Basic Character Creation rules
Posted: Thu May 06, 2004 12:13 pm
ATTRIBUTES
A character's Attributes are numerical representations of his general capabilities: how strong, fast, and smart he is. Characters have 8 Attributes, with normal humans ranging from 1 - 7. (Heroes will eventually have the potential of reaching as high as 10.) There are two Attributes for each of 4 different Aspects: Heart, Mind, Body, and Spirit. The two Attributes related to each Aspect are called Linked Attributes. They are as follows:
HEART
Empathy – understanding the motives of others
Charisma – influence others via speech and charm
MIND
Acuity – ability to process ideas and sensory input quickly
Reason – capacity for cognitive thinking and logic
BODY
Strength – physical power, toughness, and overall health
Coordination – manual dexterity and agility
SPIRIT
Power – magical potential and mystic strength
Purpose – inner strength, willpower, magical resistance
When creating a character, you’ll have 35 points to spread amongst all 8 Attributes. No Attribute can begin with a value higher than 7 (normal human maximum), and Linked Attributes may not be more than 2 points apart (example: Empathy 3 and Charisma 7 would be illegal, but Power 4 and Purpose 6 would not).
HIT POINTS
A character's hit points are a numerical representation of his physical endurance and toughness. These are calculated by:
3*(STR + CRD + HP bonus)
EXPERIENCE POINTS
As a player spends time in Amstaad (that's the name of the city we're creating), he will earn Experience Points as he successfully overcomes the challenges he faces. These Points are always linked to one of the four Aspects, depending on what sort of skills were crucial in overcoming the challenge. For instance, if Grog the Mighty slays 14 orcs in an effort to save the town smithy, he might earn 7 BX (Body Experience), which may then be spent to increase his Body Attributes or Body-related Skills (to be explained later). Experience awards are always at the discretion of the Mod, but generally should be consistent with the level of effort and risk involved in the challenge.
Spending Experience Points (XP)
As mentioned above, characters will earn Experience Points, which can (and should) be spent to increase the character's Skills and Attributes. This represents the character learning new Skills, enhancing the Skills he already had, and so forth. Remember that you may only spend XP of the appropriate type to increase a Skill (for instance, using BX to increase a Skill that keys off of Strength or Coordination).
Spending XP works as follows:
To purchase a new Skill at Rank 1 costs 10 XP of the appropriate type.
Increasing the value of a Skill by one Rank (i.e. from Rank 1 to 2) costs 10 x the new Rank (in the example, 20 XP). Note that this cost must be paid for each Rank increased; going from Rank 2 to Rank 5 would cost 120 XP (30 for Rank 3, another 40 for Rank 4, and 50 more for Rank 5).
Increasing an Attribute by one point costs 40 x the new Attribute value (i.e. raising a character's Reason from 6 to 7 would cost 280 MX).
QUALITIES
For Qualities, you get 2 points to spend, with the following restrictions:
All characters begin with a Karma of +1 before spending points.
Characters must start the game with a Reputation of 0.
You may decrease one of your Qualities to -1 (or your Karma to 0)to "buy" a third point to spend elsewhere if you wish. You may only do this once.
The four Qualities are defined as follows:
STATUS
- a character’s social standing, indicating his “place” in society
positive: the character is titled or has a position of influence.
negative: the character is a lower-class citizen or slave.
spent on: "calling in favors" amongst the politically connected, making an unpopular but necessary decision. For instance, a Captain who orders his troops into the gap to face certain death might have to spend a Status point in order to get the troops to obey... when the battle is done, he might be demoted for endangering his troops, or he might get the Status point back for heroism, at the discretion of the Mod.
REPUTATION
- a character’s renown, fame, or infamy
positive: the character is a hero, looked up to by many.
negative: the character is feared, reviled, or hated.
spent on: influencing others against their natural inclination on reputation alone, impressing people into giving the character special treatment or favors they might not already get, and so forth.
