Complex Character Creation Guidelines.   Posted by Nifty.Group: 0
Nifty
 GM, 1 post
 Narrator
Sat 7 Feb 2015
at 22:41
Complex Character Creation Guidelines
Character Creation For Prometheus Bound Campaign:

To create a character:
1) Come up with a character concept
2) Spend attribute points
3) Spend character points on skills, talents, and resources
4) Select complications
5) Spend additional character points from complications and adjust character as needed
6) Pick out some equipment
7) Add comments and background as desired
8) Get GM approval for character

This message was last updated by the GM at 15:28, Thu 10 Sept 2015.

Nifty
 GM, 2 posts
 Narrator
Sat 7 Feb 2015
at 22:43
1) Character Concept
The first step to creating a character is to choose a character concept or an archetype. The purpose of this is not to constrict your character design, but to develop a diverse group of characters without excessive repetition. Let me (the GM) know what type of character you want to play. I will post that information so the Campaign does not have excessive repeated character types. If you want to play an archetype or type of character not on the list, describe the archetype to me and I will add it to the list of taken roles.

Common Character Archetypes for Player Characters in Arth are:

Agent: works for a group or organization to take care of whatever needs taking care of.
Alchemist: works to explore the mysteries of Alchemy.
Archaeologist: explores the mystery of the past out of academic curiosity or the glory of the find.
Aristocrat: part of the upper crust of society, may adventure to relieve boredom.
Detective: solves mysteries either as a private investigator or as an officer of the law.
Explorer: wants to go where no one from his culture or society has gone before.
Hero: when no one else will step in and act for what is right, the hero will.
Inventor: creating the devices and technology of the future.
Femme Fatale: a woman of mystery, intrigue, with her own motives.
My Girl Friday: a working girl that gets things done, usually competent well beyond her position.
Odds Job Man: gets the job done, but doesn't have an attachment for a particular group. May change loyalty easily and often depending on who is paying. He may often be working for himself.
Pilot: flies dirigibles or pilots ships. No airplanes have been invented in Arth.
Thief: steals stuff.
Tomb Raider: Like an archaeologist, but in it for the money, power, or a more personal agenda.
Reporter: looking for the next big story.
Spy: gathers information for an organization or for sale.
Soldier/Mercenary: fights for a country or money.

Once the character concept is in place the next step is to start building the character. In Arth the elements of a character are attributes, skills, talents, resources, and complications. At the beginning of the game the character will be given 20 attribute points and 120 character points to build a character In addition they may get up to 24 additional character points from choosing complications. At the beginning of the campaign no attribute can be greater than 3 and no skill can be greater than 4.

This message was last edited by the GM at 01:21, Mon 14 Sept 2015.

Nifty
 GM, 3 posts
 Narrator
Sat 7 Feb 2015
at 22:46
2) Attributes:
The attributes for characters are Strength, Agility, Constitution, Will, Wits, Mettle, Presence, Empathy, Resilience, and Speed. For a normal person with average ability they are all zero, except speed which begins at 2. Attributes can be abbreviated. Below is the abbreviated attributes with their starting values.

Str	0
Agl	0
Con	0
Will	0
Wits	0
Met	0
Pres	0
Emp	0
Res	0
Spd	2

Strength: represents a character’s muscular strength it effects the weapons and armor the character can use effectively, how much he can lift, and feats of strength. It can also add damage to melee weapons.
Agility: Agility is the basis for many skills, including most of the combat skills.
Constitution: represents a character’s ability to recover from and resist insults to their physical being.
Will: Will is a character’s strength of mind and how well they can focus without distraction. It can affect certain phenomenon, as well as the ability to overcome mental challenges.
Wits: Wits how generally smart the person is. It is the basis for many skills.
Mettle: Mettle is how tough the character is mentally. It can be used to determine how effective the character is when things get tough.
Presence: Presence is the force of the character’s personality. It can affect how well the character commands others or draws attention.
Empathy: Empathy represents a character’s ability to respond to and manipulate emotions. It is the basis for many skills.
Resilience: Is how well the character responds to situations emotionally. It is used to resist presence and determine how a character will respond to manipulation.
Speed: Represents how fast the character can move and react in a tactical and combat setting.

A player may spend attribute points to increase each attribute, but there is an increasing cost for each point. If a character is raising an attribute from 0 to 1, it costs 1 point. If he is raising it from 1 to 2, it would cost 2 attribute points. If it is being raised from 0 all the way to 3. It would cost 1+ 2+ 3, or six points all together. The exception to this is speed which is five times the cost. To get a 3 speed would require 3 X 5 = 15 attribute points. A player may also reduce attribute points below zero to represent weaker areas for their characters to get more attribute points. They get a number of attribute points equal to the level they reduce it to. For example, if a character wants to have a character that is extremely, stupid. He could reduce the wits to -1 for an additional 1 attribute point, -2 for an additional 2 attribute points, and -3 for an additional 3 attribute points. No attribute can be reduced below three as these characters are considered unusable as player characters. When sending a character sheet please put the cost next to the attribute or skill.

Example: Jim creates Eroth
As an example let us consider a player who I will call Jim, building a character. Jim starts out with a concept. He wants to build a North Arcanan Warrior Eroth, who has come to the starting city, Malthot, to learn about modern society. Jim decides that Eroth has lived in Malthot for several years, but is still very much the Native Arcanan warrior and wants to give him attributes to reflect that. He selects Eroth’s to be heavy on the physical attributes and weaker in the other areas.
Atr	Level	Cost
Str	2	3
Agl	3	6
Con	2	3
Will	2	3
Wits	0	0
Met	1	1
Pres	0	0
Emp	0	0
Res	1	1
Spd	2	0
We will return to the example of Eroth as we go through the character creation process.

This message was last edited by the GM at 15:27, Thu 10 Sept 2015.

Nifty
 GM, 4 posts
 Narrator
Sat 7 Feb 2015
at 23:08
3) Skills:
Once the attribute points are assigned it is time to purchase skills. Skills are purchased initially for 3 character points for a skill with a level 1. They are then raised similarly to attributes. To raise it to form 1 to 2 costs 2 points, from 2 to 3 costs 3 points, from 3 to 4 costs 4 points, etc. Some skills have modifiers. For skills with modifiers, on purchasing the skill the player must choose one modifier the skill begins with, to purchase additional modifiers costs two additional points. For example when buying the blades skill, the player may choose to start with the modifier; one handed swords. If the player wants to be able to use two handed swords with the skill as well he may pay an additional two points to apply the modifier; two handed swords, to the skill. Some skills like languages, cultural, crafting, and professional skills are categorical or group skills. Each category of skill must be brought separately. For example: a player wants to be a great clockwork inventor he wants several of the category skills, he buys both mechanical engineer at 2 for 5 pts, and  clockwork engineering at 3 for 8 pts.

