OVERVIEW

This section is intended for experienced players, or players walking through to make characters quickly with an experienced referee.

CAMPAIGN TYPE

Choose your CAMPAIGN TYPE and your Character Build mechanism (Roll or Buy):

CAMPAIGN ROLL BUY MASTERY FACTION
DOOMED 2d4 6 Novice 1d6
NORMAL 3d4 8 Apprentice 2d6
AWAKENED 3d6 11 Apprentice 2d6
FATED 3d8 14 Journeyman 3d6
CHOSEN 3d10 17 Journeyman 3d6
MYTHIC 3d12 20 Artisan 4d6
  • ROLL indicates how many dice to roll per ASPECT if you choose the ROLL build mechanism.
  • BUY indicates how many points to distribute per ASPECT if you choose the BUY build mechanism.
  • MASTERY indicates max level of ABILITY Mastery at creation.
  • FACTION indicates how many dice the Character gets for FACTION Relationship.

ASPECTS

Using the Campaign Type from the prior step, roll or buy points and allocate them to four of the five ASPECTS:

ASPECT COMMON POOL USAGE
BODY Powerful attacks, extra actions, taking damage in combat.
MIND Skill expertise, extra actions, experiencing trauma or horror.
SPIRIT Spellcasting, divine intervention, extra actions, crises of faith.
LUCK Spending in place of other pools.
VOID Increases when another Aspect Pool goes to zero. Spent like Luck, but with story consequences.
  • VOID always starts at 0. If you’re lucky, it won’t ever grow. It probably will.

QUALITIES

To assign values to your Character’s QUALITIES, you distribute all of the points in an ASPECT Pool amongst that Aspect’s QUALITIES. The value of a QUALITY can range from 0 to the full value of that Quality’s related Aspect:

ASPECT POWER PRECISION PERSISTENCE
BODY Strength Agility Endurance
MIND Knowledge Wisdom Devotion
SPIRIT Presence Intuition Faith
  • POWER represents damage, might, or total capability within an ASPECT
  • PRECISION represents aim, maneuvering, or accuracy within an ASPECT.
  • ENDURANCE represents resistance and sustained exertion within an ASPECT.
  • LUCK and VOID have no QUALITIES. You spend the pools instead of BODY, MIND, or SPIRIT.

SPECIES

Select Species from the table, and note Freebies, Strengths, Weaknesses, Perk, and Quirk.

SPECIES FREEBIES STRENGTHS WEAKNESSES PERK QUIRK
DÖLGÖTHROS Shapeshifting, Psychometry, Mind School, Observer Gifts, Psychometry Anima, Skills Conspirator Vile Blood
DRAKKHOZHN Intimidate, Natural Weapons,2x Subspecies Martial, Sorcery Gifts, Skills Dreaded Ectothermic
EIDOLON Corporeality, Sixth Sense, Abjuration, Conviction Martial, Wizardry Anima, Gifts Prescient Eldritch
FOMORI Athlete, Fortitude, 2x Subspecies Gifts Source Preternatural Feral
GOCHIN Athlete, Maneuver, Defiance, Chameleon Martial Skills Adrenal Savage
HUMAN Diplomat, Any 4 @ MIGHTY None None Adaptable Unyielding
HUSKS Weakness Aura, Sixth Sense,Toughness, Abjuration Martial, Skills Anima, Source Deathless Soulless
KÂLINDIVAL Chameleon, Eidetic Memory,Quickness, Reflexes Skills Martial Innocuous Obsessive
KÂLINDUR Weapon Use, Armor Use,Fortitude, Geoaffinity Anima Source Juggernaut Dour
LYÐUÐRÆ Telepathy, Sonar, 2x Subspecies Psychometry Gifts Diplomatic Paranoid
STA’AK Shapeshift, Fortitude,Natural Weapon, Rage Gifts, Martial Anima, Skills Indomitable Ruthless
SUTHARIS Empathy, Wizardry, 2x Subspecies Anima, Wizardry Martial, Skills Elemental Solitary
SYYN Fortitude, Defiance, 2x Subspecies Gifts, Skills Anima, Source Steadfast Obdurate
UR Athlete, Fortitude, Empathy, Toughness Anima, Martial Skills, Source Ruminative Clumsy
VASRIEL Fervor, Gills, 2x Subspecies Source Anima Serene Supremacist
ZEPHRIEL Shapeshift, Non-Corporeal,Wizardry, Source, Skills Anima, Martial Fey Amoral
  • Subspecies specifics are available in the detailed SPECIES section.

CULTURE

Select CULTURE from the table, and pick from 1-3 Perks and Quirks.

