STEP THREE: Beginning Traits
Attributes: Assign 3 points
- Strength: A character’s raw might. Used for attempts to push, heave, lift, carry or break things. Also used to damage others.
- Resilience: A character’s ruggedness, endurance and dedication as well as their ability to recover and grit through pain.
- Intelligence A measure of a character’s ability to grasp complex cerebral activities. It represents learning and memory as well as ability to perform analytical tasks.
- Perception A characters awareness of reality and the world around them. Their ability to notice changes and details.
- Manipulation The cunning and influence a character may enact on others. Their ability to convince others to view things their way.
- Charisma The magnetism of a Character’s personality. How interesting and compelling they are to know.
Combat: Assign 2 points
Combat skills are measures of a character’s fighting ability. In game terms, any character may pick up any weapon at any time, but in order to access a Weapons Base rating, they need to have ranks in that weapon’s corresponding Combat skill. So, a stable hand may pick up a steel sword, with a Weapon Base of 3 and a Material Rating of 5, but they will only deal 5 of that damage until they gain a rank in Edged Weapons. If they gain Rank 2 in Edged Weapons, they would be able to deal 7 of that damage and when they finally gain Rank 3, they will deal the full 8.
Flaw: Specialized Upbringing
This Character was brought up with no useful combat training and therefor starts with no Combat skills. Instead, these 2 points are put into skills of player’s choice instead.
- Edged Weapons A measure of a character’s skill with weapons that have a sharp edge such as swords, knives, axes and spears.
- Blunt Weapons A measure of a character’s skill with hard bludgeoning weapons such as Quarter Staves, bats and war hammers.
- Shields A measure of a character’s skill using a shield, either defensively or offensively.
- Archery A measure of a character’s skill with a bow and arrow, or crossbow.
- Thrown A measure of a character’s skill with weapons powered by a throw, such as Spell balls, rocks, slings and bolos.
- Firearms A measure of a character’s skill with weapons that launch a projectile by rapidly expanding high-pressure gas.
Weapon Proficiency
Once a character has a Combat Rating equal to the base of their Weapon, they may take a Weapon Proficiency in that weapon (Bought at 6 x current Rank in that Proficiency) and marking down that weapon on their sheet. Proficiency Rank is then added to the weapon’s Damage, but if they pick up a weapon that they do not have a proficiency in, then they may only use up to its max base rating. They may continue buying ranks in that weapon’s proficiency as long as they want and may buy proficiencies in more than one weapon and in more than one combat skill. In other words, this adds to the damage a character can do with their weapon of choice. A Character may also take Proficiency in Shield to add to their Protection Points, instead of Damage Points.
Example: Character with picks up a Steel (5,) Short Sword (3)
Skills: Assign 3 points
- Arcane The character’s ability to detect and recognize things that are not of the physical world, as well as the understanding of how supernatural things work, from spells to creatures.
- Craft The ability to create objects from components. Leatherworking, metal crafting, cooking, and carpentry to name a few.
-Empathy A character’s ability to understand how another feels, where they come from and how they think.
-Expression a character’s ability to get their point across through language, verbal, nonverbal and written.
- Healing Characters with this skill have studied the mortal body and how to cure its ills. Perhaps through herbs or pharmacology. They have an understanding of mortal health and biology.
- Language It is assumed that all characters can speak their birth language, but to be more knowledgeable about languages, a character needs to buy ranks in this Skill. Each level represents that level x2 Languages that the character may know. The Player should note which languages they know. Humans, Skin Changers, Vampires and Some Leviathans speak Common as their birth language, unless the player wishes otherwise. Other Species must take 1 Rank in Language to speak Common. Crossbreeds are on case by case basis.
- Law This is a measure of a character’s knowledge of local and general laws, the law making process, law history and study. While those that work within the law have this skill, those that break the law often have a good grasp of the Law as well.
- Leadership The ability to get other sentient creature to follow or obey, by authority or example.
- Repair A character’s ability to see how the pieces once went together, or even what is missing and make it work again. Of course, the proper tools are needed.
- Science Characters with this skill have some knowledge in some form of the study of the natural world.
Geology, astronomy, biology, botany, physics, chemistry, and engineering are all included.
- Stealth Sneaky Sneaky. A character’s ability to go unnoticed when they choose.