WEALTH
- a character’s monetary resources and overall worth WealthExplained
positive: the character has money to buy certain luxuries.
negative: the character is a pauper or is in debt to another.
spent on: making extraordinary purchases. Simply having a positive Wealth rating allows the character the latitude to live a certain lifestyle based on the rating. For example, if a character has a Wealth of 3, he can afford to stay in posh and expensive inns, eat fine foods, and so forth without spending a point. Purchasing land, for example, would be above and beyond that level of spending and would require spending a point to accomplish, thereby lowering the character's Wealth rating in the future. Basically, Wealth points are only spent if/when the size of the purchase made has a real chance of affecting the character's overall worth.
KARMA
- a character’s “luck”
positive: the character appears to be blessed with luck
negative: the character appears to be cursed with ill fortune.
spent on: changing the results of an action. Anytime the Mod adjucates an action in a manner the character finds unfavorable, he may spend a Karma point to influence the result and make it more favorable. For instance, the character challenges an NPC to a duel and loses badly, ending up mortally wounded in the process. The character might then spend a Karma point to alter the ending of the duel, and the Mod might say that the enemy duelist simply humiliated him instead of killing him. Note that spending a Karma point will never completely reverse the outcome of an action, only assist in making the results more favorable for the character.
How Qualities affect the game itself
Positive Quality points can be spent by the character for various beneficial purposes, each time shifting the value of that Quality by -1. Negative Quality points are spent by the Mods to hinder the character, each use shifting the value by +1. For instance, if Bobo the WonderMage? has a Wealth of 3 and wants to purchase a rare and powerful spellbook, he spends a Wealth point, obtains the spellbook, and now has a Wealth of 2. But let’s say he also has a Karma of -1. He goes back to his home, opens up the spellbook, and begins to read... but the Mod decides that’s the moment the evil warlock attacks looking to steal that book before Bobo can absorb any of the spells inside. Bad luck, you say? No, just the Mod spending a negative Karma point. Bobo has a setback, but now has a Karma of 0 instead of -1.
NOTE: Quality points are never purchased except during character creation. Once the game begins, they must be earned via roleplaying. Receiving a Quality point is an important event in a character’s life and should not be taken (or given out) lightly.
RACES
There are five main humanoid races that players may choose from when creating their characters (there are other races in the world, but these are the only five that are suitable for heroic PCs). All five races have racial modifiers listed after a brief description of the race itself; those modifiers apply afterThose races (and their racial modifiers) are as follows:
Humans (approx. 40% of total population) Humans are just like you and I, the regular people you see on the street every day in the real world. Males are generally between 5'6" and 6'6" tall, women between 5'0" and 5'10" (with weights commesurate to height accordingly). Skin tones can range from alabaster to dark brown, and hair and eye colors are typical as well (green, blue, brown, hazel, etc). They speak the Trade Tongue, a common language that all races in Amstaad have learned (which has been adapted from the humans' ancestral tongue).
Human racial modifiers: +1 PUR, +1 Karma
Humans (Tiktuk) The original inhabitants of Amstaad, the Tiktuk fared much better under the old Passani Empire than they do in the current city. While before they had much influence and power, the shift towards organized entrepreneurship has left the Tiktuk behind. Today, they are generally impoverished. Though their power is gone and influence diminished, the Tiktuk culture remains, preserved for thousands of years. They are still easily identifiable by their tribal markings, three long scars on the left side of each Tiktuk’s face, reminiscent of a cat’s whiskers. Their clothing is generally simple. They speak their own language, Tiktuk, as well as the Trade tongue.
Tiktuk racial modifiers: +1 PUR, +2 Karma, -1 Status, -1 Wealth
Humans (Passani) The Passani are the remnants of what was once a great Southern empire. Though their empire is long gone and they are no longer dominant in the city, they are still fiercely proud and protective of their heritage. They have carved out a niche for themselves in the banking, weaponsmithing, and engineering industries, but this remains a very closed society that may be hostile to outsiders. The Passani have aquiline features, and usually clothe themselves in vibrant flowing robes. They speak their own language, Passani, in addition to the Trade tongue.
