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Character Generation & Levelling Cont.

4. Background

A Background describes what you did before you took on the life of an adventurer. What the Background for your CHaracter was, is entirely up to you, you can choose a premade Background or make your own. Every Background has the same basic layout.


Basic Background Layout

Background Name

This should be a career, profession, or study you had prior to being an adventurer. You gain a Skill Foci for all Skills that is this Background's name.

Character Trait: Gain +1 in a Trait you think best suits the Background and how it related to your Character.

Languages: Choose any 3 Languages to Learn. We reccomend one of these Languages be a shared common Language for the Party and the campaign.

Skills: Choose any 2 Skills you would have Learnt as part of your Background.

Item Training: Choose any 1 Tool and 2 Simple Weapons, as well as Daggers, you would have Learnt to use as part of your Background.

Whilst you may not have learnt how to specifically use a Weapon in your Background, there may have been a Weapon that still suits it such as a Handaxe for a lumberjack or a Sickle for a Farmer. But, you may have instead practised in the use of a certain Weapon, passed down through your family. Feel free to come up with whatever suits your Character the most.

You can potentially, with GG's agreement, choose instead a Martial Weapon or type of Armour/Shield, if it would better suit your Backstory. If this occurs it replaces one of the 3 listed Item Training options above.

Feat: You gain any Feat, this one can be less tied to your Backstory, choosing something you feel best suits the Character build you wish to have.



Premade Backgrounds

Acolyte

Character Trait: +1 Any Trait (Suggested Traits: Intuition, or Determination)

Languages: Albian, Eternal, Cortic

Skills: Faiths & Medicine

Item Training: Dagger, Mace, Shortbow, and Alchemist's Supplies

Feat: Any



Artisan

Character Trait: +1 Any Trait (Suggested Traits: Agility, or Determination)

Languages: Albian, Cortic, Halatian

Skills: Perception & Performance

Item Training: Dagger, Quarterstaff, Sling, and Painter's Supplies

Feat: Any



Athlete

Character Trait: +1 Any Trait (Suggested Traits: Physique, or Agility)

Languages: Albian, Cortic, Toreli

Skills: Athletics & Performance

Item Training: Club, Dagger, Greatclub, and Playing Card Set

Feat: Any



Courtier

Character Trait: +1 Any Trait (Suggested Traits: Intuition, or Determination)

Languages: Albian, Halatian, Toreli

Skills: Deception & General Knowledge

Item Training: Crossbow, Light, Dagger, Shortsword, and Alchemist's Supplies

Feat: Any



Farmer

Character Trait: +1 Any Trait (Suggested Trait: Endurance)

Languages: Albian, Cortic, Toreli

Skills: Athletics & Nature

Item Training: Dagger, Scythe, Sickle, and Botanist's Tools

Feat: Any



Merchant

Character Trait: +1 Any Trait (Suggested Traits: Intuition, or Determination)

Languages: Albian, Halatian, Toreli

Skills: Diplomacy & Empathy

Item Training: Dagger, Mace, Shortbow, and Jeweller's Tools

Feat: Any



Messenger

Character Trait: +1 Any Trait (Suggested Traits: Agility, Endurance)

Languages: Albian, Cortic, Toreli

Skills: Animal Handling & Stamina

Item Training: Dagger, Gauntlet, Quarterstaff, and Flute

Feat: Any



Miner

Character Trait: +1 Any Trait (Suggested Trait: Physique)

Languages: Albian, Cortic, Grush

Skills: Athletics & Perception

Item Training: Dagger, Gauntlet, Light Hammer, and Miner's Tools

Feat: Any



Performer

Character Trait: +1 Any Trait (Suggested Traits: Agility, or Determination)

Languages: Albian, Halatian, Toreli

Skills: Acrobatics & Performance

Item Training: Dagger, Dart, Whip, and Lute

Feat: Any



Ranger

Character Trait: +1 Any Trait (Suggested Traits: Knowledge or Intuition)

Languages: Albian, Cortic, Toreli

Skills: Nature & Survival

Item Training: Dagger, Shortbow, Spear, and Harvester's Tools

Feat: Any



Ruffian

Character Trait: +1 Any Trait (Suggested Traits: Physique, Endurance, or Determination)

Languages: Albian, Cortic, Thieves' Cant

Skills: Intimidation & Skullduggery

Item Training: Dagger, Gauntlet, Greatclub, and Dice Set

Feat: Any



Thief

Character Trait: +1 Any Trait (Suggested Traits: Agility, Knowledge, or Determination)