- Survival This is a measure of a character’s ability to survive on their own. From building shelter, to hunting to foraging for wild foods. Characters with this skill may use it once per day to acquire wild edible food, one meal’s worth for every rank in this skill. It requires the player to declare their actions to a Storyteller and spend at least 30 mins of downtime to accomplish.
- Lore This skill relates to how much information about the Discarded World that the Character has picked up. From what Kingdoms have fought over and when to what areas certain creatures frequent.
Pools: Assign 5 points + 1 free Core
Core
Core is a measure of the Character’s soul, spirit and mind. It is the thing that makes them who they are and it is also a last reservoir of their life. It appears as a clear crystal with red streaks inside. It is paid in Toll when completing the Death Quest to return to the living. It can also be stolen, and it is the goal of the Nameless to steal it from other beings. All characters begin with one (1) free Core Point, may be increased with Pool Points and Floating Points as well as bought with experience.
Determination
This is a measure of all Sentient Creatures’ mental strength. It is used to resist some mental effects and to push on when things are dire. It can be expended to assure success in some cases. The Storyteller has the final say on most uses.
Ardor
Is a measure of mystic power that a mystic has access to. In order to perform spells, a mystic must have at least one point of Ardor. It is also required to spend a point of Ardor for each spell cast without a Foci, but empty-handed magic is dangerous and unpredictable. Ardor is regained by creatures that produce it naturally at a rate of 1 point per full night of sleep, but only if they are not injured. Creatures that do not naturally produce Ardor may gain it in places that are attuned to the Elements or in a Wellspring at a Mystic Glen. The Character may check Determination to see how much Ardor is recovered every half hour. Extra Ardor can be shared, it can also be crystalized by checking Determination to see how much can be stored. Please see Magic Use for more information.
Rage
A Skin Changer’s refills with the cycles of the Moon or Sun, depending on the species, but generally about a month-long cycle, so it will be filled every event. The Player and Storyteller will sit down to determine the details. A Rage is spent to change into their Battle form. They can also use Rage to heal their damage at 1 for 1 at any time.
Claret
About one pint of blood, one damage, is one Claret. A Claret can be exchanged to heal their damage at 1 for 1 at any time. This is important as Spells to Heal the living do not work on the Undead. It can also be used to heal others by bleeding on the wound, again 1 for 1.
Faith
Many say, “If there are gods in the Discarded World, they aren’t showing themselves.” But that doesn’t stop people from making shrines and praying to their gods. And this trait is in direct contradiction to that idea. Those who are devout to a god, or group of gods may be rewarded with a Faith Pool. Faith can cause damage (equal to the faith rating) to undead creatures who touch the player or try to bite them. It can also be used to heal the player for the faith pool rating Once per event. The player must sit with a Storyteller and define the character’s faith, it’s tenants, beliefs, moral code and such. If a Storyteller ever feels that a character is acting against their faith, they should remind the player as unobtrusively as possible. If a character continues to behave against their faith, they may lose a Faith Rating.
Devotion A devout character must create a shrine of some sort to their god or gods. They must carry or wear some form of religious symbol, or wear clothes that mark them of that faith. They must engage in daily prayer, offerings or rituals of some sort. But most importantly they must behave in such as would be considered appropriate by their god. The higher their faith rating, the more religious practice and behavior governs the character.
Bless Character may bless any inanimate object. The Player may bless one item per event. The player should place a 6"-8" piece of white duct-tape on the item and write "Blessed" and the rating on the tape. Blessed items may have special effects on some creatures. Characters using blessed weapons may call "Blessed" when they attack with a Blessed weapon in case it has an effect. If the item is damaged, the Blessing is lifted.
Invocations
A Character with Faith may create and purchase Invocations with their Game Master’s Assistance. These are purchased at 8 Experience points per level just as with spells. Each Invocation must have at least a Language component- verbal, signed or written and the true Faith of the Devout. Invocations may only be cast the number of times equal to the character’s Faith Pool per day.
Advantages: Assign 3 points
Advantages represent things that a character has access to but doesn’t necessarily carry with them. As such most of them are limited by location. A character cannot access their Home in a strange land. Nor their Wealth in the Wild. The Storyteller will determine if it is plausible to use an Advantage at any given time, but generally common sense will be used. Each Advantage may be drawn upon once per game session per rank of that Advantage to solve a problem during the game.
