You are upstart merchant princes or members of a major merchant house. For you, family and business is everything — and when family and friends get threatened by personal or political enemies, you turn to heroics to get your own back. This style of game deals with family politics and social pressure as much as external threats; you may have just slipped into a rival’s office to poison their wine, but is that going to make your mother proud of you?
There is a fantastic character generator located here:
http://monstar.co.nz/matt/sotsgen/
Example I built:
Name: Kryll of Klathia
Heroic, Stoic, Cunning, Kingly, Brutal
Drives: To rule with an iron fist; To restore the honor of one's bloodline; To defeat your enemies and make them allies
Allies and Enemies: Ally: Outlanders 1; Ally: Thieves' Guilds 1; Enemy: Sorcerous Cabals 1
Defenses - Health: Health Threshold 4, Armor 1, Health 12
Defenses - Morale: Morale Threshold 3, Grit 1, Morale 6
Investigative Abilities: Command 1, Intimidation 2, Liar's Tell 1, Nobility 1, Ridiculous Luck 1, Skulduggery 1, Know Monstrosities 1, Spot Frailty 2, Tactics of Death 1, Wilderness Mastery 1
General Abilities: Athletics 4, Bind Wounds 3, Burglary 5, Preparedness 3, Stealth 4, Sway 4, Warfare 7
Gear: A kingly crown carved from mamolith bone; A serrated steel broadsword; A cloak that blends in with both desert and city; A necklace of skulls belonging to dead kings; The eye of a sorcerer, still bloody and twitching
Manual steps for making a character (will need the book or PDF):
1. Choose a character Profession (p. 13).
a. Sentinel: likely trained in law and the subtleties of detecting crime, you’re adept at knowing how
crimes are committed... which may well make you an expert in committing them yourself.
b. Sorcerer: whether you’re possessed by a demon or you’re the heir to ancient Serpentine secrets,
you manipulate fell and forbidden magic.
c. Thief: you may be a lowly street thief or a charming con artist, but you’re skilled in taking what
other people possess — secrets, influence or wealth.
d. Warrior: you focus on dealing death through warfare, whether you’re a mercenary, an outlander
barbarian, or a suave duelist.
e. Mixture: mix and match Investigative Profession abilities to create your own combination.
2. Note a few Adjectives to describe your Hero and write down your Drives, which are your three favorite things in life (p. 17).
3. Assign 12 Investigative Build Points and choose Investigative Abilities (p. 19).
4. Decide your Allegiances (p. 288) – assign 2 Build Points to Allies (both to the same Ally, or one each to two Allies) and 1 Build Point to an enemy. Your Ally and Enemy can be the same faction!
5. Assign 30 General Build Points (p. 35) to your General abilities.
1. 6. Assign Health and Morale (p. 77), splitting 18 Build Points between the two, with a minimum of 3 in each.
7. Give yourself Health and Morale Thresholds of 3; if your Health or Morale is 10 or higher, that threshold will be a 4.
8. If you have any ranks of Corruption, decide whether your Sorcery targets your enemies’ Health or Morale. Pick one Sorcerous Sphere (the theme and appearance of your spells) for every rank of Corruption you possess. Remember that sorcery is reviled, persecuted, and outlawed in much of the world of Arth. See p. 103.
9. Write down 5 or more pieces of minor, iconic gear that help define who you are (p. 42).
10. Give yourself 1 point of Grit (p. 75). Grit helps reduce Morale damage.
11. You start with no Wealth (p. 125) and you’ll start with No Repute (see p. 128) for the first adventure.
12. Name yourself. There are various cultures in the world of Arth. Much of the names and cultures are fantastical appropriations from Arabia, Persia, Mesopotamia, Sumer, among others. Tyr has Babylonian influences. The world itself is very Dune inspire as well. But any name or culture will do.
Then you're ready to go!
This message was last edited by the GM at 20:25, Thu 02 Feb 2023.