13 KiB
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 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 | 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
- Define Concept
- Choose Species (Attribute/Skill increases + Species Ability)
- Choose Culture (Skill increases + Culture Ability)
- Choose Background (Skill increases + Background Ability)
- Choose Age (modify Mark pools and attribute/skill caps)
- Distribute Marks (Attributes, Skills, and Additional Abilities)
- 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 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