Building your character

Character Breakdown

Name: This is for your character's name. In different realms and regions, some species may have different naming conventions. However, you can name your character whatever you’d like, it’s yours! 

Species: This is where you choose what Species you are! There are seven unique species, each providing a different perk and culture. 

Mark: One of the most important parts about your character is their godly Mark, what god has chosen you if any at all. This will determine what divine powers and passive ability you receive. 

Devotion: Devotion is about your character's background. What god has influenced their life the most, for better or for worse. 

Personality: This is a quick statement on how your character acts, use this as a reference guide not an end all be all.

Honour: A quick statement on what your Character views Honour as. 

Attachment: What your character cares most about in the world: A person, place, idea or thing. Your Attachment should make your character act very Honourable or dishonourable based on your character's definition of it. 

Weakness: What flaw your character has, something that is a struggle they have. Your weakness should make your character act very honourable or dishonourable based on your characters definition of it. 

Magic: Magic is a special skill about casting. If you invest in Magic you receive Charges starting at 10 + double your magic modifier. 

Divine: Is the special skill about the light given by a god. If you have a mark, your Lumens start at 10 + 5 times your Divine modifier. 

Martial: Martial is the special skill about weapons. If you invest in Martial you receive Stamina starting at 2 + half your martial modifier. 

Acrobatics: This skill is all about your flexibility and ability to dodge. 

Agility: This skill is all about speed and increases the amount of movement you get. Found in the centre of the sheet. 

Arcana: This skill is all about the understanding of magic and increases your Light Armour Class (LAC).

Athletics: This skill is all about strength and increases your Physical Armour Class (PAC). 

Diplomacy: This skill is all about social skills: lying, convincing, flirting, etc.

Endurance: This skill is all about your toughness and increases your HP and shatter threshold. 

Medicine: This skill is all about your understanding of the natural world. Increasing your medicine score is beneficial for resting and healing abilities.

Mind: This skill is all about your mental fortitude and increases your Mental Armour Class (MAC).  

Perception: This skill is all about your awareness and increases the Range of your spells and abilities.  

Stealth: This skill is all about how sneaky you are. 

Armour vs Defence: Under each of the Attack types Physical, Light & Mental it says Armour then under that Defence. Your armour is determined by 10 + the skill modifer that relates to each attack type. Athletics for Physical Arcana for Light & Mind for Mental. Your character starts with 0 defence and defence can only be obtained through abilities and perks. 

Movement: Movement is 10 + your characters agility modifier. This is how many spaces your character can move in combat. Space equals to around 1 meter. 

Range:  Your range is determined by 10 + your perception modifier. This is used to determine how far you can use different abilities. You get your Line range, a one space wide line as long as your range, cone range, a cone half the size of your range and your sphere range a sphere equal to 1/4th your range.

Threshold: Threshold is determined by ¼ your maximum HP. When you take damage equal to your threshold shatterable and focus abilities may break. 

Hit points: Or known as HP is determined by 20 + your endurance modifier times your level. 

Armour HP: This comes from abilities and you will start with 0. 

Perks: You have an number of Perks equal to your Level plus one known as the Key Perk, a free perk that often defines a trait of your character.

Check List

Here is a quick rundown on how to create your character for whatever level you’re starting at. You don’t need to follow the order provided. 

  1. Choose which God, if any, you want to champion, or none at all. 

  2. Choose a Species to receive your first Perk

  3. Choose a Devotion to show which god has influenced your life the most, and will give you additional things. If you go into Magic, you gain one free spell from your devotion. 

  4. Establish Honour. Every character has honour and a perspective on what honour means to them. Come up with what your character thinks honour is, then determine if they’re High, Neutral or Low honour within that definition. Most honourable characters tend to fight fairly and don’t kill unless needed. 

  5. Establish Attachment and Flaw. Attachment is what matters the most to your character. Flaw is your character’s shortcoming. The attachment and flaw should cause your character to either be very honourable or dishonourable. 

  6. Assign Skills. You start with 10 in each skill x the level you are. You can take away points from one skill and add it to another. By doing this you can only add half of what you take. You can even go into the negatives, to a -50. At every multiple of 10 you gain one in your modifier to that skill as well. A skill can only go up to 100; you can then prestige the skill beyond up to 150, but it costs double the skill points every point beyond 100. 

  7. Assign Special Skills. These also get 10 in each x the level you are and work the same as normal skills. You can’t transfer special skills into normal skills or vice versa. 

  8. Build Weapons. You get three weapons that start as a d4 and can either do Stab, Slash or Blunt Damage. You then can build weapons with your Weapon Currency, which is equal to your large martial modifier + 2. Each weapon uses the Weapon Currency separately; you can forgo one of your weapons to split the Weapon Currency in half, then use it on your other weapons.  

  9. Calculate Resources. Each special skill gives you a resource. Divine gives you Lumens, which is equal to half your large divine modifier + 10. Magic gives you Charges, which is equal to double your small magic modifier + 10. Martial gives you Stamina, which is equal to half your small martial modifier + 2. 

  10. Choose Abilities. These are related to your special skills and use up your resources. Divine gives you powers depending on what champion type you are: check out what god you’re chosen by for your free powers. Each champion gains a free passive power. You then get an additional power equal to your small divine skill. Magic gives you Spells: choose the powers from the gods on the basic list (found in Spells Section). You get as many spells as your small magic modifier. Martial gives you Manoeuvres; you gain a manoeuvre for each small martial modifier you have. 

  11. Choose Perks. Perks help build what your character can do, make them better at things, or change how a mechanic works all together. You gain one perk for every level you are + a free perk, meaning you don’t have to worry about the requirement of that perk. 

  12. Calculate Armour. There are three kinds: Physical, Light and Mental. Each starts at 10. PA adds your large Athletics modifier to it, LA adds your large Arcana , and MA adds your large Mind modifier.

  13. Calculate Movement. Each character has 10 movements. Once per round of combat, you can expend your movement for free to move around the map. You also add your small agility modifier to your movement. 

  14. Calculate Chase actions. These are equal to 1/5 rounded down of your movement. 

  15. Calculate Range. Each character starts with 10 range + your small Perception modifier. 

  16. Calculate Health. Health is 20 + your small Endurance modifier, then times your level. 

  17. Calculate your Focus Threshold, which is equal to ¼ your maximum health.