Equipment
In addition to Equipment purchased with Coin at character creation and gained in play, the character may use this Advantage once per session per rank to happen to have a useful piece of equipment of ranks equal to their rank in this Advantage or about 10 yon per rank. It requires the character to currently be carrying a bag large enough to hold said equipment and a logical reason that they might have it with them. For example, a scholar would likely have a quill and parchment, ink and candles but would be unlikely to have a bear trap. The item is not added to their inventory, and therefor lost unless purchased or the Equipment Advantage is used again. Equipment cannot be magical.
During Character creation, the character also gains a piece of purchased Equipment equal to ranks in this Advantage or 10 yon or may add those ranks to an item they are purchasing with their coin.
Artifact
Represents an object that is magical in nature. The player and Storyteller must sit down to design the power of the Artifact and its limitations. The player may also add Ranks in Equipment or Coin to the artifact for the physical object. Artifact is generally one use per day per rank of Artifact. The character may use this Advantage once per session per rank to happen to have ritual or potion components of ranks equal to their rank in this Advantage or about 10 yon per rank. It requires the character to currently be carrying a bag large enough to hold said components and a logical reason that they might have it with them.
Wealth
COIN, COIN! In addition to character creation coin base coin of 20 yon, a character with this Advantage starts out with 10 yon per rank of this Advantage. They also have access to 10 yon per rank of this Advantage per session while in a friendly town (not enemy territory or off in the wild. Somewhere they could logically access a bank.) This amount does not accumulate on its own and cannot simply be “withdrawn” and added to their treasury. It can only be called upon to be used at that exact time.
Holdings
A character with this Advantage owns a building or has access to a building, such as a rented space or a family home, even if they do not own it. The character must specify where their Holding is and if it is their main residence. You may specify as many holdings as you have ranks in. The rank of your Holding determines the quality of the structure.
If Storyteller allows, you may leave the location of your Holding unspecified until it is needed, however be aware that the Storyteller will then also be the judge of if your Holding makes sense in the moment.
Workshop
A character with this Advantage owns a building or has access to a building, that they may be able to comfortably rest there, but more importantly it is stocked with some tools of their trade. A Blacksmith’s workshop would have iron ingots, billows, anvil, and hammer, while a Florist’s Workshop would have vases, flowers, twine and cutters. Once per session per rank in Workshop, the player may access their workshop to add their ranks in Workshop to a Craft Skill check or access a piece of appropriate equipment equal to ranks in Workshop.
Store
A character with this Advantage owns a building or has access to a building, that they may be able to rest in, but more importantly it is stocked with goods to trade. It could be a specialized store carrying only one type of good, such as clothes or lots of goods, like a General Store. Once per session per rank in Store, the player may access their store to “withdraw” their ranks in Wealth or access a piece of appropriate equipment equal to ranks in Store.
Physical Prop Stores:
Type A) In Game: In the case of a player bringing physical items that they will sell in game for in game currency, these items will not be restricted to the Store Advantage. Instead they will cost one quarter what they were sold for as the expense for having acquired the items. This money goes back into the bank as it is just to balance the system while still encouraging this great role play and immersion activity! These items are not magical unless another skill is spent in it which will be noted on Out of Game tags.
Type B) Real World: In the case of a player bringing physical items that they will sell in game for REAL WORLD currency, these items will not be restricted to the Store Advantage either. These stores and their wares must be approved by staff, and must purchase a Market license for $10 per event or $40 per season. This money goes back to the game.
(The Game Run store may also be selling physical props, snacks and items for camping, pieces for character kits, such as costumes, accessories, weapons and boffer repair supplies. These cost Real World Currency or Grads and this money goes back into the game.)
Guild
A Guild is a group of individuals with similar talents that have banded together under a set of codes and rules. As such, the community at large trusts each guild to provide consistent results and behave a certain way. In return the individual gets access to teachers in their profession, a source of steady jobs and prestige as well as camaraderie and agreed upon expectations from clients. Once per session per rank of this Advantage, a character may access their guild for information, a teacher or jobs in their profession. OR this can reduce the amount of exp needed to purchase an Attributes, Combat, or Skills that is related to that guild by 1 exp per Rank in this Advantage Once per season. A Black Smith Guild would not reduce a Law Skill purchase. Magic Academies, various crafting guilds and Discarded World Guardians all count as Guilds.