Passani racial modifiers: +1 PUR, +1 Karma, +1 Status, +1 Wealth, -1 EMP
Elves (approx. 25% of total population) Elves are very similar to humans in basic physiology and appearance, but generally tend to be fairer-skinned and have distinctive points to their ears, the telltale sign that everyone looks for. They are also shorter than humans on average, with males ranging from 5'4" to 6'0" and females 4'10" to 5'6". They tend to be a bit lighter than humans as well, although not drastically so. Their skin is almost always fair, although they can tan if they spend a lot of time in direct sunlight (sea-faring elves are quite bronzed, for example). Eye colors are usually in the blue family, ranging from green to blue to purple. Hair colors are typical for humans, although elves do tend to have a higher proportion of blonde hair than humans do. Elves are often referred to as "The Fair Folk" in polite company (and "Tree-Loving Fairies" in not-so-polite circles). They have long lifespans (although they are not immprtal, as some legends claim), usually living 150-200 years. They speak their own language, Elven (which has its own alphabet) as well as the Trade Tongue.
Elven racial modifiers: +1 CRD, +1 POW, +1 CHR, -1 STR
Dwarves (approx. 15% total population) Dwarves are short, stout folk who are naturally subterranean but who have come to Amstaad to practice their crafts, most notably metalworking and gemcutting (although there are dwarves in nearly every craft and trade imaginable). They are much shorter than the other races, with males ranging from 4'6" to 5'2" and females from 4'4" to 4'10". Hair colors are almost always dark, ranging from auburn to black. Male dwarves tend to go grey quickly, and grey hair is not necessarily a sign of old age amongst them. Dwarves always have facial hair (regardless of gender), and they take great pride in it, grooming it carefully, often into intricate braids. Eye colors are generally various shades of brown, although green and grey eyes are not unheard of. Skin tones are generally ruddy, and they tend to favor earth tones when choosing clothing. They speak their own language (with its own alphabet) in addition to the Trade Tongue.
Dwarven racial modifiers: +1 STR, +1 PUR, +1 ACU, -1 CHR
Aerin (approx. 10% total population) Aerin are a race of birdfolk that have recently come to Amstaad in an effort to interact, trade, and learn from the other humanoid races. They are of a similar size to the Elves in height, but that's where the similarities end. They are, in effect, birds that walk upright: instead of arms they have wings with small claw-like appendages at the ends, their legs bend "backwards" like bird legs, they have typical bird feet, and their heads generally resemble a bird's head (complete with beak, feathers, and eye shape). Their feathers run the gamut of colors, with black, brown, and white being slightly more common. Eye colors are also rather unpredictable, but generally are either brown or grey. They speak their own language (but do not have a written alphabet), and most can speak the Trade Tongue as well, although awkwardly.
Aerin racial modifiers: +2 ACU, +1 REA, -1 CRD (unless flying), -1 CHR, Flight
Aerin HP are calculated using CRD while flying
Slith (approx. 10% total population) The Slith are a race of lizardmen who have only recently come to Amstaad. They resemble humans in basic form (having shed their tails and developed opposable thumbs0 over hundreds of years of evolution), although there is no mistaking a Slith for anything but a Slith. They stand between 6'2" and 7'0" inches tall, regardless of gender. Because of their reptile heritage, their skin tones are generally a shade of green, and their skin itself is usually covered in small vestigal scales. Slith eyes are always slitted, usually yellow or orange, and their tongues are long and forked. They are widely mistrusted (and oftentimes hated) by the general populace of Amstaad because of the race's tendency toward violence, but the Slith who remain in the City have, in general, been able to overcome the racial hatred by developing tight-knit communities. They speak their own language (but have no written alphabet), and many of them have also learned the Trade Tongue, although they are by no means a majority.
Slith racial modifiers: +2 STR, +1 PUR, +2 HP bonus, -2 CHR, -1 EMP, -1 Status, -1 Reputation
SKILLS
Skills are a measure of what a character knows how to do. Skills are always learned abilities, things that can easily be trained. During character creation, a player has a number of Skill points to spend amongst all of the skills (listed below under "Master Skill List") equal to the following formula:
5 + REA + either POW (if a Magick-user) ~or~ PUR (if not)
Those points may be spread amongst the Skills however the player chooses, with only one restriction: no character may begin with a Skill higher than 4 at the time of character creation. Note that, once the character is completed, the only way to raise the value of Skills is to accumulate and spend XP (described above).
