds, raised by hard folk and circumstance in the shadow of constant danger
  • I grew up on ships, riding the waves and risking my life on the dangerous seas
  • I grew up in a caravan, living life on the road and learning from the caravan guests and guards
  • I grew up in the slums of a huge city, avoiding the threats of both guard and grifter
  • I grew up in the marketplace of a huge city, helping my family hawk their goods
  • I grew up on a farm and split my time between chores and my own interests
  • I grew up with a plan; I was going to be something and I put all my effort towards it.
  • I grew up in an artisans shop, learning a trade and helping my family
  • I grew up ignored by my family and chose my own path.
  • I grew up with a musician and learned both to love and play music.
  • I grew up in an orphanage among others like me
  • I grew up in the temple, learning the stories of the Ayr, and their descendants
  • I grew up around the advanced technology of the Urul and quickly learned how to use it.

Adulthood

  • I joined the local militia/guard/military and embarked on a soldiers career
  • I fell from wealth, power, and/or grace into a life of crime and dissolution
  • I saw an opportunity to make good coin as a merchant and took it.
  • I went to jail for a crime I didn’t commit and just recently got out.
  • I went to jail for a crime I did commit and just recently got out.
  • I was exiled from my culture for a crime or shameful act.
  • I became a fugitive for a capital offense and fled for fear of capture.
  • I offended the wrong people and had to leave my old life behind.
  • I was recruited by a powerful figure to use my abilities on their behalf.
  • I joined a notable organization and began my long career with them.
  • I flitted from occupation to occupation, making ends meet but never finding a purpose.
  • I became an explorer/traveller and have been on the roads ever since.
  • I took over my family business as a [merchant/artisan/etc].
  • I became enmeshed in the politics of the noble/criminal world.
  • I embraced the life of crime and used my talents for my own enrichment.
  • I did civil or military service for my culture and now I’m out and not sure what to do.
  • I took up the healing arts, alchemy, and natural philosophy to make my way.
  • I took up art/music/sculpture and gained a patron to support my art.
  • I began seeking/studying/fixing Urul tech and turned out to be good at it.
  • I became a hunter, hoping to earn coin and help people in equal part.
  • I became an acolyte of the temple and south religious truth and piety.
  • I survived with the help of my friends.
  • I joined the crew of a trading ship and lived on the coastal waters, between sky and sea
  • I entered the noble court and began making a name for myself.
  • I took to the roads and traveled to a distant place to restart my life.
  • I sought out the lost places of the Urul in hopes of finding the secrets of their power.
  • I was grievously injured and had to give up my former life.
  • I kept my head down and did whatever I needed to to get by in the working world.
  • I started writing/drawing/singing and gathered a small but loyal audience for my work.
  • I started a family of my own but it ended in tragedy.
  • I started a family of my own and now I work to keep them happy.
  • I started a family but was betrayed by my spouse.
  • I started a family who don’t think a whole lot of me.
  • I was forced to take over the role of leader of the family
  • I’ve long since abandoned any attempt at a normal life. I do what I want, when I want.
  • I was selected to represent my people and left my world behind to travel to another culture.
  • My home was destroyed and I have wandered to my current location in search of reason/revenge
  • (Arcane) I was selected to be the apprentice to a Linguist and have studied with them since.
  • (Arcane) I stumbled on a strange artifact, an intravellum, and gained arcane knowledge from it
  • (Arcane) I discovered a library/luminar/lightroom that has guided me in my arcane studies
  • (Arcane) I was selected to be the apprentice to a Linguist but they died or we parted ways
  • (Arcane) I discovered a lost enclave of arcane knowledge and studied there before leaving

Prompts

These prompts are provided for players looking to create characters.

