vaelora/Rules/Character Creation.md
2025-08-01 09:16:36 +02:00

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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 characters 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 characters 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, Nomads Instinct, Ancestral Memory
Tul (Mountain Folk) Might, Fortitude Climbing, Masonry, Survival Stoneborn, Enduring Line, Mountains Call
Myou Presence, Spirit, Agility Fortitude Stealth, Herbalism, Seduction Spore Kiss, Alluring Form, Fungal Resilience
Tlaxcal Might, Agility, Wits Focus Brawl, Tracking, Intimidation Predators Reflex, Blooded Fury, Jaguar Spirit
Akumei Fortitude, Spirit, Focus Presence Stealth, Occultism, Intimidation Voids Whisper, Unnerving Presence, Witchblood Endurance

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 cultures traditions.
  • Tier 1 Cultural Ability: Choose one Tier 1 ability from the Culture Ability Tree.

Cultures root you in the worlds 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 Knights 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, Myrddhins 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 Initiates 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, Legionarys 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 doesnt 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 3Mental Attributes capped at 4 Rank 4
Venerated 20 Attribute Marks +10 Skill Marks Physical Attributes capped at 3Mental 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 80 20
Standard 100 30
Veteran 120 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, heres 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 Knights 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 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
  • Knights Bearing (Culture) +1 die to Command or Persuasion when upholding the knightly code
  • Spirit-Bonded (Background/Shayakar) bonded spirit and Vowblade