Languages: Albian, Toreli, Thieves' Cant

Skills: Skullduggery & Stealth

Item Training: Dagger, Scythe, Sickle, and Thieves' Tools

Feat: Any



Sailor

Character Trait: +1 Any Trait (Suggested Traits: Phsyique, Agility, or Intuition)

Languages: Albian, Aquan, Halatian

Skills: Acrobatics & Survial

Item Training: Dagger, Shortbow, Spear, and Carpenter's Tools

Feat: Any



Scholar

Character Trait: +1 Any Trait (Suggested Trait: Knowledge)

Languages: Albian, Halatian, Runic

Skills: Cosmology, General Knowledge

Item Training: Club, Dagger, Quarterstaff, and Alchemist's Supplies

Feat: Any



Soldier

Character Trait: +1 Any Trait (Suggested Traits: Physique, Agility, or Endurance)

Languages: Albian, Halatian, Toreli

Skills: Athletics & Survial

Item Training: Dagger, Shortbow, Spear, and Dice Set

Feat: Any



National Backgrounds

It may be that certain settings have Backgrounds based around the nation you came from. If that happens you can choose to exchange any of the options from your regular Background with the national option, some National Backgrounds may also specify that parts of their details are taken in addition to those provided in the normal Background.

For example, a nation that is known for having peasants practise the Longbow may have the option to instead of picking another Weapon choose the Longbow. Check with your GG if the setting has any National Backgrounds.

Example National Background - Kingdom of Albion

You herald from or have found a home within the Kingdom of Albion.

Languages: You learn in addition to your Background’s Languages Albian.

Skills: You can replace any Skill learnt from your Background with either Animal Handling and/or Diplomacy.

Item Training: In addition to your current Background's Training, you can be Trained in either a Weapon from the Polearm or Bow Weapon Group, as well as Light Armour and Light Shields. You may replace one of these options with a Musical Instrument.

Equipment: In addition to your starting equipment your start with the following Items:

  • A Book about animal identification
  • A Musical Instrument
  • A set of Clothes, Common
  • A pouch containing 15 GP

Feat: In addition to the Background's Feat you gain the Kin of the Animal Kingdom Feat.

In addition, if you have the Spellcasting, Pact Magic, or Soul Magic Feature, the spells on the Albion Spells Table are added to the Spell List of your Spellcasting Class. (If you are a Character with multiple Spell Lists, these spells are added to all of them.)

Spell Circle Spells
1st Circle Cure Wounds, Heroism
2nd Circle Animal Messenger, Bestow Luck
3rd Circle Beacon of Hope, Conjure Animal Warden
4th Circle Conjure Woodland Beings, Death Ward
5th Circle Greater Restoration, Mirror Message

Consider customising how your spells look when you cast them. Your Esperean spells might rely on material components, or a spellcasting focus drawn from the rural environments of Esperia, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of animals or plants might form amid your spell effects.

Kin of the Animal Kingdom

Prerequisite: National Background - Kingdom of Albion

The people of Albion have innate gifts to allow them to commune with the animals around them. Due to this you may speak with animals as per the Converse with Animals spell, at will, this is not affected by effects such as Dispel Magic and Antimagic Field.


5. Relationships & Party Dynamics

While in Starting Concepts you will have made a Relationship Concept that describes a relationship tied to your Background. This section is for working on some more active relationships in play. The nature of this section depends on the number of Players in the Party.

1-Player Party

If you are playing a game with a single Player, you can the GG should come up with three minor "adventures", you may have experienced before the game began. Come up with some fun little stories and once you have worked out what happened in each one, come up with a small summary Concept for each "adventure", describing a single moment you will take froward with you on your future travels.


2-Player Party

If you are playing a game with two Players, you, your fellow Party member, and the GG should each come up with a minor “adventure” the Characters may have had before the game began.

Whoever is coming up with the core "adventure" idea is treated as the protagonist of that "adventure", with the other Character being someone who briefly crossed paths with the protagonist to help them resolve it. For the GGs story both Characters are the protagonist to deal with the situation.

Once you have discussed the situation, how it played out, and the role each Character took in its resolution. For each story you should come up with small summary Concepts to describe a moment of the "adventure" you will bring forward with you.


3+ Player Party

If you are playing a game with three or more Players, you and every other Party member will each come up with a minor “adventure” you may have had before the game began.

Whoever is coming up with the core "adventure" idea is treated as the protagonist of that "adventure", with two other Characters being someone who briefly crossed paths with the protagonist to help them resolve it. Be sure that every Character gets one "adventure" they are protagonist for, and two more "adventures" that they participate in.

For each "adventure", once you have discussed the situation, how it played out, and the role each Character took in its resolution, then each participating Character should come up with small summary Concepts to describe a moment of the "adventure" you will bring forward with you.


