Characters Revised

Creating a Character
Each of these steps is explained in detail below.

  1. Roll or select attributes.
  2. Choose an origin.
  3. Choose or roll for a path.
  4. Roll for events.
  5. Decide on advantages and disadvantages.
  6. Add finishing touches.

Primary Attributes
There are 8 primary attributes: Strength, Constitution, Agility, Dexterity, Intelligence, Will, Perception, and Presence.
There are different possible ways to generate attributes; it is suggested that a single method be selected for the entire group.

Traits
Traits refer to the basic make-up of the character in terms of the three fundamental realms of the cosmos. In living beings, these are referred to as Body, Mind, and Spirit. Each is some number which indicates both the relative importance of that component in the individual, and the strength of that portion. The proportions these forces are found in is determined by the individual's race. The actual values are determined in character creation or by the player's spending of experience. The character must always have values in their traits that are allowed by their race's rules, unless an external force changes a trait's value. The rule for each race follows. Note that for all races, the lowest trait cannot be less than 50% of the middle trait, which cannot be less than 50% of the highest trait.

Derived Attributes
Derived attributes describe various abstract conditions of the character. They are the sum of various primary attibutes and traits. A list follows.

Skills
Please note that for character creation, no skill other than languages can be given a rank greater than Journeyman or a level greater than 5. Skill ranks are purchased with Novice Units (NU); 1 NU will puchase a rank of Novice, 2 buys Apprentice, and 3 Journeyman. Thus, it requires 6 NU's total to become Journeyman rank. Skill levels are purchased with Skill Points (SP); spend SP's equal to the level you are buying to gain that level. For example, going from level 3 to level 4 costs 4 SP's.

Origin
A character's origin includes race, homeland, and other factors. Each will be dealt with in turn.

Races

Homelands

Events

Advantages
Each advantage costs a certain number of points. Some of these points may be gained as part of a particular background; otherwise, they can be gained by taking disadvantages. Note that many backgrounds simply provide a certain advantage, rather than providing points; others may give a character a disadvantage, in which case he does not gain points for it. Certain advantages are restricted to particular races or regions; if so, this is listed right after the cost. Advantages may sometimes be available for purchase during play (GM's discretion), or may be simply given out as a reward. The cost is listed in parentheses after the advantage's name. An 'r' indicates that the advantage is restricted; this will either be explained in the description, or it can only be obtained through specific origins.