Free Starting Skills
For the campaign, the Characters may start with the following skills for no cost.
All of the basic skills at 1, conversation at 1, one area knowledge at 2 (Home area), one language at 4 (native language), One cultural knowledge at 3 (native culture), First Aid at 1, Unarmed Combat at 1, Dodge at 1, and Trading at 1, which represent normal skills almost everyone in Arth will possess. Below is the skill list separated skill type. I have not included descriptions except for a few skills that I believe require in depth explanations. If you would like a skill description for any skill please let me know and I will add it. If there is a skill you want the player to have that I do not list, please let me know, and I will show how to construct it using the current skill list or think about including it.

Skill Lists:

Basic Skills
Apprehension (Empathy)
Athletics (Agility)
Awe (Presence)
Concentration (Will)
Might (Strength)
Perception (Wits)
Resolve (Mettle)

Combat Skills (Agility Based)
Archery
- Modifiers (Shortbow, Longbow)
Blades
- Modifiers (Knives, Small/Medium Swords-one handed, Large Swords-two handed)
Blunt Weapons
- Modifiers (Clubs/Canes, Staffs, Frying Pans)
Dodge
Firearms
- Modifiers (Crossbows, Pistols, Rifles, Shotguns, Cannons, Siege Weapons)
Polearms
- Modifiers (Spears, Blade staff)
Throwing
- Modifiers (Stones, Slings, Atlatl, Boomerang, Knives, S/M swords)
Unarmed Combat

Special Weapons: bought as separate categories
- Whips
- Blow darts
- Nets
- Chains

Agility Based Skills
Acrobatics
Breakfall
Contortionist
Climbing
Driving
- Modifiers (Chariot, Auto, Carriage)
Pick Pocket
Piloting
- Modifiers (Ship, Airship)
Riding (equines)
Sleight of Hand
Stealth

Personal Skills-Empathy Based Skills:
Acting
Animal Handling
Bribery
Charm (persuasion)
Conversation
Fast Talking (bluff)
High Society
Interrogation
Intimidate
Oratory
Streetwise
Teaching
Trading
Ventriloquism

Creative: Empathy Based
Art
- Modifiers (Painting, Sculpting, etc)
Singing
Instruments
- Modifiers (Piano, Violin, etc)
Dancing
Cooking
Group Skills: Most Wits Based/Can Depend on Specific Category
Analyze
- Categories (Jewelry, Antiques, Books, Combat Style, Clockwork, etc)
Area:
- Categories (Malthot City, Londinium, Arabask, etc)
Engineering
- Categories: (Flashwork Engineering, Steamworks Engineering, Mercrity Engineering, Mechanical Engineering, Clockwork Engineering, Airship Engineering)
Culture: Empathy Based
- Categories: (Native North Arcanan, Runesian, etc)
Science:
- Categories: (Paraxite Physics, Thermodynamics (steam), Dynamo (Clockwork) Physics, Mercrity Physics)

Languages: Category skill
Languages work a little different than most skills.  1 is basic conversation, 2 is fluent conversation, 3 is fully fluent, 4 is speaking like a native, 5 is mastery of native dialects, language challenges require resolution only occur when the language is old, technical, or communicating very complex concepts.
The Prometheus bound campaign takes place across may cultures and nations. There are a multitude of languages both new and old. Players should take this into account if they are planning on doing some traveling. More languages may come up in the course of the game, but below is the starting list.

Starting Languages Arth: Those marked with asterisks are languages of main Nations and Empires of Arth
New Arcanan (USA)*
Native North Arcanan
Native West Arcanan
Native East Arcanan
Native Central Arcanan
Incan*
Ancient Incan
Breiindirian*
Old Breiton
Old Indirianan
Runesian*
Prussian*
Frein*
Byzenian*
Old Byzenian
Ancient Byzenian
Arbaskan*
Old Arbaskan
Cathagian*
Ancient Carthagian
Mandarin*
Cantonese
Yopanese*
Oceanan
Deep Uttican
Peripheral Uttican*

Knowledge:
- Categories: (History, Geography, Theology, Artifacts, Puzzles, Criminology)
Profession:
- Categories: (Medicine, Accounting, Business, Law, Professor, Archeology, etc)
Crafting:
- Categories: (Blacksmith, Goldsmith, Brewing, etc)

Wits Based Skills
Bureaucratics
- Modifiers (North Arcanan, Frien, Runesian, etc)
Cartography
Concealment
Cryptography
Deduction
Disguise
First Aid
Forgery
-  Modifiers (Paintings, Documents, Wine, etc)
Gambling
Inventing
- Modifiers (Alchemy, Technological)
Lip Reading
Lock Picking
- Modifiers (Mechanical, Clockwork)
Mechanics
Mimicry
Mercronics
- Mercrity operates somewhere between natural gas and electricity. Mercrity bottles (made of muostone) act something like batteries or a propane tank. The liquid/gas will flow through tubes and power devices that they flow through. Mercrity powered lights are becoming common and there is even talk of creating mercrity engines. Unlike electricity or natural gas there is no easy way to tap or create mercrity or transmit it over long distances. Mercrity tends to leak out of everything not muostone and even then there is some loss. Mercrity tends to flow toward greater concentrations of starlight or moon light or certain configurations of muostone. This is the skill of designing and building mercronic systems. It takes the place of electronics.
Navigation
- Modifiers (Sea, Air, Land)
Politics
- Modifiers (North Arcanan, Frien, Runesian, etc)
Research
Survival
- Modifiers (Urban, Jungle, Forest, Plains, etc)
Tactics
Tracking
Security Systems (Traps)
Weaponsmith
- Modifiers (Blades, blunt, firearms, etc)

Phenomena Skills:
Phenonomena Skills Cost 2 x Normal Cost, 6 pts to gain the skill 1, 4 pts to raise it to 2, 6 to raise it to three and so forth. These skills are considered particularly hard to master.

Crafting (Will): Muostone
- Crafting is the ability to work with Muostone, the ceramic-crystal-metallic element that contains hot crystals and explosive powders safely. Guns, engines, fire places, and mecrity bottles and tubes all need Muostone to operate properly. Working with Muostone is a mental as well as physical process. So each piece of crafted muostone requires an individual craftsmen. Crafting is needed to make guns as well as Weaponsmithing. For 6 points the character starts with Crafting (basic), but may add additional modifiers for 2 points each.
Modifiers
- Basic
- Flashworks
- Steamworks
- Mecrity

Alchemy (Wits):
- Anyone can learn alchemy, but they must have the wits based Skill Alchemy. In addition they must buy any alchemy based formulas using character points. They will need ingredients for each formula they have. Generally the more powerful the formula the more ingredients it uses, the more it costs in character points, and the higher their alchemy skill needs to be. Initial cost is 6 points for a skill of 1. The character may also choose 1 level 1 formulation to start with, for most practitioners this is a simple healing potion. Learning new potions generally has to be done either through experimentation (which can be tricky), or learned from another practitioner. Knowing the right ingredients is not enough.

