Introduction & Character Creation.   Posted by Codex.Group: 0
Codex
 GM, 1 post
Tue 2 Oct 2018
at 14:18
Introduction & Character Creation
ALTAMIRA

At the northernmost part of old Castille, a noble and storied city rests on the side of a beautiful lake. For a century, she has been the center of trade between three nations, a picturesque edifice of prosperity and Castillian gentility.

The long war in Eisen spread a chill shadow over the once-warm city; a looming fear of both bloodshed, and the fell horrors that white-faced travelers spoke of in hushed whispers.

When the banners of Montaigne flew outside the walls, and Sidonie du Carré marched through the unprepared city, many of those fears came to pass.

Now fair Altamira is a city cast in chains. The Grande and his family are hidden away in a secret prison, kept alive as a hostage no Castillian army dares challenge. The cruel du Carré wields her soldiers like a scalpel, silencing dissent and driving the Church into hiding.

Billows of war surround the city like the hot, unwelcome winds of late summer. Even the lowest peasant can see what is coming, and trembles for it.

Yet it is the unseen threads wrapping around the land which may prove to be the greatest danger. To the West, the ancient forest of Lock-Horn stirs restlessly. To the East, sinister clouds follow grim tidings of a land overrun by things that can no longer be called human.

And beneath... beneath sweet Altamira....

Some things are best left forgotten.

To this place of intrigue and danger, swordplay and horror, you are most cordially invited. Welcome, to Altamira.

This message was last edited by the GM at 16:51, Tue 02 Oct 2018.

Codex
 GM, 3 posts
Wed 3 Oct 2018
at 01:53
Introduction & Character Creation
Step 0 - Twenty Questions

To better understand your Hero’s personality, take a moment to look through and answer the questions below. By the time you are finished, you should have a much clearer idea of the Hero you want to play.


1. What country is your Hero from?
    This question gives you a foundation upon which to build. When you understand your Hero’s
    culture, you will begin to understand your Hero. Imagine how his environment helped shape his
    personality. Your homeland stays with you no matter where you go.


2. How would you physically describe your Hero?
    Start at the top of his head and work your way down to his feet. Focus on the things that
     reflect his personality and the way he is treated by others. Which is more interesting – the fact that
     your Hero is blonde, or that he wears his hair in a single braid and scents it with contraband
     Crescent lotions?

     Build and height are also important in determining how others see your Hero. The average height in
     modern Théah is about 5'6, although certain nationalities are a bit taller or shorter.


3. Does your Hero have recurring mannerisms?
     An accent, a nervous habit, or a peculiar expression of speech can serve as shortcuts to
     developing a personality. Too many can turn a character into a clown, so pick one or two and run with
     them.



4. What is your Hero’s main motivation?
     What keeps your Hero going when his ship has been sunk and he’s marooned on an island? Is it
     greed, love, or revenge? Perhaps the Hero dreams of freeing his homeland from foreign occupation or
     hopes to find a younger sister who was carried off by pirates.



5. What is your Hero’s greatest strength? Greatest weakness?
     Is your Hero really good at one particular thing? Maybe he’s a master navigator and can
     guide a ship through the blackest night with only his wits to work from. On the other hand, does your
     Hero have something he’s terrible at? Maybe animals don’t like him, or he’s nervous around ladies and
     blurts out less than intelligent comments.



6. What are your Hero’s most and least favorite things?
     The secret of the soup is in the details. Does your Hero hate eggs? Perhaps the glistening
     sickly yellow of the yolk disgusts him. Maybe he has a favorite breakfast that he eats every morning,
     such as a cup of tea and a slice of toast spread with apple butter. Maybe it’s not a food that your
     Hero loves or hates but a particular sight or smell? Some people find great solace in the sight of the
     stars above them, while others aren’t happy unless they can smell the salt spray of the sea. This is a
     grand opportunity to add a touch of poetry to your Hero’s soul.