1. What does your character want? This month? This year? In general?
2. What does your character fear?
3. What does your character hate? What makes their blood boil?
4. What makes your character happy?
5. What is your character’s worst memory?
6. What is your character’s best memory?
7. What does your character consider the most important event of their life thus far?
8. Who has had the most influence on your character?
9. What does your character consider their greatest achievement?
10. What is your characters greatest regret?
11. What is the most evil thing your character has ever done?
12. If your character could change one thing from their past, what would it be, and why?
13. What does your character believe is the most evil thing any human being could do?
14. Does your character believe in the Ayr? Do they actively worship?
15. What does your character believe makes a successful life?
16. Does your character have any biases or prejudices?
17. Who or what, if anything, would your character die for (or otherwise go to extremes for)?
18. Who is the most important person in your characters life, and why?
19. Who is the person your character respects the most, and why?
20. Who are your characters friends? Do they have a best friend? Describe these people.
21. Does or has your character ever had a spouse or significant other? If so, describe this person.
22. Has your character ever been in love? If so, describe what happened.
23. How close is your character to their family?
24. Who would your character turn to if you were in desperate need of help?
25. Does your character trust anyone to protect them? Who, and why?
26. If your character died or went missing, who would miss them?
27. Who is the person your character despises the most, and why?
28. Does your character tend to take on leadership roles in social situations?
29. Does your character like interacting with large groups of people? Why or why not?
30. What is your characters most treasured possession?
31. What is your characters favorite food? Drink?
32. What is your characters idea of good entertainment (bawdy music, high drama, low art, etc.)?
33. Does your character smoke, drink, or use drugs? If so, why?
34. Given the choice how would your character like to spend a typical Saturday night?
35. What makes your character laugh? (Slapstick? Puns? Sarcasm?)
36. What, if anything, shocks or offends your character?
37. Is your character impulsive or cautious; do they make plans?
38. What are your characters pet peeves?
39. What is your characters greatest strength?
40. What is your characters greatest weakness?
41. If your character could change one thing about themselves, what would it be?
42. Does your character care what others think of you?
43. What are your characters favorite hobbies and pastimes?
44. Is your character organized, messy, or somewhere in between?
45. Does your character like themself?
46. What goal does your character most want to accomplish in their lifetime?
47. If your character could choose, how would they want to die?
48. If your character knew they were going to die in 24 hours, name three things they would do in the time left.
50 What is the one thing for which your character would most like to be remembered after death?
51. What three words best describe your characters personality?
52. What three words would others probably use to describe your characters personality?

Virtue and Vice

One way to help define your character is to think about their virtues and flaws. Thinking of what virtues they hold dear and what vices they might suffer might help get a better picture of what your character is actually like. Below are some simple binary ranges; it is suggested that you pick 2-3 that might be relevant for your character and write a sentence about how.

ALERT to UNAWARE
ANALYTICAL to ILLOGICAL
ATTENTIVE to UNCONCERNED
AVAILABLE to SELF-CENTERED
BOLD to FEARFUL
CANDID to EVASIVE
CAREFUL to CARELESS
COMPASSIONATE to INDIFFERENT
CONSISTENT to VARIABLE
CONTENT to COVETOUS
COOPERATIVE to COMPETITIVE
COURAGEOUS to COWARDLY
COURTEOUS to INSOLENT
CREATIVE to UNINSPIRED
DECISIVE to VACILLATING
DEFERENT to RUDE
DEPENDABLE to INCONSISTENT
DETERMINED to FAINT-HEARTED
DEVOTED to INDIFFERENT
DILIGENT to LAZY
DISCERNING to BLIND
DISCIPLINED to IMPULSIVE
DISCRETE to BLUNDERING
EFFICIENT to UNPRODUCTIVE
ENCOURAGING to DEPRESSING
ENDURING to WAVERING
ENGAGED to APATHETIC
ENTERPRISING to UNASSERTIVE
ENTHUSIASTIC to APATHETIC
FAIR to PARTIAL
FLEXIBLE to STUBBORN
FORGIVING to SPITEFUL
FRIENDLY to HOSTILE
GENEROUS to STINGY
GENTLE to HARSH
GRATEFUL to UNGRATEFUL
GREGARIOUS to ALOOF
HELPFUL to DETRIMENTAL
HONEST to DECEITFUL
HOPEFUL to DESPAIRING
HOSPITABLE to SELFISH
HUMBLE to PRIDEFUL
INSPIRING to REPRESSIVE
JOYFUL to SELF-PITYING
JUST to UNFAIR
KIND to MEAN
KNOWLEDGEABLE to OBLIVIOUS
LEADER to OBSTRUCTER
LOVING to HATEFUL
LOYAL to UNFAITHFUL
MEEK to ANGRY
METHODICAL to HAPHAZARD
OBEDIENT to WILFULL
ORDERLY to CLUTTERED
PATIENT to ANXIOUS
PERSEVERING to YIELDING
PERSUASIVE to CONTENTIOUS
POLITE to RUDE
PRACTICAL to THEORETICAL
PRECISE to VAGUE
PUNCTUAL to TARDY
RESOURCEFUL to WASTEFUL
RESPECTFUL to INSOLENT
RESPONSIBLE to UNRELIABLE
SENSITIVE to CALLOUS
SERIOUS to FRIVOLOUS
SINCERE to ARTIFICIAL
THOROUGH to SUPERFICIAL
THRIFTY to EXTRAVAGANT
TOLERANT to PREJUDICED
TRUSTING to SKEPTICAL
VISIONARY to REGRESSIVE
WISE to FOOLISH