Ally (1-4): You have a friend, or at least an acquantice, who will be willing to provide you with at least some help. The number of points spent on this person determines how helpful they are able and willing to be. Note that this person should never be an adventuring or traveling companion: purchase a Henchman for that. Allies are people like the friendly innkeep who always passes gossip on to you, or a town guard who won't ask any questions. You may purchase this advantage multiple times.
Attractive (1-4): The character is of above-average attractiveness, and receives the cost of this advantage as a bonus to social rolls where her looks may be helpful.
Attribute Bonus (2): The character receives a +1 to one Primary Attribute.
Contacts (3-6): You know people all over the place. Based upon your background, race, and birthplace, the GM will assign a TN for a roll to see if you know someone in any particular town (or similar). You may only make a roll when you are first entering a new area. The cost of this determines how useful your contact will be, and also makes it more likely you will have a contact in more distant areas. Once a Contact is known, you may treat them as a low-value Ally (above). The types of Contacts you have should make sense according to your background.
Courageous (1): You receive a +1 to all Fear checks.
Divine Connection (4+): The character possesses an unusually strong connection to a particular deity or pantheon. Normally this requires strong belief and faith in the deity, but occasionally it exists even when the person rejects the deity, although this situation normally does not last, as the deity obviously has some plans for the individual. A character with this advantage has Faith points equal to one-half the cost of Divine Connection. Note that many priests do not possess this advantage. See Priests, Faith, and Divine Power for more information.
Dreamwalker (2,4,6)(r): The character can enter the World of Dreams, and thus may purchase the skill Dreamwalking. Generally, only those with Yarrin blood can purchase this advantage; relatively pure-blood Yarrins do so for 2 points, while more mixed bloods must spend 4. Non-Yarrins must spend 6, if the GM allows the purchase.
Dwarvish Blood (2)(r - human or part-human only): You have some dwarvish blood in your ancestry, although this is not sufficient to qualify you as a half-dwarf. You must take a Distinctive Feature. You may purchase Hardy for 3, and are allowed to purchase either Poison Resistance or Mind-Affecting Resistance.
Elemental Connection (v)(r): You have a special affinity for a particular element. This may be determined by race or by training and exposure.
Elvish Blood (2)(r - human or part-human only): You have some elvish blood in your ancestry, although this is not sufficiently strong to qualify you as a half-elf. You must take a Distinctive Feature. You may purchase Spirit Sensitive for only 2, and you may purchase one keen sense (your choice) for only 1.
Fast (2): You are faster than most, and receive a +2 to your Move attribute.
Goblin Blood (2)(r - human or part human only): You have some goblin blood in your ancestry; you may or may not know this. Most people are not very well disposed towards goblins, and some areas would assume that you were an enemy just because of this. You have an odd, or even ugly, look about you. You must take a Distinctive Feature. If you take the Homely disadvantage, you only get half the usual points for it, but its value may be added to Intimidate or similar rolls. You may purchase Low-Light Vision, and Keen Senses (smell or taste) only cost 1 point each. If you take a Dark Secret, but receive no points for it, you begin with the ability to speak a goblinoid language.
Hardy (4): You are able to travel long distances easier than most, and bear burdens more easily. Your hourly Stamina cost for large-scale movement is reduced by one (yes, your first four hours of travel are free). Any modifiers are applied before this reduction. Also, you can eat or drink on the march, if canteens and rations are readily available. In addition, your total Encumberance is reduced by one.
Henchman (4): A servant, bodyguard, or other person has attached himself to your service. He is not fanatically loyal, and will expect to be well-compensated, but will not betray you unless given a compelling reason. Naturally, the amount of compensation he will require depends upon the tasks he is set, the risk he is exposed to, etc.
Keen Sense (2): The character possesses an above average sense, such as sharp eyes or good hearing. Perception checks using that sense receive a +2. This may be taken multiple times.
Large (4)(r): For whatever reason, the character is unusually big for his race. Increase your size by one. See Facing, Reach, and Size for more information. The character also receives a +1 to Body, and has the "rule" for his Body Trait also increased by one. The character receives a +2 to all Intimidation rolls. You may only purchase this advantage if your Strength and your Constitution are both at least 2 higher than your race's average (i.e. 5-6, add racial modifier). Elves and dwarves may not purchase this advantage. Note that this acts as a Distinctive Feature!
Light Sleeper (2): The character wakes easily without groginess.
Low-light Vision (2)(r):
Member of the Flock (2): You belong to a specific religion. This carries an Obligation with it, albeit a minor one, but also has certain benefits. You know the common phrases and prayers of the religion, so other members and priests will recognize and be more well-disposed toward you. In addition, you can seek refuge in a temple of your religion, and you have a small chance of having a prayer noticed and answered. Please note that part of your Obligation is monetary.
Mental Clock (1): You keep unusually good track of time. Any time you wish to know the approximate time, or how much time has passed since some event, the GM will make an Intelligence roll for you; the higher you roll, the better your estimate.