Master Skill List
BODY Skills
Melee Weapons (must choose one of the following subcategories)
- Swords (CRD or STR, choose during creation)
- Knives & Daggers (CRD)
- Staves (CRD)
- Axes & Polearms (STR)
- Blunt Weapons (Maces, Clubs, Flails, etc) (STR)
- Exotic Weapons (by specific weapon) (STR or CRD, dependent on weapon)
Archery (CRD)
Unarmed Combat (CRD or STR, choose during creation)
Evasion (CRD)
Swimming (STR)
Climbing (STR)
Stealth (CRD)
Sleight of Hand (CRD)
Acrobatics/Tumbling (CRD)
Riding (Horse or specific mount type) (CRD)
HEART Skills
Animal Handling (EMP)
Negotiation (CHR)
Intimidation (CHR)
Bluff (CHR)
Intuition (EMP)
Leadership (CHR) **
Seduction/Charm (CHR)
Entertain (Play specific instrument, Storytelling, Singing, etc.) (EMP or CHR, dependent on style)
Faith (EMP)
MIND Skills
Knowledge (must choose one of the following subcategories) (REA)
History
Religion
Magick
Alchemy *
Culture
Criminal
Law
Etiquette
Commerce
Military
Engineering (REA)
Craft (choose specific) (REA)
Observation (ACU)
Command (ACU) **
Siegecraft (ACU)
Appraise (ACU)
Language (choose specific) (REA) (A rank of 3 or better is required to be able to read and write the language)
SPIRIT Skills
Alchemy (POW) *
Sorcery (POW)***
Divination (POW) ***
Conjuration (POW) ***
Ritual Magick (POW) ***
Focus (PUR) ****
Willpower (PUR) *****
Skill Footnotes
* There are two different skills called Alchemy: the Knowledge: Alchemy Skill represents a person's accumulated knowledge of the sort of things that have been and could be created via Alchemy, whereas the Spirit Skill Alchemy represents the person's ability to actually brew potions and so forth.
** Although Leadership and Command may seem to be different words for the same idea, there is a difference, as follows: Leadership represents
how willing people are to follow your lead, and Command is your ability to recognize a resource's usefulness and put it to good use in a leadership capacity. Leadership requires personal interaction (or at least a notable presence), whereas Command can be put to use "behind the scenes" in an advisory capacity. In medieval battlefield terms, the general who gives the rousing speech and spurs his troops on to victory probably has a high Leadership, while his war room advisors probably have a high Command.
*** All of these Skills represent a person's ability to utilize a specific form of Magick. Sorcery is the stereotypical "spellcasting" depicted in "Harry Potter" and "Lord of the Rings" books. It can have many different effects, from blasts of fire to flying high above the clouds. The limits of Sorcery are set only by the limits of the imagination of the magick-wielder. (NOTE: Sorcery never duplicates Divination or Conjuration.) Divination is the art of being able to use different ritual items to learn knowledge the diviner wouldn't normally have access to: crystal balls, tea leaves, astrology, etc. Conjuration is the magickal ability to summon objects, forces, and even living beings from other places or planes of existence. Ritual Magick is the ability to work with another magick-user to achieve a greater effect from one of the above Skills. Two or more magick-wielding people can both use their Ritual Magick Skill to attempt to combine their Skill ratings in another form of magick to produce a more powerful effect.
**** Focus is a abstract representation of a person's "ki" (his ability to harness his Spirit to assist a mundane action). People who do not actively wield magick may still harness the power of their Spirit by making a Focus check to temporarily raise another Ability. Generally these increases only last for one Action, although there are exceptions, as the situation will dictate.
***** Willpower is the ability of a person to resist an effect (magickal or otherwise) that might alter his will, actions, or desires. It is the Skill used to counter mind-control effects, possession by incorporeal undead, and paralyzing effects. It also allows a person to function while seriously wounded (a successful Willpower check allows a character to ignore the effects of his wounds for one Action).