Formulations: Cost in points is same as difficulty level. At the beginning of the game the player may request formulations with other effects. I will be happy to create the formulations for them. If you want more information about any of the following formulations, please let me know.
Basic Healing Potion:
- Difficulty 1
- Ingredients 2
Hangover Cure:
- Difficulty 1
- Ingredients 2
Sleeping Drought
- Difficulty 1
- Ingredients 2
Poison Antidote
- Difficulty 1
- Ingredients 2
Perfume of Allure
- Difficulty 1
- Ingredients 2
Cold Stone: Generally lasts about a month
- Difficulty 2
- Ingredients 2
Persuasion Potion:
- Difficulty 2
- Ingredients 2
Darkness Powder
- Difficulty 2
- Ingredients 2
Strength Potion:
- Difficulty 2
- Ingredients 2
Greater Healing Potion (Heals limbs or disabilities)
- Difficulty 3
- Ingredients 3
Hardened Skin Potion
- Difficulty 2
- Ingredients 2
Potion of Speed
- Difficulty 3
- Ingredients 3
Potion of Melding
- Difficulty 4
- Ingredients 4


Special Skill Modifiers: Cost 3 Points Each. Skill modifiers do not change the cost of skills, but add bonuses to them.
Analyst: +1 with all analyze skills
Linguist: +1 level all Languages
Jack of All Trades: +1 with all professional or crafting skills
Scientist: +1 with all science skills
Engineer: +1 with all engineering skills
Traveler: +1 with all cultural and area skills
Scholar: +1 with all knowledge skills

Special Skill:
Martial arts: Costs 3 points to gain level 1 and is raised like a normal skill after that. Player must choose the initial style, may add a new style for 2 points. I have not included the bonuses past level three as level three is the highest most people will attain. If your character chooses to surpass this, I will list out the next bonus.
Level 1: Access to the Styles, Style may give +1 when combating someone using a similar or complimentary style
Level 2: +1 Attack and Defense when using elements of the style in combat.
Level 3: +1 Damage when using elements of the style

Example Martial Art:
Ninjistu: Complementary Style Suiria
- Elements; Bare handed, Bo Staff, Ninjato, Kusarigama, Shuriken, Shortbow, Blowgun, Naginata, Kama, Chigiriki

Example: Jim chooses Eroth’s skills
Let us return to the player Jim who is creating the character Eroth. Eroth starts with the free skills:
Skill					Value		Cost
Apprehension (Empathy)		        1		0
Athletics (Agility)			1		0
Awe (Presence)				1		0
Concentration (Will)			1		0
Might (Strength)			1		0
Perception (Wits)			1		0
Resolve (Mettle)			1		0
Conversation 				1 		0
Area knowledge (NE Arcana)		2		0
Language(Native East Arcanan)		4		0
Cultural knowledge (Chiwak) 		3		0
First Aid 				1		0
Unarmed Combat 		         	1 		0
Dodge					1		0
Trading					1		0
Eroth’s base skills start are very low levels and leaves the character with no skills to distinguish him. Jim decides that he wants Eroth to be a master of the bow, and will purchase Archery (short bows) for 3 points. While Eroth favors the short bow he also knows how to use the long bow, so Jim buys that modifier for 2 points, and spends an additional nine points (2+3) to raise archery to level three. He also wants Eroth to be able to use blades (knives) at 2 for 5 points. He decides to flush Eroth out with some wilderness skills; tracking, navigation, and survival. In addition he buys some languages that will allow the character to speak the language in the starting city Malthot. Jim also wants Eroth to have crafting, but this costs twice as much. He buys crafting at its most basic level, 1, for 6 points. At this point Jim feels he is getting a better concept of what Eroth , a mighty Chiwak warrior who has left his people to master the secrets of firearms, but the Chiwak believe a man should not use weapons he cannot make, so Eroth is trying to learn crafting so he can make his own fire arms. He raises some of the skills he started with and tallies up the cost, 90 points. He has already spent all of his points, which will leave him no points for talents or resources, but he knows he plans on maxing out his complications, which will give him another 24 points he can spend on talents and resources.

Skills					Value		Cost
Apprehension (Empathy)		        4		9
Athletics (Agility)			3		5
Awe (Presence)				1		0
Concentration (Will)			1		0
Might (Strength)			1		0
Perception (Wits)			3		5
Resolve (Mettle)			3		5
Conversation 				1 		0
Area knowledge (NE Arcana)		2		0
Language(Native East Arcanan)		5		0
Cultural knowledge (Chiwak) 		3		0
First Aid 				1		0
Unarmed Combat 			        2		2
Dodge					3		5
Trading					1		0
Archery (Shortbow, Longbow)		3		11			
Blades (Knives)				2		5
Crafting (Basic)			1		6
Weaponsmith (Bows)			3		8
Navigation (Land)			2		5
Tracking				2		5
Survival (Forest)			2		5
Linguist 				N/A		3
- Language (New Arcanan)		3		5
- Language (Central Native Arcanan)	2		3
- Language Arabaskan			2		3
					Total Cost 	90

This message was last edited by the GM at 15:23, Mon 16 Feb 2015.

Nifty
 GM, 5 posts
 Narrator
Sat 7 Feb 2015
at 23:30
4) Talents:
Talents represent abilities that character has naturally or through training that can alter skills or change the rules under certain circumstances.
Talent List		Cost		
Acute Sense		3		
Alcohol Resistance	3		
Ambidexterity		3		
Animal Friendship	3		
Blind Fighting		5		
Bump of Direction	3		
Calvary			5		
Combat Luck		5		
Deadly			5			
Double Jointed		3		
Eidetic Memory		5		
Feign Death		5		
Lightning Calculator	3							
Lightsleep		3		
Perfect Pitch		3		
Poison Immunity 	5		
Rapid healer		4		
Resistance 		3								
Speed reader		3		
Striking Appearance	3		
Time Sense		3		
Luck			5

Special Talents: The following talents do not have descriptions on purpose. They are mystery talents. Their use may be revealed as the campaign progresses.
Latent Psion (cost 5)
Latent Spark (cost 5)
Sublimated Race (cost 5)
Unstable Phenotype (cost 10)