Mentor (2): You know someone who has taken you under their wing, teaching you many things that would otherwise be difficult to learn. Your mentor needs to be created, to at least a certain extent. He will have a Path that should define what skills he knows. In particular, he will have one or more skills that he is able to teach. These may be restricted skills, as long as it is possible for him to overcome the restrictions. For example, your mentor could be a Rheen mage living in Sirna; he would be able to act as a "source" for the magical skills, allowing you to select them. Of course, a mentor can also aid in training, and can provide advice and information. However, mentors will not usually travel, fight, or adventure with the character.
Musically Gifted (4): You are musically talented, and receive a +2 to rolls related to creating music.
Ordained (r): You are a priest or other leader in a religion. This requires a Vow to the deity in question, and often one to your superiors. Certainly it carries an Obligation to the religion. This entitles you to learn specific Prayers of the deity, as well as other secret knowledge of your order. It may also provide some other advantages, depending on the specific religion. In addition, you can take a particular responsibility in your faith so that the church will provide for your needs, and perhaps pay you beyond that. You can always rely on at least room and board from any of the flock.
Patron (2+): Someone with power, influence, or wealth has taken an interest in you, or at least sees you as potentially useful. He can provide you with resources and income, although you at the very least carry an Obligation toward him; it may be more like indentured servitude.
Property (2+): You own some building or plot of land. The value of this is determined by the cost of this advantage. Note that unless your background actually indicates it, no one else will live on or work this land or building, so if you travel a lot you may need to employ a caretaker, and you almost certainly do not make any money from your property.
Psionic Potential (2,4,6+)(r): The character has the ability to learn basic psionics and at least 1 discipline. Please see Psionics for more information.
Psionically Gifted (): The character has some inborn psionic gift, but no ability to gain others. The character may select any psionic skill other than sciences; he receives 1 NU and 1 SP toward that skill. He may thereafter raise the skill's level, but may not raise its rank. A character may select and use a discipline with this skill even if he does not possess Mental Focus (the base skill). If a character selects Mental Focus, he may not learn any disciplines. If a character buys this advantage in a discipline in which he also has Potential, he does not gain the 1 NU/ 1 SP; instead, that discipline becomes a specialty skill of his.
Quick Healer (2): The character heals more rapidly than most. +1 to daily healing rate (for Hits).
Quick Reflexes (2): The character reacts quickly to changing circumstances.
Resistance (v)(r): The character is unusually resistant to some particular attack or condition. The cost varies based upon how often the condition might be encountered, or how dangerous it is. As examples, poison typically costs 3, elements are 4 each, mind affecting is 3, disease is 2.
Shadow Tainted ()(r): You have been exposed to the anti-forces, but unlike the disadvantage Dark Taint, you have had a minimal exposure, and a balance has been struck within you. This is still not a good thing; it is actually very dangerous for you. But you may be able to get some use out of your condition.
Small (3): You are unusually small for your race. Decrease your Size by one category. Apply +1 to Agility and -1 to Strength. See Facing, Reach, and Size for more information.
Special Equipment (v): You begin play with one special item, which may be magical, higher quality, of an unusual material, or otherwise above the ordinary. Note that this is not the same as the special equipment lists available to certain races, although you can certainly use this advantage to "purchase" items from those lists.
Spirit Sensitive (4): This advantage allows the character to take the skill Spirit Sense, which is restricted to those having this advantage. This also means that characters with this advantage (only) are allowed to use the skill untrained. This advantage only functions if the character's highest trait is Spirit; if for some reason it is ever not the highest trait, the character does not lose the advantage or the skill, but cannot use either until Spirit is once again dominant.
Talented (v): Pick a skill. When using that skill you receive a +1 bonus to all rolls made with it. The cost of this advantage is the "Cost" of the skill +1.
Trait Bonus (2): The character receives a +1 to one Trait. This may be taken multiple times, but may not be used to violate the racial trait rules.
Treasure Map (1+): You begin play with the location of a reputed treasure. This may or may not be a physical map; it could, for example, be a poem that leads to the treasure, or the character may simply have memorized a series of instructions. The treasure may or may not actually be there. Several things can influence the cost of this advantage - any of these increase it: the chance of the treasure actually being there; easier access; less competition; more treasure; more specific knowledge of the treasure, its location, and any guardians; and the completeness of the map or instructions.
Untiring (1): You receive a +2 to Stamina. You may take this multiple times.
Wealth (3): You begin with twice normal funds.
Well Traveled (3): You have been many places and talked to many different people. You effectively always have a Novice(1) Local Knowledge skill in any area you could've visited in your past (within reason).

