Character Creation

CHARACTER CREATION



To build a character, you have:



1. A Race  to choose.

2. A Homeland  to choose.

3. Fifteen attribute dice to distribute. Attributes are broad categories of basic ability that every character has.

4. Seven skill  dice to distribute. Skills are the learned and inherent abilities your character has, be they professional, combat or recreational.

5. Five traits to choose. Traits are knacks and abilities not covered by skills or attributes. Some traits may be taken more than once, and have multiple tiers. At character creation, you choose five traits. These can be General Traits, Magic Traits, and Equipment Traits, in any combination you wish.

6. (Optional) You may also take one Flaw (aside from any flaws gained from Race), which will give you one bonus die or Trait to spend where you like.

7. Finishing touches. Round out the character by choosing languages and recording the character's starting Fate, Wealth, and Status:



Character Advancement after initial character creation is explained on a separate page.



LANGUAGES

Every character starts with the common Aquilan language for free, in addition to the language they pick with their homeland. Additional languages may be obtained by taking ranks in the Linguistics skill, one language per rank.

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<p style="margin-bottom:0in">Language List:

<p style="margin-bottom:0in">Vulgar Aquilan

<p style="margin-bottom:0in">The language of Aquila, and the most common language, spoken in almost every city or port in the continent of Nowalde.

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<p style="margin-bottom:0in">High Aquilan

<p style="margin-bottom:0in">The language of the old Aquilan Empire. Mostly only used by scholars, wizards, and poets. Many of the ancient scrolls and books may only be read by someone literate in High Aquilan.

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<p style="margin-bottom:0in">High Sudenian

<p style="margin-bottom:0in">The language of the ancient wizards who founded the Republic of Sudenia. The general populace of Sudenia speaks a form of Aquilan, but the elite nobility, the wizards, sorcerers, and priests, speak High Sudenian among themselves. High Sudenian is often used in magic rituals and spellcasting, and is said to be the language of the ancient dragons, who first taught men magic. Has its own intricate and complex (compared to Aquilan) alphabet and system of writing.

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<p style="margin-bottom:0in">Lorilath

<p style="margin-bottom:0in">The language of the wood elves. Much like Aquilan, there are many dialects, but this is the common Elvish tongue that all of the tribes speak to some degree.

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<p style="margin-bottom:0in">Duleg

<p style="margin-bottom:0in">The language of Nistad. Dwarves generally only speak it among their own kind, and it is not in common use outside dwarven ghettos. Has its own alphabet and system of writing, though it is not in common use outside of Nistad itself.

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<p style="margin-bottom:0in">Urku

<p style="margin-bottom:0in">The language of orcs, and of Cumbria in general. The Orcish language thrives any place orcs and other Cumbrians can be found, and is common with mercenaries and thieves, who speak it when they do not wish to be understood by outsiders.

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<p style="margin-bottom:0in">Get

<p style="margin-bottom:0in">The language of halflings. A 'pidgin' combination of many languages. Considered by Aquilans to be even more vulgar and primitive than Orcish. There are few non-halflings who speak it.

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<p style="margin-bottom:0in">Ibrim

<p style="margin-bottom:0in">The language of Gnomes, with its own alphabet and system of writing. Gnomes were supposedly the native inhabitants of Sudenia before it was colonized by the Aquilan Empire. Still in use in Gnomish ghettos, as well as merchants and scholars. Gnomish philosophy, poetry, and art is much admired by scholars of other races, and being able to speak and read Gnomish is something of a status symbol.

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<p style="margin-bottom:0in">Draconic

<p style="margin-bottom:0in">The native language of the Dragonblooded, the lizard-like humanoids who have colonized the warmer and wetter climates of the unexplored (by Aquilans) southern continent. It is closely related to High Sudenian, and some scholars believe they have a common root language.

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<p style="margin-bottom:0in">Rakh

<p style="margin-bottom:0in">The native language of the Rakh, and of the other natives of the southern continent. It is believed to share a common root with the language of the goblins of the tropical islands.

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<p style="margin-bottom:0in;text-align:center;">FATE

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<p style="margin-bottom:0in">Each character starts with a total of 3 Fate points, but there are traits, etc. that modify that total.

<p style="margin-bottom:0in">Fate points may be spent to add two dice to any roll.

<p style="margin-bottom:0in">They may also be spent to take your action before your initiative, interrupting another's action or actions.

<p style="margin-bottom:0in">Fate may also be spent to take an extra action, at the end of initiative (after all other actions are resolved).

<p style="margin-bottom:0in">Fate may also be spent during an action to move an additional 6 inches.

<p style="margin-bottom:0in">Fate is also spent to 'fuel' some traits and spells.

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<p style="margin-bottom:0in;text-align:center;">WEALTH

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<p style="margin-bottom:0in">Each character begins with one free die in Wealth, to represent modest funds acquired through salary, pay for labor, life savings, etc. Additional wealth may be purchased or lost with certain traits and flaws.

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<p style="margin-bottom:0in;text-align:center;">STATUS

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<p style="margin-bottom:0in">Each character begins with one free die in Status, to represent a normal modest amount of respect or position in society in general. Additional status may be purchased or lost with certain traits and flaws.

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<p style="margin-bottom:0in;text-align:center;">DERIVED STATS

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<p style="margin-bottom:0in;">Wounds

<p style="margin-bottom:0in;">When a character is seriously damaged, they take a Wound. A character may take a number of Wounds equal to their Toughness plus their Willpower.

<p style="margin-bottom:0in;">Crippling Injuries

<p style="margin-bottom:0in;">When a character takes a Wound, they may opt instead to convert the Wound into a Crippling Injury. A character may take a number of Crippling Injuries equal to either their Toughness or Willpower, whichever is higher.

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