A character's Attributes are numerical representations of his general capabilities: how strong, fast, and smart he is. Characters have 8 Attributes, with normal humans ranging from 1 - 7. (Heroes will eventually have the potential of reaching as high as 10.) There are two Attributes for each of 4 different Aspects: Heart, Mind, Body, and Spirit. The two Attributes related to each Aspect are called Linked Attributes. They are as follows:
HEART
Empathy – understanding the motives of others
Charisma – influence others via speech and charm
MIND
Acuity – ability to process ideas and sensory input quickly
Reason – capacity for cognitive thinking and logic
BODY
Strength – physical power, toughness, and overall health
Coordination – manual dexterity and agility
SPIRIT
Power – magical potential and mystic strength
Purpose – inner strength, willpower, magical resistance
When creating a character, you’ll have 35 points to spread amongst all 8 Attributes. No Attribute can begin with a value higher than 7 (normal human maximum), and Linked Attributes may not be more than 2 points apart (example: Empathy 3 and Charisma 7 would be illegal, but Power 4 and Purpose 6 would not).
HIT POINTS
A character's hit points are a numerical representation of his physical endurance and toughness. These are calculated by:
3*(STR + CRD + HP bonus)
EXPERIENCE POINTS
As a player spends time in Amstaad (that's the name of the city we're creating), he will earn Experience Points as he successfully overcomes the challenges he faces. These Points are always linked to one of the four Aspects, depending on what sort of skills were crucial in overcoming the challenge. For instance, if Grog the Mighty slays 14 orcs in an effort to save the town smithy, he might earn 7 BX (Body Experience), which may then be spent to increase his Body Attributes or Body-related Skills (to be explained later). Experience awards are always at the discretion of the Mod, but generally should be consistent with the level of effort and risk involved in the challenge.
Spending Experience Points (XP)
As mentioned above, characters will earn Experience Points, which can (and should) be spent to increase the character's Skills and Attributes. This represents the character learning new Skills, enhancing the Skills he already had, and so forth. Remember that you may only spend XP of the appropriate type to increase a Skill (for instance, using BX to increase a Skill that keys off of Strength or Coordination).
Spending XP works as follows:
To purchase a new Skill at Rank 1 costs 10 XP of the appropriate type.
Increasing the value of a Skill by one Rank (i.e. from Rank 1 to 2) costs 10 x the new Rank (in the example, 20 XP). Note that this cost must be paid for each Rank increased; going from Rank 2 to Rank 5 would cost 120 XP (30 for Rank 3, another 40 for Rank 4, and 50 more for Rank 5).
Increasing an Attribute by one point costs 40 x the new Attribute value (i.e. raising a character's Reason from 6 to 7 would cost 280 MX).
QUALITIES
For Qualities, you get 2 points to spend, with the following restrictions:
All characters begin with a Karma of +1 before spending points.
Characters must start the game with a Reputation of 0.
You may decrease one of your Qualities to -1 (or your Karma to 0)to "buy" a third point to spend elsewhere if you wish. You may only do this once.
The four Qualities are defined as follows:
STATUS
- a character’s social standing, indicating his “place” in society
positive: the character is titled or has a position of influence.
negative: the character is a lower-class citizen or slave.
spent on: "calling in favors" amongst the politically connected, making an unpopular but necessary decision. For instance, a Captain who orders his troops into the gap to face certain death might have to spend a Status point in order to get the troops to obey... when the battle is done, he might be demoted for endangering his troops, or he might get the Status point back for heroism, at the discretion of the Mod.
REPUTATION
- a character’s renown, fame, or infamy
positive: the character is a hero, looked up to by many.
negative: the character is feared, reviled, or hated.
spent on: influencing others against their natural inclination on reputation alone, impressing people into giving the character special treatment or favors they might not already get, and so forth.