Disadvantages
See advantages for some general notes. Disadvantages provide points which may be used to purchase advantages. Disadvantages may also be gained (and lost) during play; for example, if a character is maimed somehow he should take an appropriate disadvantage. In this case the character does not gain any points unless the GM is feeling strangely generous. For things with variable points, a general rule is: "1" value indicates a weak disadvantage, rarely encountered. Increase this by one for each step on either axis, i.e. moderate or strong severity, uncommon (the normal) or common frequency. The reason most disadvantages of this type are only listed as 1-4 points is that they can only be purchased as severe and common with GM permission.

Addiction (1-4): You have become addicted to some substance or experience, and have difficulty functioning without it. The value of this disadvantage is based upon how readily available a fix is for you, and how bad it is if you can't get that fix. Besides the role-playing aspects of addiction, you cannot regain Stability without feeding your addiction, and you in fact lose Stability after a certain period without it. The GM should assign other penalties, such as a penalty to all skill use, if you go without for very long.
Attribute Penalty (2): Take a -1 to one Primary Attribute. This may be purchased multiple times.
Chronic Illness (v): The character has some illness that is chronic in nature. This causes a continuing condition, and can also "flare" in certain conditions to provide additional penalties. Some examples follow. Elves may not purchase these disadvantages.


Coward (1): You must take a -1 to all Fear checks. This may be purchased multiple times, although the GM is free to start calling for Fear checks before doing anything even remotely dangerous.
Criminal (2): You are known as a criminal in your homeland or an adjacent area. Even though you may have already been punished, anyone knowing this about you will probably be less trusting. For this disadvantage, you must be reasonably well-known within the chosen area, especially to law enforcement types.
Cursed (v):
Dark Attractor (2): For some reason, you are particularly susceptible to the anti-forces. Whenever you have to roll to see if you gain any anti-Trait points, you must subtract 2 from your roll.
Dark Secret (1-4): You have something in your past which you very much desire to keep secret. If it ever got out, it could destroy you. Naturally, what is terrible to some people could be acceptable to others; for example, you could be a mage of Rhe, living in Lindon. This certainly qualifies as a dark secret, but if you travel back to Rhe you will probably want it to be known. The cost is based upon how bad the secret is, the likelihood of it being revealed, the area that it causes problems within, and how much it impacts the character's day-to-day existence.
Dark Taint (2+): You have had some exposure to the anti-forces. This is not at all good; you begin with a number of anti-Trait points, distributed as you wish, equal to the value of this disadvantage. Please see the second system page for more information. Note that this may cause others, people and animals, to be nervous, uncomfortable, or afraid around you.
Deep Sleeper (2): The character is difficult to awaken, and does not react well immediately after waking.
Demon Tainted (2 or 4): The character has somehow attracted the attention of a demon or similar evil spirit. The demon cannot physically interact with the character (normally), but may have servants who can, and can also send dreams, visions, or other immaterial messages to the character. People who are sensitive to such things may be disturbed by the character's presence, although some individuals or creatures may actually by drawn to the character. The demon is not normally seeking to kill the character (although it may grow angry if ignored or rebuked and try to cause his death), but is instead seeking to draw the character into his service and eventually gain his soul. To this end, the demon may promise to be of service to the character in some way. A character who accepts becomes even more vulnerable to the demon's power. If the character decides to accept this bargain, the value of this disadvantage is only 2, but the character effectively gains a Mentor in the demon.
Distinctive Feature (1): The character has some distinctive feature that makes him more memorable but does not otherwise hinder him. Anyone trying to remember or recognize the character receives a +1.
Easily Distracted ():
Exiled (1-3): You have been banished from your home; if you return you are subject to imprisonment or death. This works well with Dark Secret. The value of this is based upon how easy it is to avoid your home, the punishment if you return, and how likely you are to be recognized if you return.
Homely (1-4): The character is not very attractive, and may even be truly ugly. Subtract the value of this disadvantage from rolls where it may matter.
Hunted (1-4): The character is being sought by someone or something. This could range from local law enforcement, to a priesthood or secret organization, or even Swords, demons, shades, or other truly frightening possibilities.
Lingering Wound (3): You have an old wound that continues to give you trouble. You must take one of the following (but receive no additional points): Distinctive Feature, Slow, Soft, Poor Sense, or Attibute Penalty. In addition, your wound still pains you, so you receive a -2 on all rolls involving Concentration, whether or not you have the skill, and Concentration can never be a specialized skill of yours.
Lone Wolf (4): You have difficulty working with others. You provide only half normal benefits to any cooperative tasks, and you may not benefit from any Leadership abilities.
Missing Hand (4): One of your hands was lost in battle or some accident, or perhaps it is disfigured and useless from birth or disease. In any event, you cannot use it. You may not use two-handed weapons, or Two Weapon Skill; you may use a shield, but not to attack with. There may be other restrictions. This also counts as a Distinctive Feature.
Obligation (1-4): You have some obligation which requires either time or money of you. It may even place you in danger. The frequency and requirements of the obligation determine its value.
Phobia (v): Something that does not normally possess a Fear Rating gains one with respect to you. The value of this disadvantage is the rating, assuming the feared thing is encountered uncommonly. Increase the value by one for common frequency, and subtract one for something rarely encountered. It might be possible, based upon the character's background, to take this for something that does possess a Fear Rating; in this case the two ratings are additive.
Poor Sense (1-2): Select a sense; you receive -2 on Perception checks with that sense. 1 point for Taste, Smell, and Touch. This may be taken multiple times.
Poor Speaker (2): For whatever reason, you are not very skilled with language. Each time you purchase this, it lowers your ability in your native language, first in Rank (to Apprentice), then to a 2 in Level, then in Rank (Novice); the next point drops you to a 0 in Level. The next step is that you become a mute. Note that with this you may not add any points to your native language at character creation, and you may not have any other languages that start higher than your native language. In addition, each step of this increases the normal multiplier for languages by +1.
Poverty (2): You begin with half normal funds.
Reclusive (2):
Slow (2): -2 to Move.
Slow Reflexes (2): The character reacts slowly to new situations.
Soft (1): You tire easily. -2 to Stamina.
Trait Penalty (2): Take a -1 to a Trait. This may be taken multiple times.
Uncouth (1): You receive a -2 to all Etiquette checks. You may take this disadvantage multiple times.
Vow (1-6):

