Character Creation

Here is a quick guide to creating a character:

  1. Choose a Class.

  2. You can find a full list of Classes Here. This defines your character's entire playstyle and arsenal.

  3. Choose a Gender.

  4. Male's have a slightly higher Mind score, while Female's instead gain additional points on recovering Mind for others and themself.

  5. Determine your Ability scores and modifiers.

  6. This defines your character's Physical and Mental prowess: Strength, Dexterity, Constitution || Intelligence, Wisdom, and Charisma.

    When determining your scores, all stats will start with 10 points in each by default. You have an additional 4 points to freely distribute.
    You can only gain more points for distribution by subtracting from other stats, or choosing a relevant Virtue/Flaw.

    You can learn what each Score does what in Here. The modifiers are listed as well.

  7. Determine your Mind score.

  8. Your Mind score is composed of 2 stats: Physical Fear, and Mental Fear.

    Each class uses their least favorable Ability Scores to account for Mental and Physical Fear. Take your classes Mental Fear and Physical Fear Ability scores according to This table, and add them together.

    If your character is Male, add 6 to the total score.

  9. Determine your Composure.

  10. Composure are points you use for negating Fear, and respawning.

    Your Composure is your Mind divided in half, rounded down.

  11. Allocate skill ranks.

  12. Each skill is paired with an ability score. You add your ability score modifier to their relevant skills, for their total. On your class page, are listed skills.

    These are class skills you can mark for being more proficient in. For your class skills, add an additional +3 to their score.

    Everytime you level up you get 2 skill ranks you can freely put into any skill. Putting a skill rank into a skill adds +2 to the total. You cannot have more skillranks in a skill if the number of skillranks is higher than the number of your level.

    If you have a positive Intelligence modifier, you gain that many additional skill ranks when leveling up as well.

  13. Determine your HP.

  14. On your Classes page, their Hit Die will be listed. Add the highest number on that die + your Constitution modifier.

  15. Choose at least 1 Phobia.

  16. A full list of Phobias are listed Here.

    Any additional Phobias chosen will give you 2 points for purchasing a Virtue or 2 Flaws.

  17. Choose some Flaws, Virtues, and Drawbacks.

  18. Flaws, Virtues, and Drawbacks define your character as a person, and result in quirks and traits.

    Virtues are positive upgrades, Drawbacks are negative downgrades, and Flaws are double edged swords.
    Flaws are bought with 1 point, and Virtues with 2 points. 2 Points are granted by choosing a Drawback or an additional Phobia.

    Here are a full list of Flaws, Virtues, and Drawbacks.

  19. Choose some starting Equipment.

  20. On your Classes page, their starting wealth will be listed. You can use this amount of money to buy your starting Equipment from Here.

    Your purchased weapons and armor will contribute to your weight, attack bonus, armor bonus, shield bonus, etc.

  21. Determine your AC, Initiative, and Saving throws.

  22. Your AC (Armor Class) determines how difficult it is for an opponent to injure you. Your AC is 10 + Your Dexterity modifier. If you have armor or a shield, add their armor and shield bonuses as well.

    Your armor or shield may also have a 'Max Dexterity Bonus'. While bigger armor may make you tough, they are bulky and compromise your agility. This maximum caps the Dexterity modifier you add to your AC.

    Initiative is just your Dexterity modifier. You add it to a D20 roll when you are rolling for Initiative.

    Your Saving throw scores will be listed on your Class page. Add your CON modifier to your Fortitude, your DEX modifier to your Reflex, and your WIS to your Willpower.

  23. Choose a Worshipped Deity and starting Spells. (Optional)

  24. A Deity is not important for non-spellcasters. Deities offer a line of Magick. Whether it's Blood Magick, Sorcery, or Miracles.

    These lines dictate what Spells are avaiable for you to learn. To see a list of Deities and their line of Magick, check Here.

    Once you have chosen a Deity, choose 2 spells from their 1st level of Affinity, which you can find Here.

  25. Create a Name, Backstory, Alignment, etc.

  26. No advice here besides try to keep it Grimdark! Character's don't need to be painfully tragic and dark, but do keep it reasonable.