CULTURE MAJORITY PERKS QUIRKS
ÆNDISH Human Generous, Innocent, Loyal, Pious, Spontaneous, Welcoming Spendthrift, Oblivious, Sycophant, Zealot, Compulsive, Naïve
ALANTHII Vasriel Forgiving, Loyal, MysticalNostalgic, Patient, Wise Placating, Sycophant, Superstitious,Mournful, Martyr, Inscrutable
ANLADRIAN Human Adventurous, Detached, Charismatic,Profiteering, Spontaneous, Subtle Wanderlust, Ascetic, Conceited,Selfish, Compulsive, Timid
AREGIAN Ur Cunning, Generous, Innocent,Just, Mystical, Passionate Disdainful, Spendthrift, Oblivious, Vengeful, Superstitious, Combative
BETRILLAN Kâlindival Innocent, Inquisitive, Nostalgic,Patient, Subtle, Welcoming Oblivious, Meddling, Mournful,Martyr, Timid, Naïve
CAVAGAR Gochin Bold, Commanding, Cunning, Experienced, Passionate, Spontaneous Foolhardy, Domineering, Disdainful,Jaded, Combative, Compulsive
CERIPHŒSIAN Vasriel Aesthetic, Forgiving, Generous,Nostalgic, Pious, Wise Hedonist, Placating, Spendthrift,Mournful, Zealot, Inscrutable
CHALLINAI Human Adventurous, Detached, Centered,Guarded, Loyal, Stern Wanderlust, Ascetic, Cold,Xenophobic, Sycophant, Grim
CHRYSIALBAU Zephriel Aesthetic, Charismatic, Passionate,Pragmatic, Spontaneous, Wise Hedonist, Conceited, Combative, Amoral, Compulsive, Inscrutable
CONSPIRACY Dölgöthros Centered, Guarded, Patient,Pragmatic, Subtle, Experienced Cold, Xenophobic, Martyr,Amoral, Timid, Jaded
DELIGOSIAN Human Charismatic, Cunning, Inquisitive,Passionate, Profiteering, Welcoming Conceited, Disdainful, Meddling,Combative, Selfish, Naïve
ECHOINE Lyðuðræ Aesthetic, Guarded, Loyal,Mystic, Subtle, Wise Hedonistic, Xenophobic, Sycophant,Superstitious, Timid, Inscrutable
HENGIAN Human Adventurous, Bold, Forgiving,Loyal, Pious, Profiteering Wanderlust, Foolhardy, Placating,Sycophant, Zealot, Selfish
ILDUROTHI Kâlindur Bold, Commanding, Passionate,Pragmatic, Stern, Experienced Foolhardy, Domineering, Combative,Amoral, Grim, Jaded
KHOZHN-AH Drakkhozhn Detached, Centered, Commanding,Guarded, Just, Pragmatic Ascetic, Cold, Domineering,Xenophobic, Vengeful, Amoral
MALTHARIAN Vasriel Aesthetic, Charismatic, Commanding,Inquisitive, Profiteering, Welcoming Hedonist, Conceited, Domineering,Meddling, Selfish, Naïve
RHALIMANI Human Adventurous, Bold, Centered,Charismatic, Commanding, Cunning Wanderlust, Foolhardy, Cold,Conceited, Domineering, Disdainful
THÂRNUL Kâlindur Detached, Nostalgic, Pioius,Stern, Just, Experienced Ascetic, Mournful, Zealot,Grim, Vengeful, Jaded
VANAGARI Vasriel Aesthetic, Centered, Guarded,Pragmatic, Subtle, Wise Hedonist, Cold, Xenophobic,Amoral, Timid, Inscrutable
HERMIT Any (Sutharis) Forgiving, Generous, Mystical,Nostalgic, Patient, Pious Placating, Spendthrift, Superstitious,Mournful, Martyr, Zealot
NOMAD Any (Fomori) Cunning, Detached, Innocent,Just, Patient, Profiteering Disdainful, Ascetic, Naïve, Vengeful, Martyr, Selfish
WANDERER Any (Syyn) Adventurous, Bold, Inquisitive,Spontaneous, Stern, Experienced Wanderlust, Foolhardy, Meddling,Compulsive, Grim, Jaded
  • Number of PERKS and QUIRKS chosen must be equal - if you pick 2 PERKS, you must also pick 2 QUIRKS.
  • Cultural specifics are available in the detailed CULTURE section.

ABILITIES

Each character has a SOCIAL STANDING in their CULTURE. Choose one from the list below and note both the Resource and Obligation that come from belonging to that standing.