Finishing Touches
These include a number of details not covered by rules, such as age, sex, vital statistics, mannerisms, goals, etc. Also, the player needs to spend any points gained in previous steps, including advantage points from the character's origin. Each character also has to spend discretionary points for traits and skills. Finally, the PC's starting funds and equipment must be determined.

All characters receive 3 NU/ 3 SP toward Social, Labor, or Language skills. All characters also receive 3 NU/ 9 SP toward any skill that has previously been made available to them. Finally, all characters receive 3 NU/ 3 SP that may be spent on any non-restricted skills they wish.

If a PC has leftover Novice Units or Skill Points at this step--that is, points that aren't quite sufficient to buy the next rank or level--he may spend them on other skills that he has gained access to through his path, events, race, etc. He may combine them for this purpose. In addition, he may spend Advantage Points to obtain enough NU or SP to buy a whole rank or level; each AP will buy 1 NU or 1 SP. Note that he can only complete levels or ranks in this fashion, not begin new skills or improve skills already at a whole amount. If these two options do not take care of partially purchased skills, it is allowable to simply pro-rate the experience cost of raising those skills once the campaign has begun.

Funds and Equipment
The most common coins in Rhean are made of silver. These can be generically referred to as a silver piece (sp). Likewise, other metals can be made into coins, the most common being gold (gp) and either copper or bronze (cp or bp, although these are generally close to equivalent; usage varies by region). Other metals, and even other materials entirely, are of course possible in some areas. The Allitoians developed agreements on purity and weight of coins such that most of those used around the Enclosed Sea are easily exchangable. This has proven advantageous for trade, and so many other nations have followed suit. Therefore, in most cases, the origin of a coin has little to do with its value. There are naturally exceptions, which can be based upon the state, the locality, or the individual merchant, but this is largely true. Thus there are 10 sp per gp, and 10 cp (or bp) per sp.

Characters begin with 4d4 x 10 silver (i.e. 4-16 gold). This is assuming that they do not have a Path, Advantage, Disadvantage, or Event that provides more or less wealth. If they do, simply follow the instructions for that item. This wealth may not be in the form of cash; it can also be equipment, valuable items, prepayment for services, etc.

Races Table of Contents Character Improvement