Companion
A person or animal that often or usually attends a character. They may be a servant, an apprentice, a retainer, useful animal such has a pack horse or hawk, or star struck follower! The nature of the relationship is determined by the player and storyteller at their creation. A Companion may even be an artificial being, such as a golem. A Companion can do many useful things such as serve as a look out, collect food, provide a distraction, gather information, research a subject or stand guard. Ranks in Companion translate to how useful and or how many Companions attend you. Two ranks could represent two rank one companions, or one rank two companion. Storyteller will create a Character sheet for the Companion. Once per session per rank the player can call upon their companion to complete a task that they would responsibly be able to accomplish.
If a Companion is mistreated or neglected a Storyteller may rule that there is a loss in Companion rank or total loss of the Companion as the Companion becomes unwilling or unable to assist. So, it is wise to treat companions with compassion and care. Companions can die or be destroyed if they are subjected to combat, so beware.
Connections
Connections are individuals with which the character has a history, who do not travel with them, but are at least someone friendly or on good terms who may be able to provide the character assistance. They are likely in a profession that is useful in some way, such as a blacksmith, or healer. They will usually need some sort of compensation but are almost guaranteed to be able to help in some way in their profession. Once per session per Rank in Connection a player may attempt to contact one of their Connections for assistance. Depending on the relationship, the contact may want payment, or just be happy to help.
If a Connection is mistreated or neglected a Storyteller may rule that there is a loss in Connection rank or total loss of the Connection as the contact becomes unwilling or unable to assist. Contacts can die or be destroyed if they are subjected to combat, so beware. They are generally not going to be willing to leave their normal lives, nor risk life, limb or their way of life for the character.
Title
A Character with this Advantage has been officially recognized in some way. They may be a noble, a ranked soldier or a certified Doctor. Whatever the case may be, people are aware that you are official. Each rank in this Advantage gives an extra 10 yon at character creation, but it must be spent on something that makes sense for the character’s title. For example, a Solider may purchase armaments, a Doctor medical supplies. Once per session per rank in this Advantage a character with Title can invoke this Advantage to “pull rank.” This may be to get into an area that the characters are barred from, to get information, to command someone or even to provide aid. This Advantage may also be used to pull 10 yon per rank once per session of coin or equipment for things related to the character’s title. A noble may pull a bribe or finery, an architect may pull blueprints, permits and tools.
Library
This Advantage represents a collection of books, scrolls, tablets and other sources of knowledge either mundane or arcane that a character may have access too. The player must specify if their library is mundane or arcane and a separate library must be purchased for the other. Once per session per rank in this Advantage the player may access their library to find some bit of information that may help in their current endeavors. Information is determined by the Storyteller. OR this can reduce the amount of exp needed to purchase spells (Arcane) or an Attributes, Combat, or Skills (Mundane) that could be found in your library by 1 exp per Rank in this Advantage Once per season.
Garden
A character with this Advantage owns or tends a plot of land with cultivated plants. They may share responsibilities with another character, such as assisting with the Hospital or Mystic Garden for a share of the harvest. The player must specify what kind of plants are grown. For example, they may be food producing plants, medical or mystical herb producing or floral or a combination of. Once per session per rank in Garden the character may harvest 5 plants. Such as 5 herbs or vegetables.
Bushcraft
A character with this Advantage knows the ways of the wilds. Once per session per rank in this advantage the character may use this advantage to collect a resource that would be found in the wild. It is ultimately up to the storyteller as to what can be collected, but wild game, wild edible plants or mushrooms, stones, wood and such should be able to be collected with this advantage as long as the area should support the resource, such as it may be impossible to find wood in a grassland or dessert. The amount may vary but should be about 5 items per rank in Bushcraft.
Survival Skill check
Skill checks may be used at any time during a game to determine if a character successfully completes a task that is survival related, such as determining if something is poisonous or edible, but does not by itself produce a resource to be used. It could also be used in combination with Bushcraft to produce resources, or more resources. Such as a Survival skill check for tracking game animals combined with a Bushcraft Advantage may be able to collect resources in a difficult area, or more resources in a benign area.
Vehicle
A character with this Advantage owns a Vehicle or has access to a
vehicle, that is capable of carrying the character. For each rank in
this advantage, choose 3 traits. Once per session per rank in Vehicle,
the vehicle may be used to the max of its given traits.
Example: Terrain Road+ Aquatic, Passengers x2 for a total 5