Talent Descriptions
  • Acute Sense (cost 3)
    +1 Perception with a given sense, can be bought twice.
  • Alcohol Resistance (cost 3)
    +3 to avoid the adverse effects of alcohol.
  • Ambidexterity (cost 3)
    No off hand penalties
  • Animal Affinity (cost 3)
    +1 with all non-combat rolls related to animals.
  • Blind Fighting (cost 5)
    Character has trained himself to fight without the sense of sight.
  • Bump of Direction (cost 3)
    Character always knows direction, distance traveled, and distance underground.
  • Calvary (cost 5)
    No mounted penalties. +1 while mounted.
  • Combat Intuition (cost 5)
    +1 Natural ability to avoid damage, can be bought twice. Does not work when character is knocked out or otherwise incapacitated.
  • Deadly (cost 5)
    +1 Damage in certain circumstances or with a specific weapon. Examples: Backstab, +1 with knives, +1 when using short bows, +1 when fighting animals. May be purchased multiple times.
    Double Jointed
    +2 with flexibility related challenges.
  • Eidetic Memory (cost 5)
    Character can remember whatever is heard or seen with perfect recall.
  • Feign Death (cost 5)
    Character can feign death as a concentration roll.
  • Lightning Calculator (cost 3)
    Character can perform complex mathematical calculations in his head with great speed.
  • Lightsleep (cost 3)
    Character wakes easily from sleep.
  • Perfect Pitch (cost 3)
    Character has perfect sense of pitch. +1 with all sound related rolls.
  • Poison Immunity (cost 5)
    Either due to natural immunity or from years of building up a resistance the character is immune to a specific poison, like iocaine powder.
  • Rapid healer (cost 4)
    Character can heal naturally at twice the normal rate.
  • Resistance (cost 3)
    Character is resistant to interrogation and mind affecting powers. +1 with resolve.
  • Speed reader (cost 3)
    x10 reading speed for every 3 pts. Can be purchased multiple times.
  • Striking Appearance (cost 3)
    Choose 1: Beauty, Terrifying, Mysterious. The character will then get a +1 in interaction rolls when that appearance would apply. They may get a -1 in certain circumstances where it would affect them adversely. Can be purchased multiple times.
  • Time Sense (cost 3)
    Always knows what time it is and how much time has passed.
  • Luck (cost 5)
    Character is lucky. +1 with all luck related actions.


Example: Jim chooses Eroth’s Talents
Jim wants Eroth to have some talents, but he also wants to save some points for resources. He chooses just two talents for Eroth. Deadly (shortbows): will allow him to do more damage with any shortbow he uses, and combat intuition, which will allow him to avoid some damage if attacked. He will save the rest of his points for resources.

Talents			Cost
Deadly (short bows)	5
Combat Intuition	5
Nifty
 GM, 6 posts
 Narrator
Sat 7 Feb 2015
at 23:56
5) Resources
Resources are assets the character can use to live or accomplish tasks. For the purposes of the game resources exclude equipment, which is bought for money.  Resources can change drastically throughout the campaign. A billionaire may have assets seized by the government. A pauper may find a treasure. Ships can be destroyed. So resources really represent starting assets. As a point of consideration, I will attempt to replace lost resources with something of equal or greater value, or may give a point bonus back for lost resources.

Access: Access represents the character’s ability to use certain institutions and facilities for their own purposes.
  • Ear to the Street (cost 3)
    - The character has access to a network of street people and places that allow him or her to get information from the underbelly or common knowledge of the city. This can provide independent information or a bonus to the character’s streetwise roll. This bonus will be reduced in the character moves away from their home area, but a character may buy access to new areas for one point each.
  • Friend of the Library (cost 5)
    - The character is trusted and well known to a renowned library, but which library must be defined when this resource is bought. As a trusted friend the librarians will help the character do research. He will be allowed to view works in restricted or rare books sections, and even called upon to help the library with acquisitions or translations if he has appropriate skills. The library may provide introductions to other libraries at the character’s request.
  • Museum Trustee (cost 5)
    - This character has been asked to be a trustee of a museum. The exact museum must be defined when this resource is bought. As a trustee the character has access to the museum researchers, receives information on current expeditions and digs being sponsored by the museum, and has access to the museum’s collection of artifacts. The character will be invited to all the museum’s major events and fund raisers, and can arrange private viewings and tours.
  • University (cost 5,8)
    - For 5 points the character is attached to a major university as a researcher or professor. He has access to labs of his or her specialty, the universities library, and numerous colleagues that are most likely specialist in their field that may be willing to help the character out. For 8 points the character is a trustee of the university and has access to restricted sections of the library, almost all labs, receives regular reports about work going on at the university, and the staff of the university will be more inclined to do as the character asks.
  • Theater Box (cost 1)
  • - The character has a theater box at his disposal that will let him go see any shows that are playing.
  • Theatrical Patron (cost 3)
    - The character is a patron to the theater and not only has a box, but can get behind the scenes access and is invited to all events.



Membership: Membership means the character belongs to a certain organization. The organization will support the character, but will have some requirements in return.
  • Agent (cost 5/8/10)
    - The character is an agent for some organization. The agency will give them help, but in return they are expected to act in behalf of the agency. For 5 points the character is an agent of a single high powered individual or a small organization. Example: Wetjack willie is a member or agent of the Dolianie crime family. For 8 points the character is an agent of a large organization or religion, or a small country. Captain Reginald is an agent for the NortArcan Train company. For 10 Points the character is an agent of a powerful international conglomerate or one of the large countries. Agent Z-73 is an agent of the Frien Empire. 
  • Gang Member (cost 3)
    - Character is a member of a gang. They help him, he helps them.
  • Military Commission (cost 3)
    - The Character is a commissioned officer, usually a lieutenant. He can order up some men and may have access to some military vehicles or horses, as well as lodging in officer quarters, but he will be expected to carry out his duties as an officer.
  • Private Club (cost 3)
    - The character is a member of a private club. Usually the club only has facilities in one or maybe two cities. As a member the character has access to the other members of the club. The club has a few rooms to spend the night, and may have other facilities the character can use depending on the club. As a member of a club; however, the character is expected to follow the club rules and pay the club fees.
  • Special Club (cost 5)
    - The character has access to a special club. Special clubs have locations all over the world with enhanced facilities. One such club is outlined below, but the player may make up their own or have the GM offer an alternative.
    - International Adventurers Club (IAC):  Founded in 1738 by Lord Brennan of the Breiindiria Empire the International Adventurer’s Club has spread throughout the much of the world. The International distinction was added in 1800. The club has facilities in most major cities and you can find small bunk houses or cabin’s belonging to the club in the most unusual places. In big cities clubs usually feature a bar, dozens to hundreds of sleeping chambers, a small shop for supplies including ammunition, and a kitchen or a restaurant. The club is not generally open to the public, just members and their guests. Fees for food, drink, and rooms are reasonable. Getting into the club usually requires sponsorship by another member and completing an expedition; these can vary. Yearly dues are generally around 300 gp a year in Breiindirian coinage.
  •   Second Family (cost 3)
    - The character has a second family that has taken the character in. This will afford the character access to the resources of the family, but as a member of the family, the character will be expected to fulfill family obligations.
  • Society of Friends (cost 2-5.8)
    - The character has some good mates or friends upon whom the character can rely. Friends may allow the character to crash at their homes, provide a little cash to a broke character, or help out in escapades. For 2 points the character has 1-2 friends, for 3 points 3-5, for 4 points 7-10, for 5 points 13-20, if the character spends 8 points they seem to have friends everywhere wherever they go.
  • Informer (cost 3)
    - The character is an informer to the police. Usually a low level criminal, the police, or perhaps another agency, will tend to overlook small criminal infractions, but will expect the character to give out information on the street and bigger fish.
  • Union member (cost 3)
    - The character is a member of a union or guild. In return for following the organization rules, participating in events, and paying dues, the union or guild will negotiate contracts and protect the character’s economic interest. They may also offer other services depending upon the union.



