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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
• 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