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:
1. Assign Stats.
2. Select Starting Class.
3. Select Origin Move.
4. Select Bonds.
Stats
Every adventurer has six primary statistics that define their capabilities:
STR (Strength): A measure of physical power and athleticism.
DEX (Dexterity): A measure of agility, reflexes and precision.
CON (Constitution): A measure of health, endurance, and resilience.
INT (Intelligence): A measure of reason, memory, and magical aptitude
WIS (Wisdom): A measure of awareness, intuition, and willpower
CHA (Charisma): a measure of structure of personality and social grace
When creating a character arrange your stats as you see fit from one of the two arrays:
Standard Array:+2, +1, +1, +0, -1, -1
Specialized Array:+3, +2, +1, -1, -1, -2
Luck
The success of adventuring often comes down to the intense individual moments where everything hangs in the balance. Most accredit these moments to luckโeither as an act of humility, or denialโbut 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:
Act out of turn.
Treat any roll as a 12 (Not Natural).
Avoid half damage from one source.
Attempt something normally impossible.
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 resilienceโboth 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.