7. What about your Hero’s psychology?
     Is it hard for him to restrain his anger or hatred? Does his passion always get the better
     of him? Maybe he thrives on the rush of adrenaline that battle brings with it and disturbs his
     comrades with his laughter during a fight. Does a particular song bring him to his feet stomping and
     clapping? What song or play brings tears to his eyes?



8. What is your Hero’s single greatest fear?
    It is a rare person that fears nothing at all. Even the greatest warriors may have a fear of
     heights or dread growing old. If your Hero is terrified of dying of old age and hears a rumor about a
     fountain that brings eternal youth, might he not search the world for it, even if the rumor came from
     an unreliable source? Sometimes a man’s fears propel him to his greatest achievements.

     Of course, many people fear simpler, more physical things than old age. Some have a dread of snakes or
     spiders, others have a horror of worms and slimy things, and a number of people experience panic
     attacks in dark, narrow places.



9. What are your Hero’s highest ambitions? His greatest love?
     When your Hero dies, what does he want people to say about him? Does he want to be
     remembered forever for his poetry? Maybe he hopes that tales of his battle exploits will outlive him.
     Maybe he just wants a small house and a loving wife, but ridiculous fortune keeps obligating him to go
     on one adventure after another. Perhaps he dreams of glory and a kingdom of his own, or a country
     reunited by his hands.

     If he could live forever, what would he want to spend eternity doing? Sailing? Wooing beautiful women?
     Cataloging the artifacts left behind by the Syrneth? Whatever his greatest love is, your Hero will
     take every opportunity to indulge in it.



10. What is your Hero’s opinion of his country?
     Is your Hero a die-hard patriot, blind to the flaws of his countrymen, or is he a man
     without a country, having grown tired of his homeland’s foolishness long ago? Most people are
     somewhere in between, neither hating their country nor believing it can do no wrong.



11. Does your Hero have any prejudices?
     Is there a group of people that your Hero immediately turns up his nose at? Perhaps he can’t
     stand the smell of “those filthy peasants”, or maybe a Vodacce Fate Witch killed his brother. There
     may be no reason for the Hero to hate this group, but he believes there’s one. Traumatic childhood
     incidents can lead to a lifetime of hatred and prejudice that the Hero may never get over.

For the sake of party unity, it’s a good idea to hate a group that you know none of the other players want as characters.



12. Where do your Hero’s loyalties lie?
     Does your Hero loyally serve a certain noble? Maybe his loyalties lie with his family or his
     spouse. Perhaps his first concern is looking out for himself, or maybe he serves a greater cause.



13. Is your Hero in love? Is he married or betrothed?
     Is there someone who makes your Hero’s heart beat faster? Perhaps he is already married to
     the love of his life. If so, do they have any children? How old are the children? Maybe he’s just
     betrothed to be married sometime soon, and the happy (or unhappy) event has yet to take place.



14. What about your Hero’s family?
     Decide on a family name. Then talk about your Hero’s early childhood. List events that would
     have occurred before your Hero would even be able to remember them. Some of these events may be
     influencing your Hero’s life without him knowing it. Also, consider the family’s social standing. A
     Hero from a rich family will certainly have a different outlook than a Hero from a poorer family.



15. How would your Hero’s parents describe him?
     This question reveals much about both your Hero and his relationship to his parents. Answer
     this one in the voice of your Hero’s mother, then go back and answer it again for your Hero’s father.
     You may come up with two very different answers.



16. Is your Hero a gentleman or gentlewoman?
     Being a gentleman or gentlewoman means that your Hero attempts to follow the code of
     chivalry. Your Hero’s word is his bond. Of course, there are those who see you as foolishly old-
     fashioned, but there’s always the possibility of having a moon-eyed damsel or handsome young poet fall
     in love with you.



17. How religious is your Hero? What sect of the Church does he follow?
     Religion is, for many people of Théah, their deepest passion. The Church of the Prophets has
     been the greatest power on the planet for over a thousand years, and for all the bureaucracy it has a
     number of redeeming qualities. It fosters learning and education, provides hospitals for the poor and
     needy, and is a great source of comfort for many people in their hour of need. True and honest men are
     often attracted to the Church for this reason, and they are more than willing to help it perform its
     good works.