STANDING RESOURCE OBLIGATION
VAGRANT REFUGE NONE
PEASANT RAW GOODS TAXES
FREEMAN FINISHED GOODS GUILDS
MERCHANT TRADE TARIFFS
CLERGY SECRETS STRICTURES
NOBILITY INFLUENCE COURT
  • RESOURCE indicates what your character can always get their hands on given the right circumstances.
  • OBLIGATION indicates what you’ll have to deal with in order to obtain that resource.

SOCIAL STANDING

Each character has a SOCIAL STANDING in their CULTURE. Choose one from the list below and note both the Resource and Obligation that come from belonging to that standing.

STANDING RESOURCE OBLIGATION
VAGRANT REFUGE NONE
PEASANT RAW GOODS TAXES
FREEMAN FINISHED GOODS GUILDS
MERCHANT TRADE TARIFFS
CLERGY SECRETS STRICTURES
NOBILITY INFLUENCE COURT
  • RESOURCE indicates what your character can always get their hands on given the right circumstances.
  • OBLIGATION indicates what you’ll have to deal with in order to obtain that resource.

FACTION ALIGNMENT

Each character has a pre-existing relationship with one or more FACTIONS. Using the Faction Dice from the CAMPAIGN TYPE step, assign one or more Dice to a Faction to determine their availability for aid (or impediment) during a session.

FACTION TYPE REFUGE RESOURCE PRODUCT TRADE SECRETS INFLUENCE MIGHT
Alanthii Political
Areg Political
Bet’daur Political
The Ashen Religious
Autarchy Political - - x X x
Cavagari Political
Circle of Seasons Religious
Conspiracy Political
Deep Council Political
The Genteel Religious
Khozhn’ol Political
Liber Rigosi Religious
Lifegiver’s Reach Religious
Mercy’s Hand Religious
Navigators Ideological
Oligarchs Political - x x X -
Order of the Sage Religious
Tywysog o Eira Political
Tywysoges Huddygl Political
Unquiet Ideological X x x - -
Upright Folk Religious
Vanagar Political
  • Each faction has a major strength [ X ], common strengths [ x ], common weaknesses [ - ], and major weaknesses [ ]
  • Involving a faction within their Strengths involves very low TN rolls against the Diplomacy ability the Character is currenty using - ie, the Unquiet will almost always be able to find somewhere for characters to hide.
  • Involving a faction within their Weaknesses will involve increasingly difficult TN rolls, and increases the chance of both failure and discovery or exposure.

FAITH

Each character holds to a FAITH, even if that faith is a denial of the Immortals. Adhering to a faith (or defying others) can grant you Divine Favor, which you can spend in exchange for Inspiration, Empowerment, or Manifestation.

Immortal Alignment Bailiwick ASPECTS
Valdur Dawn Knowledge The Sage / The Lich
Elwan Dawn Life The Mother / The Torturer
Ardus Dawn Truth The Justicar / The Inquisitor
Rilan Dawn Nature The Druid / The Bitch
Pag’a Self Conflict The Drummer
Rigos Dusk Power The Savior / The Corruptor
Vran Dusk Subtlety The Diplomat / The Assassin
Toras Dusk Death The Guide / The Reaper
Dalor Self Annihilation The Warlord
Dawn Dawn Preservation The Guardian
Dusk Dusk Change The Sorcerer
Concordat Dawn & Dusk Survival The Ruthless
Ancestors Khozhn’ol Wisdom The Undying
Iconoclast None None The Defiant
  • RESOURCE indicates what your character can always get their hands on given the right circumstances.
  • OBLIGATION indicates what you’ll have to deal with in order to obtain that resource.

WHAT IF

  • Social Standing “resources”’" and Faction Alignment ‘‘influence" somehow mapped**

For Instance

SOCIAL RESOURCE OBLIGATION
VAGRANT REFUGE NONE
PEASANT RESOURCE TAXES
FREEMAN PRODUCT GUILDS
MERCHANT TRADE TARIFFS
CLERGY SECRETS STRICTURES
NOBILITY INFLUENCE COURT

Accessing a ‘resource’ for a member of a social class enables them to make a ‘save’ against their own internal knowledge in order to access that resource - requiring MIND points (or Luck) to increase the die tier, and difficulty as based on the scarcity of the resource.

and

FACTION REFUGE RESOURCE PRODUCT TRADE SECRETS INFLUENCE MIGHT
Unquiet X x x - -
  • Each faction has a major strength [X], common strengths , common weaknesses [-], and major weaknesses []
  • Involving a faction within their Strengths involves very low TN rolls against the Diplomacy ability the Character is currenty using - ie, the Unquiet will almost always be able to find somewhere for characters to hide.
  • Involving a faction within their Weaknesses will involve increasingly difficult TN rolls, and increases the chance of both failure and discovery or exposure.