WEALTH
- a character’s monetary resources and overall worth WealthExplained
positive: the character has money to buy certain luxuries.
negative: the character is a pauper or is in debt to another.
spent on: making extraordinary purchases. Simply having a positive Wealth rating allows the character the latitude to live a certain lifestyle based on the rating. For example, if a character has a Wealth of 3, he can afford to stay in posh and expensive inns, eat fine foods, and so forth without spending a point. Purchasing land, for example, would be above and beyond that level of spending and would require spending a point to accomplish, thereby lowering the character's Wealth rating in the future. Basically, Wealth points are only spent if/when the size of the purchase made has a real chance of affecting the character's overall worth.
KARMA
- a character’s “luck”
positive: the character appears to be blessed with luck
negative: the character appears to be cursed with ill fortune.
spent on: changing the results of an action. Anytime the Mod adjucates an action in a manner the character finds unfavorable, he may spend a Karma point to influence the result and make it more favorable. For instance, the character challenges an NPC to a duel and loses badly, ending up mortally wounded in the process. The character might then spend a Karma point to alter the ending of the duel, and the Mod might say that the enemy duelist simply humiliated him instead of killing him. Note that spending a Karma point will never completely reverse the outcome of an action, only assist in making the results more favorable for the character.
How Qualities affect the game itself
Positive Quality points can be spent by the character for various beneficial purposes, each time shifting the value of that Quality by -1. Negative Quality points are spent by the Mods to hinder the character, each use shifting the value by +1. For instance, if Bobo the WonderMage? has a Wealth of 3 and wants to purchase a rare and powerful spellbook, he spends a Wealth point, obtains the spellbook, and now has a Wealth of 2. But let’s say he also has a Karma of -1. He goes back to his home, opens up the spellbook, and begins to read... but the Mod decides that’s the moment the evil warlock attacks looking to steal that book before Bobo can absorb any of the spells inside. Bad luck, you say? No, just the Mod spending a negative Karma point. Bobo has a setback, but now has a Karma of 0 instead of -1.
NOTE: Quality points are never purchased except during character creation. Once the game begins, they must be earned via roleplaying. Receiving a Quality point is an important event in a character’s life and should not be taken (or given out) lightly.
RACES
There are five main humanoid races that players may choose from when creating their characters (there are other races in the world, but these are the only five that are suitable for heroic PCs). All five races have racial modifiers listed after a brief description of the race itself; those modifiers apply afterThose races (and their racial modifiers) are as follows:
Humans (approx. 40% of total population) Humans are just like you and I, the regular people you see on the street every day in the real world. Males are generally between 5'6" and 6'6" tall, women between 5'0" and 5'10" (with weights commesurate to height accordingly). Skin tones can range from alabaster to dark brown, and hair and eye colors are typical as well (green, blue, brown, hazel, etc). They speak the Trade Tongue, a common language that all races in Amstaad have learned (which has been adapted from the humans' ancestral tongue).
Human racial modifiers: +1 PUR, +1 Karma
Humans (Tiktuk) The original inhabitants of Amstaad, the Tiktuk fared much better under the old Passani Empire than they do in the current city. While before they had much influence and power, the shift towards organized entrepreneurship has left the Tiktuk behind. Today, they are generally impoverished. Though their power is gone and influence diminished, the Tiktuk culture remains, preserved for thousands of years. They are still easily identifiable by their tribal markings, three long scars on the left side of each Tiktuk’s face, reminiscent of a cat’s whiskers. Their clothing is generally simple. They speak their own language, Tiktuk, as well as the Trade tongue.
Tiktuk racial modifiers: +1 PUR, +2 Karma, -1 Status, -1 Wealth
Humans (Passani) The Passani are the remnants of what was once a great Southern empire. Though their empire is long gone and they are no longer dominant in the city, they are still fiercely proud and protective of their heritage. They have carved out a niche for themselves in the banking, weaponsmithing, and engineering industries, but this remains a very closed society that may be hostile to outsiders. The Passani have aquiline features, and usually clothe themselves in vibrant flowing robes. They speak their own language, Passani, in addition to the Trade tongue.
