OVERVIEW
This section is intended for new players working with their referee to make a new character quickly.
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.
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, Mystical Nostalgic, 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 | [d12] | [ d8 ] | [d8] | [d6] | [ d10 ] | [ d8 ] | [ d4 ] |
- Each faction has a major strength [d12], a minor strength [ d10 ], average capabilities [d8], a minor weakness [ d6 ], and a major weaknesses [d4]
- 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.