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Character Creation Rules Page 1

Starting Stats for Player Characters • Strength: More dots in this attribute give the
Character a better chance at doing damage or
NB: At creation, the 5 dot in every trait costs double
th
lifting heavy objects and running
and no Character can have traits above 5. This limit is
lifted when a Character has at least one Attunement • Composure: As the rating of this attribute gets
rating at 6 or higher, which then becomes the new limit higher, the easier it is for the Character to
control their emotions and reactions

Generic Info: This section is for things that cannot be • Intelligence: Smart Characters can understand
put in numbers but are an integral part of the Character things easier and that is what this attribute is all
and how they interact with the world about, raw brainpower

• Name: The Character's full name • Resolve: Some people can walk through a
sandstorm just to keep a promise, those people
• Player: The name the Player is known by have pretty high rating in this attribute
• Concept: A couple of words or a short phrase • Wits: When it comes to thinking fast, this is the
describing the character, it can be as simple as attribute a Character needs to develop. It applies
“mousy scholar” or as complicated as “Indiana both to physical and mental actions
Jones wannabe who likes carnations”
• Origin: The birthplace of the Character, it can be
Racial Stats: 4 total. This section is for those traits the
as generic as “Taralsia” or as detailed as “a
Character inherits from their Species and Race, and are
picturesque fishing village 40 miles south of
not dependent on other Character traits
Venice, Italy”
• Bonuses: Each Character has one Bonus from
• Species: The Character's Species, one of the their Species and another from their Race,
15 available common for all the members
• Race: The Character's Race, one of the 5 for • Weaknesses: Each Character has one Bonus
each Species from their Species and another from their Race,
• Element: One of the ten Elements that define common for all the members
the Character's personality (see relevant file)
• Ideal: One of the five Ideals that define the Traits: This section is for traits that either depend on
Character's lifestyle (see relevant file) Attributes, or require RolePlay in order to advance
• Faction: The Faction the Character belongs to, • Size: 5 for most Races, depends on Merits
one of the five for their territories
• Health: Size + Stamina
• Defense: Highest of Dexterity and Wits
Attributes: 15 dots, Starting at 1. This section is about
that set of traits that defines the Character at the most • Armour: Starting at 0, depends on equipment
basic level and affect some of the other traits • Speed: Strength + Dexterity + Species Factor
• Charisma: This dictates how much people are • Initiative: Dexterity + Wits
affected by the Character's presence around
them, it has nothing to do with good looks • Fame: Starting at 0, depends on actions

• Dexterity: The higher this attribute is, the faster • Infamy: Starting at 0, depends on actions
one can more and the more delicate and precise • Willpower: Composure + Resolve
their movies can be
• Energy: Starts at 10/01, depends on Attunement
• Stamina: Taking damage and walking away is
the purview of this attribute. It also defines how • Experience: Starts at 0/0, depends on XP slot
far someone can push their body