Passani racial modifiers: +1 PUR, +1 Karma, +1 Status, +1 Wealth, -1 EMP
Elves (approx. 25% of total population) Elves are very similar to humans in basic physiology and appearance, but generally tend to be fairer-skinned and have distinctive points to their ears, the telltale sign that everyone looks for. They are also shorter than humans on average, with males ranging from 5'4" to 6'0" and females 4'10" to 5'6". They tend to be a bit lighter than humans as well, although not drastically so. Their skin is almost always fair, although they can tan if they spend a lot of time in direct sunlight (sea-faring elves are quite bronzed, for example). Eye colors are usually in the blue family, ranging from green to blue to purple. Hair colors are typical for humans, although elves do tend to have a higher proportion of blonde hair than humans do. Elves are often referred to as "The Fair Folk" in polite company (and "Tree-Loving Fairies" in not-so-polite circles). They have long lifespans (although they are not immprtal, as some legends claim), usually living 150-200 years. They speak their own language, Elven (which has its own alphabet) as well as the Trade Tongue.
Elven racial modifiers: +1 CRD, +1 POW, +1 CHR, -1 STR
Dwarves (approx. 15% total population) Dwarves are short, stout folk who are naturally subterranean but who have come to Amstaad to practice their crafts, most notably metalworking and gemcutting (although there are dwarves in nearly every craft and trade imaginable). They are much shorter than the other races, with males ranging from 4'6" to 5'2" and females from 4'4" to 4'10". Hair colors are almost always dark, ranging from auburn to black. Male dwarves tend to go grey quickly, and grey hair is not necessarily a sign of old age amongst them. Dwarves always have facial hair (regardless of gender), and they take great pride in it, grooming it carefully, often into intricate braids. Eye colors are generally various shades of brown, although green and grey eyes are not unheard of. Skin tones are generally ruddy, and they tend to favor earth tones when choosing clothing. They speak their own language (with its own alphabet) in addition to the Trade Tongue.
Dwarven racial modifiers: +1 STR, +1 PUR, +1 ACU, -1 CHR
Aerin (approx. 10% total population) Aerin are a race of birdfolk that have recently come to Amstaad in an effort to interact, trade, and learn from the other humanoid races. They are of a similar size to the Elves in height, but that's where the similarities end. They are, in effect, birds that walk upright: instead of arms they have wings with small claw-like appendages at the ends, their legs bend "backwards" like bird legs, they have typical bird feet, and their heads generally resemble a bird's head (complete with beak, feathers, and eye shape). Their feathers run the gamut of colors, with black, brown, and white being slightly more common. Eye colors are also rather unpredictable, but generally are either brown or grey. They speak their own language (but do not have a written alphabet), and most can speak the Trade Tongue as well, although awkwardly.
Aerin racial modifiers: +2 ACU, +1 REA, -1 CRD (unless flying), -1 CHR, Flight
Aerin HP are calculated using CRD while flying
Slith (approx. 10% total population) The Slith are a race of lizardmen who have only recently come to Amstaad. They resemble humans in basic form (having shed their tails and developed opposable thumbs0 over hundreds of years of evolution), although there is no mistaking a Slith for anything but a Slith. They stand between 6'2" and 7'0" inches tall, regardless of gender. Because of their reptile heritage, their skin tones are generally a shade of green, and their skin itself is usually covered in small vestigal scales. Slith eyes are always slitted, usually yellow or orange, and their tongues are long and forked. They are widely mistrusted (and oftentimes hated) by the general populace of Amstaad because of the race's tendency toward violence, but the Slith who remain in the City have, in general, been able to overcome the racial hatred by developing tight-knit communities. They speak their own language (but have no written alphabet), and many of them have also learned the Trade Tongue, although they are by no means a majority.
Slith racial modifiers: +2 STR, +1 PUR, +2 HP bonus, -2 CHR, -1 EMP, -1 Status, -1 Reputation
SKILLS
Skills are a measure of what a character knows how to do. Skills are always learned abilities, things that can easily be trained. During character creation, a player has a number of Skill points to spend amongst all of the skills (listed below under "Master Skill List") equal to the following formula:
5 + REA + either POW (if a Magick-user) ~or~ PUR (if not)
Those points may be spread amongst the Skills however the player chooses, with only one restriction: no character may begin with a Skill higher than 4 at the time of character creation. Note that, once the character is completed, the only way to raise the value of Skills is to accumulate and spend XP (described above).
