Character Creation

The foundations of an adventure is the adventurer, the collection of skills and experience that one accumulates over their life time that shapes them into a potent force.

The process of building an adventurer, can be followed through a simple set of steps:

Stats

Every adventurer has six primary statistics that define their capabilities:

When creating a character arrange your stats as you see fit from one of the two arrays:

Luck

The success of adventuring often comes down to the intense individual moments where everything hangs in the balance. Most accredit these moments to luckโ€”either as an act of humility, or denialโ€”but ultimately are the cornerstone of the adventurers prowess being put to the test.

Every character starts with 3 Luck Points, which are recovered on Safe Rest.

Mark Luck to:

Health

Adventurers are often put in situations risking physical bodily harm, HP (Health Points) represents ones energy, focus, and ability to avoid serious harm. Expending health by marking harm, when you become bruised, scraped, experience minor cuts, and fatigue.

A characters health points are primarily determined by their Class, Constitution, and Moves. When creating a character, starting health maximum is determined by their starting class, and increased by their constitution modifier.

This statistic is explained further in the Health and Harm section.

Armor

Armor is representative, of general evasion, as well as physical resilienceโ€”both through the adventurers natural Aethers, as well as protective armors and enchantments.

Incoming damage is reduced flat by the characters armor.

Starting Class

An adventurer begins their life typically by honing a set of skills, and learning moves easiest categorized as a Basic Class. A character's class primarily determines their starting moves, health, and equipment. When creating a character, you select a Basic Class to build the foundations of the characters skillset.

Origin Move

Further than just class, an adventurer is represented by their history and upbringing. When building a character, select a move from the Origin Move list. These moves represent either experiences the character has experienced in the past, or capabilities granted by their biology.

Bonds

Bonds represent connections an adventurer has made, these bonds typically show the connections between various characters. When creating a character bonds may be selected from the generic Bond list, or selected from the various options proved by their selected starting class.