Creating a character in _Vaelora_ means bringing a living person into a dangerous, spirit-haunted world. This process roots your character in their heritage, culture, and experiences, giving them both narrative depth and mechanical distinction. ## **Step 1: Define Your Concept** Before you touch any numbers, decide **who your character is**: - Where do they come from? - What drives them? - What scars or secrets shape them? Your concept will guide every decision you make. **Examples:** - _A haunted Tul scout who survived the Mistpatch and now hears whispers from beyond._ - _A Myou alchemist who poisons with a smile but dreams of redemption._ ## **Step 2: Choose a Species** Your species defines the roots of your character’s identity. It shapes their physical nature, instincts, and innate talents. **What You Gain**: - **Attribute Increases:** Each species grants fixed Attribute bonuses. - **Skill Increases:** Species reflect natural aptitudes with +1 to specific skills. - **Tier 1 Species Ability:** Choose **one Tier 1 ability** from the **Species Ability Tree**. > This choice is permanent and sets the tone for your character’s physiology and heritage. | Species | Attribute Boosts (+1) | Flaw (-1) | Skill Increases (+1) | Tier 1 Abilities (choose one) | | ----------------------- | ------------------------- | --------- | ---------------------------------------------- | -------------------------------------------------------------------- | | **Tul (Mentralian)** | Might, Presence | — | **Empathy**, one **Knowledge**, **Athletics** | **Steadfast Resolve**, **Born to Lead**, **Versatile Heritage** | | **Tul (Anderonian)** | Spirit, Focus | — | **Intimidation**, **Survival**, **Navigation** | **Warden of the Wild**, **Cunning Diplomacy**, **River Blood** | | **Tul (Sachran)** | Fortitude, Cunning | — | **Tracking**, **Trade**, **Brawl** | **Sand Walker**, **Nomad’s Instinct**, **Ancestral Memory** | | **Tul (Mountain Folk)** | Might, Fortitude | — | **Climbing**, **Masonry**, **Survival** | **Stoneborn**, **Enduring Line**, **Mountain’s Call** | | **Myou** | Presence, Spirit, Agility | Fortitude | **Stealth**, **Herbalism**, **Seduction** | **Spore Kiss**, **Alluring Form**, **Fungal Resilience** | | **Tlaxcal** | Might, Agility, Wits | Focus | **Brawl**, **Tracking**, **Intimidation** | **Predator’s Reflex**, **Blooded Fury**, **Jaguar Spirit** | | **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Void’s Whisper**, **Unnerving Presence**, **Witchblood Endurance** | Re## **Step 3: Choose a Culture** Your culture is the environment and traditions that raised you. **What You Gain**: - **Skill Increases:** Gain skill ranks appropriate to your culture’s traditions. - **Tier 1 Cultural Ability:** Choose **one Tier 1 ability** from the **Culture Ability Tree**. > Cultures root you in the world’s geography and history. A knightly culture is very different from one shaped by frontier survival or urban intrigue. | Culture | Skill Increases (+1) | Tier 1 Abilities (choose one) | Description | | -------------------------- | ------------------------------------------------- | ------------------------------------------------------------------ | ------------------------------------------------------------------------------- | | **Mentralian Kingdoms** | **Melee**, **Command**, **Etiquette** | **Knight’s Bearing**, **Relic Bearer**, **Courtly Presence** | The heartland kingdoms of honor, law, and knightly codes. | | **Annwyn** | **Survival**, **Attune**, **Lore (Spirits)** | **Echo of the Green**, **Ancestral Ward**, **Myrddhin’s Mark** | A spirit-bound island realm where ancestral oaths shape life and death. | | **Free Cities** | **Persuasion**, **Streetwise**, **Trade** | **Guild Ties**, **City Rat**, **Silver Tongue** | Independent city-states steeped in commerce, politics, and intrigue. | | **Frontier (The