203 lines
13 KiB
Markdown
203 lines
13 KiB
Markdown
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
|
||
|