Master Skill List
BODY Skills
Melee Weapons (must choose one of the following subcategories)
- Swords (CRD or STR, choose during creation)
- Knives & Daggers (CRD)
- Staves (CRD)
- Axes & Polearms (STR)
- Blunt Weapons (Maces, Clubs, Flails, etc) (STR)
- Exotic Weapons (by specific weapon) (STR or CRD, dependent on weapon)
Archery (CRD)
Unarmed Combat (CRD or STR, choose during creation)
Evasion (CRD)
Swimming (STR)
Climbing (STR)
Stealth (CRD)
Sleight of Hand (CRD)
Acrobatics/Tumbling (CRD)
Riding (Horse or specific mount type) (CRD)
HEART Skills
Animal Handling (EMP)
Negotiation (CHR)
Intimidation (CHR)
Bluff (CHR)
Intuition (EMP)
Leadership (CHR) **
Seduction/Charm (CHR)
Entertain (Play specific instrument, Storytelling, Singing, etc.) (EMP or CHR, dependent on style)
Faith (EMP)
MIND Skills
Knowledge (must choose one of the following subcategories) (REA)
History
Religion
Magick
Alchemy *
Culture
Criminal
Law
Etiquette
Commerce
Military
Engineering (REA)
Craft (choose specific) (REA)
Observation (ACU)
Command (ACU) **
Siegecraft (ACU)
Appraise (ACU)
Language (choose specific) (REA) (A rank of 3 or better is required to be able to read and write the language)
SPIRIT Skills
Alchemy (POW) *
Sorcery (POW)***
Divination (POW) ***
Conjuration (POW) ***
Ritual Magick (POW) ***
Focus (PUR) ****
Willpower (PUR) *****
Skill Footnotes
* There are two different skills called Alchemy: the Knowledge: Alchemy Skill represents a person's accumulated knowledge of the sort of things that have been and could be created via Alchemy, whereas the Spirit Skill Alchemy represents the person's ability to actually brew potions and so forth.
** Although Leadership and Command may seem to be different words for the same idea, there is a difference, as follows: Leadership represents
how willing people are to follow your lead, and Command is your ability to recognize a resource's usefulness and put it to good use in a leadership capacity. Leadership requires personal interaction (or at least a notable presence), whereas Command can be put to use "behind the scenes" in an advisory capacity. In medieval battlefield terms, the general who gives the rousing speech and spurs his troops on to victory probably has a high Leadership, while his war room advisors probably have a high Command.
*** All of these Skills represent a person's ability to utilize a specific form of Magick. Sorcery is the stereotypical "spellcasting" depicted in "Harry Potter" and "Lord of the Rings" books. It can have many different effects, from blasts of fire to flying high above the clouds. The limits of Sorcery are set only by the limits of the imagination of the magick-wielder. (NOTE: Sorcery never duplicates Divination or Conjuration.) Divination is the art of being able to use different ritual items to learn knowledge the diviner wouldn't normally have access to: crystal balls, tea leaves, astrology, etc. Conjuration is the magickal ability to summon objects, forces, and even living beings from other places or planes of existence. Ritual Magick is the ability to work with another magick-user to achieve a greater effect from one of the above Skills. Two or more magick-wielding people can both use their Ritual Magick Skill to attempt to combine their Skill ratings in another form of magick to produce a more powerful effect.
**** Focus is a abstract representation of a person's "ki" (his ability to harness his Spirit to assist a mundane action). People who do not actively wield magick may still harness the power of their Spirit by making a Focus check to temporarily raise another Ability. Generally these increases only last for one Action, although there are exceptions, as the situation will dictate.
***** Willpower is the ability of a person to resist an effect (magickal or otherwise) that might alter his will, actions, or desires. It is the Skill used to counter mind-control effects, possession by incorporeal undead, and paralyzing effects. It also allows a person to function while seriously wounded (a successful Willpower check allows a character to ignore the effects of his wounds for one Action).