Reaches)** | **Survival**, **Tracking**, **Brawl** | **Wilderness Instinct**, **Border Warden**, **Hardened Survivor** | Harsh borderlands where only the cunning and strong endure. | | **Golden Coast** | **Trade**, **Subterfuge**, **Navigation** | **Mercantile Ties**, **Sea Legs**, **Cunning Broker** | Cosmopolitan port cities built on maritime trade and opportunism. | | **Lao Shan** | **Discipline**, **Herbalism**, **Unarmed Combat** | **Meditative Focus**, **Spirit Harmony**, **Hidden Strike** | Remote mountain monasteries devoted to spirits, wisdom, and martial arts. | | **Mountain Folk** | **Climbing**, **Masonry**, **Survival** | **Stone Fortitude**, **Ancestral Bastion**, **Deep Roots** | Highland strongholds where hardy clans guard ancestral halls. | | **Pharos** | **Lore (Occult)**, **Alchemy**, **Etiquette** | **Initiate’s Insight**, **Obelisk Tuning**, **Esoteric Rituals** | Ancient centers of occult study and rigid scholastic hierarchies. | | **Shogunate (Kyourin)** | **Discipline**, **Melee**, **Stealth** | **Pain Discipline**, **Clan Patronage**, **Spirit Ward** | A void-touched realm of iron discipline, clan loyalty, and spirit-welded souls. | | **Temerian Empire** | **Tactics**, **Command**, **Lore (Empire)** | **Imperial Drill**, **Legionary’s Resolve**, **Bureaucratic Pull** | A relentless imperial machine built on military precision and conquest. | | **Ashenvale Woods** | **Stealth**, **Herbalism**, **Attune** | **Forestborn**, **Camouflage**, **Fungal Sympathy** | The deep, haunted forests where spirits and predators stalk the unwary. | ## **Step 4: Choose a Background** Your background tells the story of **what you did before the game began**. **What You Gain:** - **Skill Increases:** Gain additional skills relevant to your vocation or training. - **Tier 1 Background Ability:** Choose **one Tier 1 ability** from either: - Your **Profession Ability Tree** (if it exists), or - A relevant **Skill Tree** you have unlocked. > Backgrounds make you mechanically and narratively distinct: a Temple Acolyte doesn’t solve problems like a Thief, even if they share species or culture. ## **Step 5: Choose an Age Category** Your age shapes the balance between raw potential and accumulated expertise. |Age Category|Attribute Modifier (Marks)|Skill Modifier (Marks)|Attribute Caps|Skill Caps| |---|---|---|---|---| |**Child**|**+20 Attribute Marks**|**–10 Skill Marks**|Rank **3** (all attributes)|Rank **3**| |**Young Adult**|**+10 Attribute Marks**|**–5 Skill Marks**|Rank **4** (all attributes)|Rank **3**| |**Adult**|None|None|Rank **4** (all attributes)|Rank **4**| |**Middle Aged**|**–10 Attribute Marks**|**+5 Skill Marks**|Physical Attributes capped at **3**Mental Attributes capped at **4**|Rank **4**| |**Venerated**|**–20 Attribute Marks**|**+10 Skill Marks**|Physical Attributes capped at **3**Mental Attributes capped at **4**|Rank **4**| > Attribute Modifiers and Skill Modifiers adjust your Mark Pools in Step 6. ## **Step 6: Distribute Marks** Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5. | Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) | | ------------ | ------------------- | ----------------------- | | **Gritty** | **90** | **20** | | **Standard** | **110** | **30** | | **Veteran** | **130** | **40** | ### **Spending Marks** | Type | Formula | | -------------- | ----------------------------- | | **Attributes** | **New Rank × 10 Marks** | | **Skills** | **New Rank × New Rank Marks** | | **Abilities** | **Tier × 3 Marks** | > You already have **3 free Tier 1 abilities** from Species, Culture, and Background. Use your remaining Marks to expand your strengths or shore up weaknesses. --- ## **Step 7: Choose Starting Equipment** Equipment will be defined once the **Wealth and Equipment system** is finalized. For now: - Choose items that logically fit your species, culture, and background - Coordinate with your group to