Social Modifiers
  • Anonymity (cost 3)
     - No useful information about the character exists in any countries or organizations files at the beginning of the game. Cannot be taken by public figures or members of nobility.
  • Deep cover (cost 2)
     - The Character over time has developed a separate identity with supporting documents and details that is now unquestioned, but it may be questioned if the identity acts out or does things not in line with the identity.
  • Good Relations (cost 3)
    - Character has relations that reflect positively on the character in certain circumstances. Example: father was a war hero or trusted foreman. The good relation should be specified at time of purchase.
  • Positive Rep (varies): A character may have a reputation that can help him or her in certain circumstances. Below are a couple of examples. Players may come up with their own reputations with GM approval.
    - Unconventional (cost 3): Character is known for flaunting society or organizational conventions. While many find this disturbing, others admire the character’s unconventional approach.
    - Hero (cost 5): The character is seen as a hero to his country or organization, instantly recognized and universally admired. People often buy the character drinks, seek out his advice, or try to gain his public support.
  • Rank (varies): The character has an elevated rank in society opening certain doors. Common examples with costs are given below
    - Aristos (cost 5): Aristos are the general nobility of the Breiindirian Empire
    - Lower Nobility (cost 5): Knights, Squires, the Gentry, and the like.
    - Upper Crust (cost 3): Character is considered upper crust in manners, reputation, money, and bearing. As such certain doors will be open to the character by society.
    - Upper Nobility (cost varies) Character is a member of the nobility. Royalty (cost 15), Duke (cost 13), Marquess (cost 11), Earl or Count (cost 10), Viscount (cost 9), Baron (cost 8), Baronet (cost 7). All Nobility positions require GM approval



Licenses: (cost varies) Not all societies require licenses to practice professions, but many do. These count as resources.
  • Alchemy (cost 3): Some places (Malthot included) require Alchemists to be licensed to sell potions to the public. Some require licenses to even brew a potion, but this can be harder to enforce.
  • Airship Pilot (cost 2): License to captain and/or pilot an airship through international airspace.
  • Bounty Hunter (cost 3): A license to hunt down criminals and bring them to justice.
  • Law (cost 3): A license to practice law. Country specific.
  • Papers (cost 1): Character has perfect papers that allow them to easily travel to places that require them.
  • Police Powers (cost 5): The character has the ability to enforce laws and act for good of country. It usually comes with a badge.
  • Vendors (cost 2): License to have a shop or stall that sells goods
  • Wed (cost 1): License to perform marriages.



People: the character knows people or has followers that they can rely on.
  • Contacts (cost 1-3)
    - The character knows someone important that may give useful information or help. Point cost depends on the usefulness of the contact. Examples are local police officer for 1pt, or chief of police for 3 pts.  Contacts do not owe the character’s anything and may charge for their services.
  • Favors (cost 1-2)
    - Similar to contacts except these are actual favors the people owe the character. Once spent the favor is used up and the people cannot generally be used again even as contacts unless purchased as such.
  • Servants (cost 5)
    - The character has some servants looking after the home or other affairs. 5 points gives 2 servants. Double the number of servants for 5 pts.
  • Followers (cost 1 pt for every 5 points in the follower/minimum of 5 pts)
    - Followers are built like characters except they only start with 5 ability points. They may also have complications. Character may double the number of followers for 5 points.
  • Pets (cost 1)
    - Character starts with a small pet, usually a cat or dog. The pet may be trained with tricks for 1 point for each trick.


Facilities: Facilities are buildings the character owns or at least rents and can use without paying or expectation of return. A character may double the number of buildings he owns in any category for 5 points.
  • Bolthole (cost 2)
    - Character has a small out of the way place to hole up that only he knows about. It could be an empty warehouse, a small attic, etc. Use it too often however and it may be discovered.
  • Rented Lodging (cost 3)
    - Character has rented lodging in one town.
  • Flat (cost 4)
    - Character has a flat in one town. The character owns the flat, but is expected to pay building and maintenance fees.
  • Foreign retreat (cost 5)
    - Character owns a small house or retreat in a different country. Please specify the country and possible location on purchase.
  • Lodge (cost 3)
    - Character has a small hunting lodge or cabin in the wilderness. Please specify location on purchase.
  • House (cost 5)
    - Character a small house in or near a major city.
  • Estate (cost 5/8/10)
    - Character has access to a large estate. Unfortunately or fortunately it comes with attached servants and relatives. For possible 5 pts it is a rural estate in the country with attached lands, for 8 pts it is a small, but efficient, estate in the city. Usually the character does not own the estate, but for 10 pts they own it outright.
  • Laboratory (cost 3/5/8)
    - Character has a laboratory either attached to housing or as a separate structure. 3 pts for access to someone else lab, 5 pts for character’s own lab, 8 pts for an enhanced lab. Must specify the type of lab on purchase. May add an additional type or modifier for 2 pts.
  • Library (cost 3+)
    - Character has his or her own library, rather than access to an institutional or other person’s library. Quality and number of subjects depends upon the points you put into it. 3 pts for one subject, each additional subject is 2 pts, every 3 additional pts spent increases library size and depth on the subjects contained.
  • Shop (cost 5)
    - Character has a shop or small place of business. Lodgings are above the ground floor. Please specify the type of shop upon purchasing.



