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Character Creation — Characteristics — Race — Background — Occupation

Mortals in the world of Achaea possess seven basic characteristics which define their physical, mental and spiritual attributes.

Determining Characteristics

Roll 3d6 six times and take best five for STR, DEX, CON, INT, PSY, CHA - Roll 2d6+6 three times and take best two for for SIZ, INT

Strength (STR)Edit

A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Dexterity (DEX)Edit

A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.

Constitution (CON)Edit

A measure of the adventurer’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Size (SIZ)Edit

This is an indication of the adventurer’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large adventurer can take more damage, a small adventurer will have a much easier time when sneaking around in the shadows.

Intelligence (INT)Edit

An adventurer’s ability to think around problems, analyse information and memorise instructions. It is a very useful Characteristic for adventurers interested in becoming accomplished scholars or sorcerers.

Charisma (CHA)Edit

This quantifies both an adventurer’s attractiveness and leadership qualities. It is also a measure of the adventurer’s strength of personality and force of character.

Psyche (PSY)Edit

Psyche measures the character’s bond to the arcane, metaphysical energies of the Aether. It also represents a character’s willpower and life force - their soul.

Derived attributesEdit

Hit points (HP) - Equals the average of CON + SIZ rounded up. Hit points represent the amount of physical damage the character can take before dying.

Magic points (MP) - MP is equal to PSY score. Magic points represent the character’s available arcane power, willpower and focus. They are used to cast spells or increase the chance of success in non-combat actions (+5% per point), they are fully regained within one day (8 hours of rest). If magic points reach 0 the character falls unconscious.

Disable - Equal to one-third of HP (rounded up). When a character suffers this much damage in one strike, one of their hit locations is temporarily disabled.

Maim - Equal to two-thirds of HP (rounded up). When a character suffers this much damage in one strike, one of their hit locations is irrevocably damaged by the blow.

Movement (MOV) - 1 MOV generally equates to 1 meter of tactical movement. Characters have a base of 10 MOV. For every two points the adventurer’s DEX exceeds 10, add 1 to MOV.

Encumbrance (ENC) - Encumbrance represents the weight and bulk of objects when carried, worn or wielded. Most equipment has an Encumbrance (ENC) score, though some items are too small or light to have one. Characters can usually ignore the effects on Encumbrance that these have unless they start carrying a lot of them — assume that on average 20 such items will equal 1 ENC, so long as the character has a suitable means of carrying them, such as a sack or a slave.

Burden: A character can carry equipment whose total ENC is less than or equal to the average of his STR and SIZ (rounded up) without penalty. More than that and the character is Burdened. Their Movement (MOV) and Initiative are halved, and Physical/Combat skills receive a -30%. Armour Burden (Light/Moderate/Heavy) can affect various skills on top of weight encumbrance.

Maximum Load: A character cannot carry more than his STR + SIZ in ENC (unless through extreme, heroic willpower).

Characteristic RollsEdit

Many capabilities of a character are measured in skills. There are times, however, when a simple roll is needed to determine whether a character is successful or not at an activity based on a characteristic. If there is an opposing value, use the resistance table. If there is no obviously opposing value, use a characteristic roll. Each characteristic roll is a characteristic multiplied by 5, expressed as a percentage chance. For example, a STR 10 would give an Effort roll of 50, or 50%.

Effort - The Effort roll is used for forceful manipulation of an object of environmental aspect. It is based on STR x 5. Trying to complete a hundred pushups would require an Effort roll.

Stamina - The Stamina roll is used for prolonged physical exertion and tests of fortitude. It is based on CON x 5. Avoiding the common cold, or trying to drink an entire bottle of olive oil would require a Stamina roll.

Idea - The Idea roll is used for a flash of inspiration, or to determine if the character “knows” something that the player knows, or having the character figure out something the player hasn’t. The gamemaster may sometimes use this roll to help prod the players when they don’t know what to do next (but when the PCs would). It is based on INT x 5.

Fate - The Fate roll is to determine if fate gives the character a break, or the character manages to squeak by in a situation where random chance may be a deciding factor (roulette, for example). It is based on PSY x 5. If trying to determine the winner of an “eenie meenie” count, use a Fate roll.

Agility - The Agility roll is useful for determining issues where natural hand/eye coordination are more important than any training, such as running on a slippery surface or catching a dropped item before it hits the ground. It is based on DEX x 5. Use the Agility roll if the character is catching something thrown at him or her with a “think fast!” warning.

Reaction - Raw charisma, being able to rely on good looks and personal charm to gain attention or sway others. It is based on CHA x 5. A character trying to catch the attention of a guard to be let into an exclusive forum would use a Reaction roll.

Damage modifierEdit

This modifier adds an additional die roll to damage done to an opponent. Add STR and SIZ and refer to the list below:

1-12

13-24

25-32

33-40

41-56

57+

-1d4

0

+1d4

+1d6

+2d6

addt. 1d6 per increment of 16

Skill Category bonuses?Edit

There are 7 categories of skills: Finesse, Mental, Perception, Physical, Social, Spiritual and Combat. They each receive bonuses based on one or more characteristics. For each point that the rounded-up average of the skill category’s characteristics exceeds 10, its associated skills receive +2% (skills marked (00) must be trained to receive this benefit during character creation).

Finesse

Dex

Mental

Int

Perception

Int, Psy

Physical

Str, Dex

Social

Cha

Spiritual

Psy

Combat

Int, Dex