Starting Stats and XP Costs for Realm of Illusions


Character Creation Rules Page 2

Primary Skills: 15 dots, Starting at 0. This section is successful detective


about skills any person can have without the need for
◦ Science: Physics, chemistry, astronomy, this
special training
skill measures how educated someone is in
• Physical those and similar fields
◦ Athletics: The ability of a Character to run, ◦ Technology: Only people with this skill know
jump, climb or perform any intense physical how to operate advanced equipment like
act that requires skill computers and remote controls
◦ Driving: Whether it is a car, plane, carriage,
horse, submarine or sand worm, this is the Secondary Skills: 5 dots, Starting at 0. Skills in this
skill needed for it section require special training or circumstances and
◦ Medicine: Patching someone up after an are usually not available to the average person
injury and performing surgery are both • Combat
dependent on this skill
◦ Brawl: The ability to kick someone's teeth in
◦ Performance: Acting, playing an instrument, falls under this skill, as does knowledge of
singing and juggling all fall under this skill, more advanced fighting styles
dictating how good someone is at it
◦ Firearms: Knowing how to shoot a gun as
◦ Stealth: Hiding in a crowd and ducking out well as taking care of one is the purview of
of sight depend on this skill. The higher the this skill, it works for crossbows too
rating, the harder for one to be found
◦ Melee: If you can beat someone to a coma
• Social with an umbrella, chances are your rating in
◦ Empathy: The ability to understand what this skill is fairly high
others feel is quite useful, as is the skill of ◦ Ranged: Ancient weapons like slings, blow
reading their body language darts, bows and crossbows depend on this
◦ Expression: Artists need this skill as much skill to be used successfully
as public speakers do, since it dictates how ◦ Tactics: Knowing when to fight and how is
well they can convey their message an integral part of war, those skilled in tactics
◦ Intimidation: Glares, veiled threats, bending can outwit their opponents
iron bars and flashing weapons all fall under • Practical
this skill, scaring other people
◦ Animal Ken: Some people can understand
◦ Persuasion: When you meet someone who animals better than others, husbandry and
can talk you out of your skin, you know you training also fall under this skill
have met a master of this skill
◦ Crafts: From wood carving to knitting a
◦ Subterfuge: Lying through one's teeth can sweater, this skill represents aptitude for
be handy, as can be misdirection and giving creating or assembling things
half-truths, this is the skill for it
◦ Economics: Understanding the rules of
• Mental trade and having a good eye for opportunity
◦ Academics: This skill indicates how well fall under this skill
someone can use their book knowledge or
◦ Larceny: When it comes to lock-picking or
remember their schooling
taking things from other people, this is the
◦ Common Lore: This skill measures how skill that is needed
familiar one is with the stories and legends of
◦ Survival: Living in the wild takes a special
their territory
kind of people, those that posses a decent
◦ Investigation: It takes a keen eye and high rating in this skill
rating in this skill for someone to become a

Starting Stats and XP Costs for Realm of Illusions


Character Creation Rules Page 3

• Expertise Merits: 7 dots, Starting at 0. Merits can make or break


a Character, adding flavour and useful skills and
◦ Bureaucracy: Sometimes you need to know abilities that are otherwise unavailable
just who to talk to or what papers are needed
for a job to get done, this skill deals with it
◦ Etiquette: Knowing just the right words to Flaws: 0 dots, Starting at 0, optional. Flaws can help
say or the right gestures to make can keep make a Character more interesting and less of a Mary
someone alive, this is what this skill does Sue. When a Flaw is overcome, it offers more XP

◦ Occultism: Not everything can be explained


by science and there are many legends Languages: 1 (native), depends on Merits. All people
around, this skill deals with those things speak at least one language, but can learn more
◦ Politics: A minefield that has gotten many through Merits in order to communicate with others
killed, it is not for the slow or the squeamish
and those with this skill are neither
Attunement Traits: 0, depends on Attunement. For
◦ Religion: With a myriad mythologies and each 2 dots in a single Force, the Character is affected
just as many deviations, it takes skill for in a physical manner, marked by the Ideal or the
someone to be familiar with rite and ritual Elements associated with the Force

Skill Specialties: 3, starting at 0. Each Character can XP Costs


have a specialty or more in any Skill they have at least
Attributes: 5xp x new rating
1 dot in. Specialties are focused versions of the Skill
and grant 1 extra die when they are applicable. An Skills
example would be “singing” for Performance
• Primary Skills: 2xp x new rating
• Secondary Skills: 3xp x new rating
Attunement: 3 dots, Starting at 0. Player Characters
are assumed to be among the Attuned, the special • Skill Specialties: 3xp
group of people that can tap into the different types of
energy. 2 of the dots must be in their affinity Forces, as
defined by their Element and Ideal Attunement

• Death: These energies deal with death and the • New Attunement: 10xp
memories of the fallen, manifesting through the • Affinity Attunement: 7xp x new rating
elements of Stone and Metal
• Other Attunement: 8xp x new rating
• Chaos: These energies deal with random
chance, change and decay, manifesting through
the elements of Fire and Shadow Merits: 2xp x new rating
• Balance: These energies deal with nature and
instinct, manifesting through the elements of
Wood and Beasts
• Life: These energies deal with growth and the
physical form, manifesting through the elements
of Water and Blood
• Order: These energies deal with patterns and
the interaction between atoms, manifesting
through the elements of Air and Fields

Starting Stats and XP Costs for Realm of Illusions

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