Transport: Transport Is the way the character can get around the world. The character can always pay money or fees, but there is always something special about having your own transport.
  • Airship (cost 5/10/15/20)
    - Character has access to his or her own airship. The points put in relate to the size of the ship. 5 Racer, 10 Boat, 15 yacht, 20 Cargo Hauler or Transport.
  • Auto-steamer (cost 5)
    - Character has their very own steam auto carriage. Character may choose a primitive truck or carriage design. Much faster than a horse drawn carriage, but not faster than a horse with one rider at full gallop.
  • Barge (cost 2)
    - The character has a barge. It is on the river, and it can be used as housing or transport, but it is slow, and may need to be attached to a tug to move it.
  • Cab (cost 3)
    - A small cab can carry 2 people. It is pulled by one horse, includes horses.
  • Carriage (cost 4)
    - A carriage can carry up to 6 people, but only 4 comfortably. It is pulled by two horses, incudes horses.
  • Horse (cost 2)
    - Character has a simple riding horse.
  • Train car (cost 5)
    - The character has their very own, private, train car. It can be hooked up to a train heading out of town. The character is assumed to have money to pay the fees of the rail company. If they don’t, they may have a contract through a friend or relative that gives them access to the rails.
  • Ship (cost 5/10/15/20):
    - The character has his own ship. It can be a sailing ship, a steamer or a combination. Airships are more versatile, but sailing ships can carry more much more cargo and people. They are less intensive to maintain, and are not as scrutinized by ports of call. 5 Boat, 10 yacht, 15 cargo Hauler or Transport.


Money: Usually characters are assumed to have enough money to meet their living needs and all character’s will start with 100 gp, but sometimes because of position, status, business, or just luck the character will have more money than usual. If a character wants to start with extra money and have a higher income from family, business, investments, etc, they should buy the money perk. Annual income for most characters represents 100 times the ready pocket money. Money may shift drastically as the campaign progresses. Starting money represents money the character has ready access to at the start of the campaign.
  • Well off (cost 1-5). multiply starting income by  (1+point spent)
  • Wealthy (cost 6-10), multiply starting income by (10 x (point spent- 5)], Character is so rich they never worry about money.
  • Filthy Ritch (cost 11-15), multiply starting income by [100 x (points spent – 10)]. Character is so rich they have more money than they can spend.

Starting Money		Cost
In Debt		        2 Complications
10 gp			1 Complications
100 gp			0
200 gp			1
300 gp 			2
400 gp			3
500 gp			4
600 gp			5
1000 gp			6
2000 gp			7
3000 gp			8
4000 gp			9
5000 gp			10
10000 gp		11
20000 gp		12
30000 gp 		13
40000 gp		14
50000 gp 		15

Example: Jim chooses Eroth’s Resources
Jim decides that Eroth has been in Malthot for a couple of years and has a fairly established position. He works as an apprentice to a Muostone crafter and gunsmith trying to learn the art of making firearms. He lives in a barge down by the river near the native enclave. He has an average income he gets from selling specialty bows and arrows and giving archery lessons to rich youth. He has also been adopted by an Arabask family form whom he has learned some Arabask. He buys second family, barge, and lab. That leaves him with 4 points left over from all his purchases. He decides to save these points to spend as needed as the campaign progresses.

Resources		        Cost
Second Family 		        3
Barge			        2
Lab (Crafting, Firearms)	5
Nifty
 GM, 7 posts
 Narrator
Sun 8 Feb 2015
at 02:16
4) Complications:
Complications give the character some disadvantages and add some life to the character. Characters will be given character points in exchange for choosing complications. The character will receive 10 character points for the first complication, 8 points for the second, and 6 points for the third. The character cannot have more than two complications from any given category; mental, social, physical, or other. A complication must be overcome through game play and will often be replaced by a new complication. A character cannot have a skill, talent, or resource that counteracts the complication. If you have a complication you want that does not seem to fall below, please let me know and I will add it to the list.

Mental Complications
  • Absent Minded
    - Character tends to forget things
  • Addiction
     - The character has an addiction that interferes with normal functioning
  • Amnesia
    - Character has amnesia at the beginning of the game and cannot remember anything from the past. The character retains all skills, but will be operating on “instinct”.
  • Culturally Incompetent
    - Character cannot or does not follow the rules of the culture he or she lives in. And is considered embarrassing by those around them.
  • Excessive
    - Whatever this character does, it tends to be excessive. Drinking, gambling, etc.
  • Jealousy
    - This character gets jealous easily, professionally, romantically, etc.
  • Kleptomaniac
    - Character habitually steals items.
  • Liar
    - Character habitually lies and has a hard time telling the truth.
  • Lecherous
    - Character is base, making lewd comments, pawing, and goggling members of the opposite sex. Or the same sex, players choice.
  • Narcissist
    - Character believes they are the best at everything, and that everyone should honor this fact.
  • Personal Code
    - Character has a personal code they almost always act by. Examples include code against killing, Code of honor, professional ethics, etc. Player must define the character’s code when taking this complication.
  • Personality Flaw: Character may have one of the following personality traits to excess. Player may choose another trait with the GMs permission.
    - Aggressive: Character tends to act first and think later. Always charging into fights
    - Cynical: Character is disillusioned with life, and thinks nothing really matters.
    - Devious : Character is deceptive and tricky. Hiding facts and resources
     - Downer: Character is a confirmed pessimist and will articulate a negative aspect of everything.
    - Jaded: Person is constantly seeking new experiences. Has seen much and always wants more.
    - Grouch: Character is always argumentative and complaining.
    - Loner: Character tends to be by himself. He has no friends at the start of the game and even tends to be alone in a crowd.
    - Optimist: Character always looks for the positive. Believing everything will work out for the best, even when it is annoying,
    - Paranoid: Character believes people and things are out to get them.
    - Perfectionist: Character likes everything to be perfectly and will try for perfection. Good is never enough.
    - Shy: Character is painfully shy, and will have trouble even talking to people they do not know.
    - Stubborn: Character will stick to a course of action or opinion even when it seems to make no sense.
    - Histrionic: Character wants all the attention and tends to show off, perform, and wear clothing that draws attention to themselves.
  • Proper Sensibilities
    - Character believes everything should operate in a certain manner (cultural) and may become upset when the world does not comply.
  • Phobia
    - Character has an overriding fear. Examples include snakes, heights, trains.
  • Bad Personal Habits
    - Character has personal habits that make others dislike being around them.
  • Bad Temper
    - Character doesn’t just get upset. When he gets angry he blows up.
  • Truthful
    - Character is generally truthful and has a hard time telling a lie.
  • Vow (Self)
    - Character has made a vow to him or herself that must be fulfilled.