Glossary of Terms

X|Y: Current modifier and maximum
3D: Roll 3d10 rather than 2d10 as standard and keep the two highest numbers
+1/-1 Multiplier: Means the cost multiplier for purchasing this element is increased or reduced. E.g. A 4x multiplier +1 becomes 5x, increasing the cost of purchase. A 4x Multiplier -1 becomes 3x, reducing it.

Character Sheet

Core Character Sheet (2mb)

Reference Tables

Culture Advantages

Culture Description Aspect Bonus Skill Bonus
Badlands The character hails from the brutal and shattered wasteland tribes beyond the Illspires Grace Survival
Granden The character hails from the mysterious Mirage Kingdom Intellect Performance
Lux The character hails from the democratic nomads of the Riverlands Grace Athletics
Mujin The character hails from the militant survivalist strongholds of the Jade Forest Intuition Observation
Nehep The character hails from the clever and learned people of the Great Desert Intuition Lore
Ossandria The character hails from the massive conquering Empire at the heart of the continent Personality Socialize
Selene The character hails from the advanced and eternal Silver City Intellect Technology
Subin The character hails from the hedonistic Intoxicating Isle in the Southwest Appearance Medicine
Svertheim The character hails from the hale and industrious Northern Kingdom Appearance Craft
Vandar The character hails from the tough and chaotic clans of the Caern Forests Power Travel
Victra The character hails from the mercantile of the Southern Scythe Personality Mercantile
Other/Savage The character hails from no specific culture. They were raised in the savage wilds, in a dangerous outpost, or in some other environment external to the dominant cultures Intuition Survival

Quasihuman Skill XP Cost

Skill Human Bellatori Heliar Kaeki Oneiri Tamaa Tollam
Animal Handling x4 x4 x4 x4 x3 x4 x5
Athletics x4 x4 x4 x5 x4 x4 x3
Combat x4 x3 x4 x4 x5 x4 x3
Craft x4 x4 x3 x4 x3 x5 x5
Concentration x4 x4 x4 x4 x4 x5 x3
Investigation x4 x4 x4 x3 x4 x4 x4
Larceny x4 x4 x4 x4 x4 x4 x4
Languages x4 x4 x4 x3 x4 x4 x4
Lore x4 x4 x3 x4 x4 x4 x5
Medicine x4 x5 x4 x5 x3 x4 x4
Mercantile x4 x5 x4 x4 x4 x3 x4
Observation x4 x4 x4 x3 x5 x4 x4
Performance x4 x4 x5 x4 x4 x3 x4
Socialize x4 x4 x5 x4 x4 x3 x4
Stealth x4 x3 x5 x3 x4 x4 x4
Survival x4 x3 x4 x4 x5 x4 x4
Technology x4 x5 x3 x5 x4 x5 x4
Travel x4 x4 x4 x4 x4 x4 x4

Calling Skill Advantages

Calling Skill Focus (Reduced XP) Skill Advantage (3d10) Skill Specialization (Add Calling Level)
Alchemist Lore Craft Medicine
Aristocrat Socialize Socialize Observation
Curate Lore Observation Lore
Dancer Athletics Athletics Performance
Diplomat Languages Languages Socialize
Drudge Animal Handling Athletics Athletics
Entertainer Socialize Performance Performance
Explorer Survival Lore Travel
Fighter Athletics Athletics X
Gambler Larceny Larceny Socialize
Guard Investigation Investigation Observation
Handler Animal Handling Animal Handling Concentration
Hunter Stealth Survival Survival
Lorekeeper Concentration Concentration Lore
Mechanic Lore Technology Technology
Merchant Mercantile Travel Socialize
Soldier Combat Athletics Athletics
Spy Observation Observation Stealth
Surgeon Medicine Medicine Investigation
Thief Larceny Stealth Larceny
Tinker Craft Mercantile Craft