     Of course, there are many who see the Church’s actions as evil. They look at the Inquisition and the
     Crusade as prime examples. They hate the things the Church stands for and would love to see it fall.
     Then there are those people in the middle, who either don’t worry about the Church since it doesn’t
     affect their daily lives or believe in a religion that is a variant of what the Church preaches (such
     as Objectionism or the Ussuran Orthodox Church). These men try to live out their lives with as little
     official contact with the Church as possible, either out of fear, or lack of interest.


18. Is your Hero a member of a guild, gentleman’s club, or secret society?
     Contacts are important, and they can be made through these organizations. They are a source
     of adventures and information. From a roleplaying perspective, many tangible benefits come from being
     a member of these organizations. Perhaps your gentleman’s club buys a communal copy of the latest
     archæology journals, or serves tea and biscuits every morning to members. The clubs your Hero joins
     also influence the type of people he meets. You find a very different crowd of people in the Rose and
     Cross than you do in Madame Josette’s Gentlewoman’s Society.



19. What does your Hero think of Sorcery?
     Not all people with Sorcery like it, and not all people without Sorcery hate it. It
     sometimes alienates people, and the Church preaches against it; some people will dislike you for no
     other reason if you possess it. On the other hand, some who lack Sorcery look at the power it brings
     its bearer and long desperately for magic of their own. They tend to purchase any runic items they can
     get their hands on, and sift through Syrneth ruins seeking mystic secrets lost to the world.



20. If you could, what advice would you give your Hero?
     Take a good, long look at the other questions before you answer this one. Speak to your Hero
     as if he were sitting right in front of you. What would you most want them to hear
?

This message was last edited by the GM at 23:16, Thu 04 Oct 2018.

Codex
 GM, 4 posts
Wed 3 Oct 2018
at 02:26
Introduction & Character Creation
Step One - Character Traits

Trait Description
Brawn A Hero’s strength and physical power.
Finesse A Hero’s coordination and agility.
Resolve A Hero’s willpower and endurance.
Wits How quickly a Hero thinks on his feet.
Panache A Hero’s charm and personal magnetism.

Traits are your Hero’s core strengths. Decide how you want to spend points on your Traits. Every Hero begins with his Traits at 2. You have 2 points to spend to increase your Traits.


Step Two - Nation Bonus

NATION BONUS
Avalon +1 Panache or +1 Resolve
Inismore +1 Panache or +1 Wits
The Highland Marches +1 Brawn or +1 Finesse
Castille +1 Finesse or +1 Wits
Eisen +1 Brawn or +1 Resolve
Montaigne +1 Finesse or +1 Panache
Sarmatia +1 Brawn or +1 Panache
Ussura +1 Resolve or +1 Wits
Vesten +1 Brawn or +1 Wits
Vodacce +1 Finesse or +1 Resolve

This message was last edited by the GM at 23:17, Thu 04 Oct 2018.

Codex
 GM, 6 posts
Thu 4 Oct 2018
at 22:46
Introduction & Character Creation
Step Three - Backgrounds

Choose two backgrounds for your character. Additional backgrounds may be
available from specific Nation books. Players are welcome to suggest
custom backgrounds, though the GM may choose not to accept them.


















This message was last edited by the GM at 23:15, Thu 04 Oct 2018.

Codex
 GM, 7 posts
Thu 4 Oct 2018
at 23:55
Introduction & Character Creation
Step Four - Skills

In addition to the skills you gain from your backgrounds, distribute an additional 10 points among any skills you want for your character. No skill may begin higher than 3 at character creation.
  • At 3 Ranks, you gain the ability to reroll any single die.
  • At 4 Ranks, you gain the ability to earn 2 Raises per set by creating
    sets of 15, rather than only 1 Raise per set for creating a set of 10.
  • At 5 Ranks, all dice that roll a 10 explode, allowing you to roll
    an additional die and add it to your total.