Social Complications
  • Housing Trouble
    - Character has trouble with housing. A landlord that is always on the character about something. Repairs always need to be made. The situation is intolerable, but something always stands in the way of finding a final solution to the problem.
  • Annoying Housemate
    - Someone lives in the same housing as you that is annoying in many ways or is consistently interfering with the character.
  • Bad Reputation
    - The character has a bad reputation. Whether true or undeserved. It will color how others interact with him.
  • Bad Relations
    - Character has relations that are disreputable. Because the character is a relative others believe the bad traits of the relation are found in the character.
  • Blackguard
    - You are considered an outcast of a certain group in that they won’t even associate with you and have blackballed you from certain events. Player should give information on group that has blackguarded the character on taking this complication. The group must have a real impact on the character
  • Blackmail
    - The character has a secret they don’t want to get out, and someone is blackmailing them to keep it quiet.
  • Disruptive Influence (Black Sheep)
    - Character is not cast out, but being a black sheep can be almost worse. It means a group wants to keep a close eye on the character and regulate the character’s behavior so it does not disrupt or bring dishonor to the organization. The organization may be a guild, business associates, a family, etc.
  • Criminal
    - Character is a criminal. Either the character has been to prison, or the police want to put them into prison. The character is on the wrong side of the law.
  • Dependents
    - The character has responsibilities to care for other people. It could be a child, spouse, sibling, or parent. Whoever it is, the character has to make sure they are taken care of.
  • Disinherited
    - For any given reason, the characters relations have disinherited him. He is forced to rely on yourself for means, housing, etc. Relatives may see him, but will probably treat him badly.
  • Enemy
    - The character has an enemy that will work to frustrate or destroy him.
  • Evil Double
    - The character has an evil twin (or someone that just looks remarkably like the character) that is often mistaken for the character. The bad things the evil double does are often attributed to the character.
  • Exalted Double
    - Like the evil twin, but in reverse. Everyone expects the character to live up to the exalted twins actions and reputation. “Why can’t he just be like his brother?”
  • Feud
    - The character personally, the character’s family, or some other organization has a feud with the character, which will color interactions between the character, his own organization, and the opposing organization.
  • Hunted
    - Someone, something, or another organization is hunting the character.
  • Illiterate
    - Characters are usually considered literate in their native or primary languages. But characters with this complication start the game unable to read any languages.
  • Irksome Neighbors
    - Characters with this complication have neighbors that are consistently interfering in their lives one way or another.
  • Interfering Relatives
    - Characters with this complication have relatives that are consistently interfering in their lives one way or another.
  • Late Starter
    - Characters with this complication have started adventuring activities late in life and are viewed as odd by others of their age group.
  • Legal Affairs
    - Character is beset by lawyers due to legal problems. It could be civil suits. Notices to testify, or numerous other legal problems.
  • Lower Class
    - This character obviously belongs to a lower class, and will be looked down upon by other classes of society.
  • Misunderstood Finances
    - This character may have plenty of money, but his finances are misunderstood so it can take quite a bit of trouble to get at that money or resolve tasks pertaining to their money.
  • Organizational Code
    - The character belongs to an organization with a very strict code. If they violate the code they will face repercussions from the organization.
  • Out of Town (Foreigner)
    - The character is seen as an extreme foreigner in their primary place of residence and will be treated as such.
  • Public Figure
    - Character is a public figure and all actions will be scrutinized as a public figure.
  • Rebel
    - Character is a rebel fighting against the establishment, but this puts them at odds with many in power. The more extreme of rebel they are the more at odds.
  • Responsibilities
    - The character has social or economic responsibilities they must devote some of their time to that also may pop up at inopportune times.
  • Spy
    - The character works as a spy, and if caught will face consequences. They may also face demands from the people they are spying for.
  • Trouble with the Law
    - The character has trouble with the law. They may not be criminals, but the law always seems to be bothering them. They are wanted for questioning, stopped for searches, etc.
  • Watched
    - Some group, person, or other entity is watching the character for reasons that may be obvious or may become apparent only as the game progresses.
  • Vow (Social)
    - The character has made a vow to a person or organization they are socially obligated to fulfill.



Physical Complications
  • Blind in one eye
    - The character is blind in one eye and has reduced depth perception, particularly close up. This may effect close combat effectiveness with certain weapons.
  • Clumsy
    - The Character is clumsy, dropping and tripping over things at inopportune times.
  • Distinctive Features
    - The Character has distinctive features that make them stand out in a crowd and hard to disguise. They do not blend in.
  • Glass Jaw
    - The character cannot take a punch, and will receive a damage penalty when facing non lethal weapons.
  • Hysterical
    - The character is hysterical and tends to faint in stressful situations or confronted with phobias.
  • Malodorous
    - The character smells really bad. This will impact social interactions.
  • Missing Limb (Specify hand, foot, etc)
    - The character has a missing limb which will incur penalties upon the character depending upon the circumstances. Note that if the character has a simple prosthesis this does not negate the missing limb, like a peg leg, or hook hand. But a fully functional prosthesis like a clockwork hand will negate the complication.
  • Weak Stomach
    - The character has a weak stomach and when exposed to gore, combat, or other stressful situations will be overcome by nausea and possibly vomiting and diarrhea.


Other:
A catch all category that either crosses categories or stands by itself.
  • Money: Usually characters are assumed to have enough money to pay for their basic life and everyday activities, but when a character does not have enough to get by it counts as a complication.
    - Poor: This character is struggling to get by on his current income. Starts out with 1/10th of normal starting cash.
    - Destitute: The character is destitute and starts the game with little more than the clothes on his or her back. The character is in debt. This counts as two complications.
  • Mystery
    - The player allows the GM to come up with a complication for the character that will only become apparent as the game progresses. It could be any or a combination of the above complications, or something truly unique.
  • Unlucky
    - The character is unlucky. There is no other way to explain it. Bad things just seem to happen to the character, and don’t even try gambling unless betting against the character.



Example: Jim chooses Eroth’s Complications
Given that Jim has already outlined a much of Eroth’s background it is easy for Jim to choose complications. Eroth comes for the Chiwak tribe and has a personal code (honor). He will not kill unless someone is trying to kill him or someone else, if he gives his word he will keep it at all costs, and he must honor the ancestors of the tribe. Eroth has also made a vow that he will not return to his tribe until he can bring back the secrets of firearms. Finally, as an apprentice and because he has a second family, he has responsibilities that will take time and must be fulfilled or he could lose his position.