ensure party balance. > Examples: > - A Myou herbalist might start with poisons and a small alchemy kit. > - A knightly squire might start with a simple sword, shield, and dented armor. ## **Character Creation Summary** 1. Define Concept 2. Choose Species (**Attribute/Skill increases + Species Ability**) 3. Choose Culture (**Skill increases + Culture Ability**) 4. Choose Background (**Skill increases + Background Ability**) 5. Choose Age (**modify Mark pools and attribute/skill caps**) 6. Distribute Marks (**Attributes, Skills, and Additional Abilities**) 7. Choose Starting Equipment ## **Example: Creating Ser Berrick, Knight of the Ashen Crown** To show how the process works, here’s how we create **Ser Berrick**, a middle-aged Shayakar knight sworn to defend travelers in the wild lands of the Mentralian Kingdoms. ### **Step 1 – Concept** We decide that Ser Berrick is a **middle-aged knight** who patrols dangerous roads to protect the innocent. He is loyal to the **Ashen Crown order**, one of the knightly branches of the Shayakar. ### **Step 2 – Species (Mentralian Tul)** Berrick is a human from the Mentralian Kingdoms. - **Attribute Increases:** +1 **Might**, +1 **Fortitude** - **Skill Increases:** +1 **Athletics**, +1 **Command** - **Tier 1 Species Ability:** We choose **Born to Lead**, giving him +1 die to **Command** or **Persuasion** rolls when rallying allies. ### **Step 3 – Culture (Mentralian Kingdoms)** Berrick was raised in the traditions of the Kingdoms’ knightly codes. - **Skill Increases:** +1 **Melee**, +1 **Ride** - **Tier 1 Cultural Ability:** We choose **Knight’s Bearing**, giving +1 die to **Command** or **Persuasion** when upholding the knightly code. ### **Step 4 – Background (Squire / Shayakar)** Berrick trained from youth as a squire and was eventually sworn into the **Shayakar** order. - **Skill Increases:** +1 **Melee**, +1 **Etiquette** - **Background Ability:** We choose **Spirit-Bonded** from the **Shayakar Core Tree**, giving him a bonded spirit and a Vowblade that can be summoned or banished at will. ### **Step 5 – Age (Middle Aged)** As a seasoned knight, Berrick is **middle aged**: - **Base Pool (Standard Start):** 100 Attribute Marks / 30 Skill Marks - **Age Modifiers:** –10 Attribute Marks, +5 Skill Marks - **Final Pools:** 90 Attribute Marks and 35 Skill Marks - **Caps:** Physical Attributes capped at Rank 3, Mental Attributes capped at Rank 4 ### **Step 6 – Distribute Marks** **Attributes (90 Marks):** We assign Attributes using the cost (New Rank × 10 Marks). - **Might 3** (cap reached) - **Agility 2** - **Fortitude 2** - **Wits 1** - **Focus 1** - **Presence 2** - **Spirit 2** - **Cunning 1** **Skills (35 Marks):** We raise skills using the cost (New Rank × New Rank Marks). - **Melee 3** - **Athletics 2** - **Command 2** - **Shields 2** - **Intimidation 2** - **Medicine 2** - **Ride 1** - **Etiquette 1** - **Climbing 1** - **Tracking 1** - **Philosophy 1** ### **Step 7 – Starting Equipment** As a Shayakar knight, Berrick begins play with his **Vowblade** (a longsword) and a **shield**, plus rugged knight-patrol gear. ### Character Summary > **Ser Berrick – Ashen Crown Shayakar Knight** >![[Pasted image 20250731183401.png|hsmall center]] >Ser Berrick is a stalwart frontline defender and inspiring leader who uses his Shayakar vows and knightly training to keep allies safe. > **Attributes:** Might 3, Agility 2, Fortitude 2, Wits 1, Focus 1, Presence 2, Spirit 2, Cunning 1 > **Skills:** Melee 3, Athletics 2, Command 2, Shields 2, Intimidation 2, Medicine 2, Ride 1, Etiquette 1, Climbing 1, Tracking 1, Philosophy 1 > **Abilities:** > - **Born to Lead** (Species) – +1 die to Command or Persuasion when rallying allies > - **Knight’s Bearing** (Culture) – +1 die to Command or Persuasion when upholding the knightly code > - **Spirit-Bonded** (Background/Shayakar) – bonded spirit and Vowblade