When you create your character, the most important aspects to keep in mind are stats and skills. These are intimately tied, and you will create them in pair. For all player characters, the stats to be distributed among the six are:
One 5
Three 4s
Two 3s
For all stats that have a 4, choose a skill from that stat to represent it for that character. For the stat in which you have a 5, choose two skills.
If you are having trouble with this process, try envisioning a character first, and writing down the kinds of things they do. Do your best to find the skills that best represent that, and assign stats accordingly. Keep in mind that all the skills are designed intentionally be to very vague. This is because they are supposed to represent whatever character or monster you or the GM has in mind.
You may notice that some skills in the skill list have square brackets. This means there are different variants of that skill. The skill should explain what is available. You only get one by default, but you can amend this with your signature if you feel it is unfitting.
Player character creation is somewhat strict, but this is how it works in the system in general. The higher the stat, the more skills you have, the highest natural stat being 7.
I like to view the stats as a ranking. This has no effect on gameplay, but it IS how I develop monsters on the fly.
3 = D
4 = C (Average)
5 = B
6 = A
7 = S
After you have your stats and skills figured out, player characters must choose the stats for something called signature. This is completely unique to players. You choose a name for your signature, keeping in mind that this is a powerful, class-defining tool that they are using. You can find more on your adventure, but feel free to make this a natural or abstract weapon, such as claws, or a fighting style.
When designing it, you have 3 points to spend on this list of skills, which vary from 1 point, to 2 points, to half a point, depending. Most of them cannot be repeated, unless they are marked with (Stacks)
(1) Get a +1 in a specific skill.
(1) A specific skill is automatically considered focused. (Movement skills not allowed)
(1) -1 Mind damage from mana use. (Stacks)
(1) Permanent Spellslot (Stacks)
(2) +1 in a stat
(2) An extra skill
(.5) An extra variant of a skill you already know
That essentially defines your character. Wherever you wrote this down, you’re going to want to find a place to keep track of your spellslots, any items you picked up, and any active effects on your character, but this is currently up to your sense of aesthetics until an official character sheet is designed.
One 5
Three 4s
Two 3s
For all stats that have a 4, choose a skill from that stat to represent it for that character. For the stat in which you have a 5, choose two skills.
If you are having trouble with this process, try envisioning a character first, and writing down the kinds of things they do. Do your best to find the skills that best represent that, and assign stats accordingly. Keep in mind that all the skills are designed intentionally be to very vague. This is because they are supposed to represent whatever character or monster you or the GM has in mind.
You may notice that some skills in the skill list have square brackets. This means there are different variants of that skill. The skill should explain what is available. You only get one by default, but you can amend this with your signature if you feel it is unfitting.
Player character creation is somewhat strict, but this is how it works in the system in general. The higher the stat, the more skills you have, the highest natural stat being 7.
I like to view the stats as a ranking. This has no effect on gameplay, but it IS how I develop monsters on the fly.
3 = D
4 = C (Average)
5 = B
6 = A
7 = S
After you have your stats and skills figured out, player characters must choose the stats for something called signature. This is completely unique to players. You choose a name for your signature, keeping in mind that this is a powerful, class-defining tool that they are using. You can find more on your adventure, but feel free to make this a natural or abstract weapon, such as claws, or a fighting style.
When designing it, you have 3 points to spend on this list of skills, which vary from 1 point, to 2 points, to half a point, depending. Most of them cannot be repeated, unless they are marked with (Stacks)
(1) Get a +1 in a specific skill.
(1) A specific skill is automatically considered focused. (Movement skills not allowed)
(1) -1 Mind damage from mana use. (Stacks)
(1) Permanent Spellslot (Stacks)
(2) +1 in a stat
(2) An extra skill
(.5) An extra variant of a skill you already know
That essentially defines your character. Wherever you wrote this down, you’re going to want to find a place to keep track of your spellslots, any items you picked up, and any active effects on your character, but this is currently up to your sense of aesthetics until an official character sheet is designed.