Character Creation
Welcome to Character Creation!
Here is where you'll take your initial steps in creating your character for the campaign. Follow the necessary steps to ensure that you gain all the information in completing your character. |
1. |
Choosing a Race |
When creating your character, understand that every character belongs to a particular race. In Warring Kingdoms there are five core races, each with their own variation of that given race. Each race and its variations have their own bonuses and special traits in which they can use throughout the course of the campaign. You can start by choosing a race -and- variation from here. Once you've chosen the race your character will belong to, you can continue on to the next step of character creation.
2. |
Determining Skills & Attributes |
In this next step, we will take a look at your character's skills and attributes. Firstly, we will go ahead and calculate your character's attributes, which are spread across six parameters, or S-A-C-R-E-D. Each of these parameters can influence a specific action your character makes, by adding an additional die to your dice pool.
- Strength (STR) Dictates the amount of power a character is able to generate through physical exertion.
- Acumen (ACU) Dictates a character's acuity of the senses in order to perceive and surmise their surroundings.
- Clarity (CLR) Dictates the amount of power a character is able to generate through magical exertion.
- Resolve (RES) Dictates a character's mental ability to resist afflictions and overcome adversity.
- Endurance (END) Dictates the amount of vitality and stamina a character holds.
- Dexterity (DEX) Dictates a character's speed and precision in movements and aim.
Each new character will begin with a total score of 8, in each attribute. From there, you can calculate any additional points you may have lost or gained from racial traits. After, you will be able to allocate 24 more points (not including those from your racial traits) to any of the six attributes, but not exceeding nine points in a single attribute at the start. Every third point spent in a single attribute, will increase the number of die on your dice pool for any action based on that attribute by +1. Your character will gain three additional points every time they "level up" throughout the campaign. A single attribute can only be raised to a total score of 25. To view the denominations of bonus dice in comparison to the attribute scores. (Refer to the table to the right) |
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Now that your six main attributes are determined, we can go ahead and calculate what your character's vitality and prana points will be. First, vitality is the overall health of your character and is calculated from your END; while, prana is the resource used to perform Artes and is derived from your character's Level. Below are the two equations you can follow to determine your character's vitality and prana point values.
Vitality Points (VP) Value Equation Base VP (5) + (2 x END bonus from racial traits, bonuses, etc) = Total VP. |
Prana Points (PP) Value Equation 3 x (Total Level) = Total PP. |
Once you've calculated your character's health and prana points, we can move on to your character's reactive attributes. A character has five reactive attributes that are primarily used when a specific action happens against them. Each attribute (depending on the amount) will subtract a die from the opposing roll. Each reactive attribute is determined by the total of one of your main attributes (reference equation below). The five attributes are: Cunning, Evasion, Psyche, Toughness and Vigilance.
- Cunning dictates how sly and receptive a character is when attempting to perceive deception, depending on their ACU.
- Evasion dictates the character's reflexes when attempting to dodge attacks, depending on their DEX (and Armor).
- Psyche dictates a character's mental resilience when it comes to experiencing various traumas, depending on their RES.
- Toughness dictates a character's ability to withstand damage from attacks, depending on their END (and Armor).
- Vigilance dictates how aware a character is when it comes to impending dangers or difficulties, depending on their ACU.
Reactive Attribute Equation = ½ of main attribute rounded up (i.e. 5 END = 3 Toughness)
Now that your reactive attributes have been calculated, we can now decide on what skills your character will have and which of them will be talents. At the start, a character can select up to two basic skills (from the list that can be found here) to make into talents. Your character will gain ranks in their chosen talents as they continue to progress through the campaign. Next, we can work on creating some abilities for your character by choosing a Life Path.
3. |
Selecting a Life Path |
Life Paths are vocational backgrounds that your character can choose from. Each Life Path has a set of different skills and perks associated with them that will aid in your character's adventure through the campaign. You can learn more information about available Life Paths here.
4. |
Developing Your Artes & Spells |
Once you've decided on a Life Path for your character, you can now begin creating your character's Artes. The creation of your Artes will be determined by the variety of perks associated with your skills and talents, as well as your Life Path.
If your character is an adept spellcaster, they will also benefit from using Sorcery. Sorcery, unlike Artes, are more versatile and are projected in the form of complex spells. You can learn more information about Artes & Sorcery here.
If your character is an adept spellcaster, they will also benefit from using Sorcery. Sorcery, unlike Artes, are more versatile and are projected in the form of complex spells. You can learn more information about Artes & Sorcery here.
5. |
Gearing Up Your Character |
Once you've chosen a Life Path for your character, we can now go ahead and begin to equip your character with the necessary armor and items. Pay a visit to the shop and begin to purchase gear for your character. Keep in mind, each new character begins with a total of ⎊600 (orens) to spend at the start.