Complications
Vow- Bring back secrets of firearms to the Chiwak tribe.
Responsibilities- Apprenticeship and Second Family.
Personal Code- Honor- will not kill unless attacked, keep word at all costs, honor the ancestors of the tribe.
Nifty
 GM, 8 posts
 Narrator
Sun 8 Feb 2015
at 02:19
6) Pick out some equipment
After all the character points have been spent it is time to pick out some reasonable starting equipment. The rule is if the character can reasonably use it and does not want a specialty item he can probably have it. Therefore, a character that has firearms (handguns) can start with a one shot pistol or rifle, but cannot start with auto gun. A second rule is a character cannot start with more equipment than he can easily carry. So a character cannot have 10 lbs of travel rations, 20 healing potions, 3000 bullets, and 100 lbs of flash powder. As long as the amount and items are reasonable they will be approved by the GM.

Example: Jim picks out some equipment for Eroth
The player Jim picks out some equipment for Eroth. He gives him a nice knife, a bow, 20 arrows, a set of tools that can be used for making bows and arrows, and some basic crafting tools. He also decides that Eroth has a travel kit in case he needs to leave town quickly or travel back to his tribe. His travel kit is usually kept on his barge it consists or dried ratios, a bedroll, a travel pack, and some maps and compass.

Equipment:
- Knife
- Short Bow (20 arrows)
- Bowyer and Fletcher Tools
- Crafting Tools
- Travel Kit
Nifty
 GM, 9 posts
 Narrator
Sun 8 Feb 2015
at 02:21
7) Add comments and background as desired
After all the other details of a character is fleshed out, it is nice to add some background. A good background explains a character’s key skills and complications. This is not absolutely necessary, but it does give you bonus style points. Literally, I as the GM will give 1-2 points for a good background, possibly as points, but maybe in the form of a resource. Of course if the character has amnesia, they should probably just leave this blank. A player may also leave the background blank, or hold character points in reserve to develop the character as he or she plays.

Example: Jim adds a background for Eroth.
With his character completed Jim comes up with a backstory for Eroth.

Background:
Eroth grew up in the eastern lands or North Arcanan among the Chiwak tribe. When he turned 16 he went on a vision quest that took him all the way to central arcana. After returning a year later he settled down with his tribe and took up the life of a hunter and bow maker. This state continued until the tribe was attacked by the Wertak tribe. The Chiwak tribe had a long history of conflict with the Wertak tribe, but were always able to hold their own in previous conflicts, but this time the Wertak had many firearms. The Chiwak tribe was slaughtered. Only a small group was able to escape into the far eastern areas that are regulated by the USA. After seeing the remainder of the tribe safe, Eroth left the tribe vowing to not return until he learned the secrets of firearms. He traveled to Malthot to seek an apprenticeship. He had a hard time at first and stayed in the Native area until he learned some North Arcanan. Seeking a way to earn some money, he started teaching archery, which is how he met the Qui’din family. He became friends with their son Sefi, and has slowly been adopted by the whole Qui’din family. Through the contacts of the Qui’din family he was able to secure a position as an apprentice to Johan Sharper, a Muostone craftsman and gunsmith.
Nifty
 GM, 10 posts
 Narrator
Sun 8 Feb 2015
at 02:31
8) Get GM approval for character
8) Get GM approval for character
The final step is to get GM approval for the character. The GM may suggest changes or disallow some things, but main job will be to ensure it is within the point guidelines, 20 ability points, 120 character points, and up to 24 points of complications. Once the character is approved you will begin playing.

Example: Jim submits Eroth
Jim submits the following completed character to the GM, which the GM looks over for accuracy and approves.

Eroth The Chiwak Warrior

Atr	Level	Cost
Str	2	3
Agl	3	6
Con	2	3
Will	2	3
Wits	0	0
Met	1	1
Pres	0	0
Emp	0	0
Res	1	1
Spd	2	0
Total Cost	20

Skills				        Value		Cost
Apprehension (Empathy)		        4		9
Athletics (Agility)			3		5
Awe (Presence)				1		0
Concentration (Will)			1		0
Might (Strength)			1		0
Perception (Wits)			3		5
Resolve (Mettle)			3		5
Conversation 				1 		0
Area knowledge (NE Arcana)		2		0
Language(Native East Arcanan)		5		0
Cultural knowledge (Chiwak) 		3		0
First Aid 				1		0
Unarmed Combat 			        2		2
Dodge					3		5
Trading					1		0
Archery (Short bow, Longbow)		3		11			
Blades (Knives)				2		5
Crafting (Basic)			1		6
Weaponsmith (Bows)			3		8
Navigation (Land)			2		5
Tracking				2		5
Survival (Forest)			2		5
Linguist 				N/A		3
- Language (New Arcanan)		3		5
- Language (Central Native Arcanan)	2		3
- Language Arabaskan			2		3
- Language Mandarin			2		3
Intimidate				1		3
Total Cost 	                                        96

Talents		        Cost
Combat Intuition	5
Total Cost		5

Resources		Cost
Second Family 		3
Barge			2
Lab (Crafting, Firearms)5
Total Cost		10

Character Points Spent 111
Character Points Remaining 33

Complications
Vow- Bring back secrets of firearms to the Chiwak tribe.
Responsibilities- Apprenticeship and Second Family.
Personal Code- Honor- will not kill unless attacked, keep word at all costs, and honor the ancestors of the tribe.

Equipment:
- Knife
- Short Bow (20 arrows)
- Bowyer and Fletcher Tools
- Crafting Tools
- Travel Kit

Background:
Eroth grew up in the eastern lands or North Arcanan among the Chiwak tribe. When he turned 16 he went on a vision quest that took him all the way to central arcana. After returning a year later he settled down with his tribe and took up the life of a hunter and bow maker. This state continued until the tribe was attacked by the Wertak tribe. The Chiwak tribe had a long history of conflict with the Wertak tribe, but were always able to hold their own in previous conflicts, but this time the Wertak had many firearms. The Chiwak tribe was slaughtered. Only a small group was able to escape into the far eastern areas that are regulated by the USA. After seeing the remainder of the tribe safe, Eroth left the tribe vowing to not return until he learned the secrets of firearms. He traveled to Malthot. He had a hard time at first and stayed in the Native area until he learned some North Arcanan. Seeking a way to earn some money, he started teaching archery, which is how he met the Qui’din family. He became friends with their son Sefi, and has slowly been adopted by the whole Qui’din family. Through the contacts of the Qui’din family he was able to secure a position as an apprentice to Johan Sharper, a Muostone craftsman and gunsmith.

This message was last edited by the GM at 20:07, Sun 04 Dec 2016.

Nereida Spiros
 player, 9 posts
Tue 6 Dec 2016
at 13:22
8) Get GM approval for character

This message was deleted by the player at 13:29, Tue 06 Dec 2016.