Most skills progress from 1 to 5, plain and simple. A handful of skills require specialization after the third rank. This represents the need to master a specific subset of the skill - for example, a master duelist might be Weaponry 3 (Rapier 5).

Specialized Skills
Skill NameExample Specialties
CraftingMechanics, Carpentry, Masonry, Tinkering
OccultLegends, Porte, Syrneth, the 7th Sea
PerformDancing, Singing, Poetry, Painting
ScholarshipMathematics, Architecture, History, Medicine
WeaponryRapier, Greatsword, Spear, Warhammer


SKILLS

AIM
Use Aim when you point a pistol at someone and pull the trigger. Use Aim when you throw a knife
across a crowded room with pinpoint accuracy, whether your target is a person or an object.

ATHLETICS
Use Athletics to swing across a room on a chandelier, jump from rooftop-to-rooftop, or otherwise
perform a dangerous physical stunt.

BRAWL
Use Brawl whenever you punch or kick someone in the face. Use Brawl when you grab someone and drag
him down an alleyway.

CONVINCE
Use Convince when you appeal to another character’s better nature. Use Convince when you assure
someone you’re being completely honest with her and she should trust you.

CRAFTING
Use Crafting when you want to whittle a figurine, fashion a necklace for your lover, construct
a barricade, repair a firearm, or engineer an elaborate Rube Goldberg device.

EMPATHY
Use Empathy when you want to tell if someone is being genuine. Use Empathy when you determine
someone’s general mental state—they’re afraid, they’re nervous, they’re angry.

HIDE
Use Hide when you sneak through a dark room without the guard on watch seeing you. Use Hide
when you keep a weapon or other item hidden, and avoid it being found if you are searched.
Use Hide to construct a disguise or camouflage a location.

INTIMIDATE
Use Intimidate when you make someone do what you want under threat of some action from you,
physical or otherwise.

NOTICE
Use Notice when you investigate a crime scene or search a Villain’s study for clues. Use
Notice when you want to pick out fine details at a glance.

OCCULT
Use Occult when you want to identify the purpose of an ancient device, understand the rules
that bind devils, know the weakness of a monster, and sift truth from legend.

PERFORM
Use Perform when you try to captivate an audience with your showmanship. Use Perform to
get across a particular message to your audience or to elicit a specific emotion from them.

POLITICS
Use Politics when you want to size up the motivations of an ambassador, read the underlying
currents in a negotiation, or understand the history of a feud.

RIDE
Use Ride when you engage in a high-speed carriage chase. Use Ride when you ride a horse
through the forest at a gallop.

SAILING
Use Sailing whenever you navigate your way through a ship’s rigging. Use Sailing when you
attempt to steer a ship during a pitched battle at sea, or through a dangerous channel.

SCHOLARSHIP
Use Scholarship when you wax ecstatic about a certain subject matter, either from personal
experience or academy trained teachings.

SURVIVAL
Use Survival when you want to scavenge for food, find potable water, track a man by his
boot prints, or find shelter before a snowstorm hits.

TEMPT
Use Tempt when you bribe someone to do something for you that she really shouldn’t agree to
do. Use Tempt when you convince someone to give you a little “alone time.”

THEFT
Use Theft when you swipe something from someone’s pocket without him noticing. Use Theft when
you pick a lock, crack a safe, or something similar.

WARFARE
Use Warfare whenever you need tactical expertise, such as when you’re breaching a castle’s
defense. Use Warfare when you lead an army in battle.

WEAPONRY
Use Weaponry when you attack something with a sword, axe, hammer, or knife in your hand.

This message was last edited by the GM at 00:31, Fri 05 Oct 2018.

Codex
 GM, 8 posts
Fri 5 Oct 2018
at 00:38
Introduction & Character Creation
Step Five - Advantages

Additional Advantages may be available for specific Nationalities or backgrounds.
Consult your GM for more information.
















This message was last edited by the GM at 00:41, Fri 05 Oct 2018.

Codex
 GM, 9 posts
Fri 5 Oct 2018
at 00:42
Introduction & Character Creation
Step Six - Arcana