Party Dynamics

At this point every Character should have six Concepts, an Ancestry, and a Background. Knowing who each of your Characters are, you should as a group with the GG, discuss how you all formed a Party. It maybe you are not a Party at the first Session’s start, but a number of individuals whose circumstances bring them together. In this instance, discuss what brought each of your Characters to the location for the game’s beginning.

If, however you have chosen to start the game as a group, discuss if the group has a patron or patrons, are they part of a larger organisation, or are they a band brought together by circumstance.

Depending on what you pick, work out if your group has had many adventures or if they are just starting out, this is partly to help inform those roleplay moments during quieter points in the game.

Generally, be sure to discuss your Character's general aims and goals, during this time and consider it when determining how your Party is working. This is because it is a collaborative game, and your game will not get very far if your Character has no reason to want to travel or adventure with this Party.


6. Starting Equipment

Each Character generally begins with some common Items and some coins. During this step you can sell or buy Items for the prices listed in the Equipment Chapter of the Core Rules.

All Characters gain the following starting equipment:

You made additional cosmetic Items that could be tied to your minor adventures from the previous section or your Background. The GG may have some of these Items made to tie to specific Campaign Backstories.

You also gain an amount of starting coinage depending on your Background. Determine your Background’s lifestyle and then consult the table below.

Background Starting Coinage
Poor
Working
Modest
Comfortable
Wealthy
Aristocratic

Unusual Starting Items

It may be the theme or tone of your Campaign is something very specific, at which point as the GG you can choose to alter the starting equipment list. Increasing or decreasing starting coins. Maybe allowing some more expensive Items like Silvered Weapons or each Character getting a Grade 0 or 1 Magic Item.

Be sure to mention such changes to Players during Character Generation. Do be sure to be aware each Class comes with some additional Items granted for taking the first Level in the Class.


Level 0 Games

This section is where you would stop in Character Generation for Level 0 Characters, with the gaining of a Level 0 Class. This is intended as a point to help people learn the base mechanics. You may not have much in the way of abilities but that is the point. However, you can also go straight to Level 1 choosing a Class, at which point you proceed to the following stages.

It is possible to play an extended period with Level 0, in this case see the Game Guide’s Companion section on Level 0 Campaigns, and the sections on Genre and Theming.

Level 0 Classes

Upon reaching this stage choose a Level 0 Class. This should be a Class that matches the Class Tag of the Class you plan to take at Lvl 1, however, you may speak with your GG in order to choose a Lvl 0 CLass that is not one of your Lvl 1 Class' Class Tags.

Expert

As an Expert, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10

Hit Points: 10


Training

Armour: Light Armour, Light Shields

Weapons: Simple Weapons

Skills: Choose any two Skills

Unique Aspects

Class Tags: Expert

Limit Break Actions: Damage Actions (Single Target) & Summoning Actions

Expert’s Evasion

Lvl 0 Expert Feature

You know how to stay out of danger. You can perform the Disengage action for 1AP. The AP cost increase for multiple uses of the Movement action on a Turn, increases by 1AP rather than 2AP.

You also gain the Fleet Escape reaction.

Expert Class Reaction Card Fleet Escape RP Cost: 1RP Trigger: An entity you can see enters your AoC or an Attack Roll misses you Effect: You quickly move out of your opponent’s reach. You can move up to your Movement speed; this movement does not Trigger Opportunity Attacks.

Expert’s Guidance

Lvl 0 Expert Feature

You know how to apply your knowledge to guide your allies to success. You can perform the Aid action as an action for 1AP or as a reaction for 1RP, Targeting an entity within 6m (Near) of you that can see/hear you. When used as a reaction it has the Trigger “When an allied entity you can see within Range, who can see/hear you, fails a Trait Test”.



Fighter

As a Fighter, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10

Hit Points: 10


Training

Armour: Light Armour, Medium Armour, Shields

Weapons: Simple Weapons, Martial Weapons

Skills: -

Unique Aspects

Class Tags: Martial, Fighter

Limit Break Actions: Defence Actions & Summoning Actions

Fighter’s Mark

Lvl 0 Fighter Feature

You have greater control over the battlefield. You gain the Fighter’s Mark action.

Fighter Class Action Card Fighter’s Mark AP Cost: 1AP Target: An entity you can see within Range Range: 6m | Near Effect: The Target gains the Marked [Marking Character’s Name] condition, some Class Features and abilities have special effects against Targets that have this condition.

Fighter’s Role

Lvl 0 Fighter Feature

Your studies in martial skill have focused on a particular field. When you gain this Feature, choose either Controller, Leader, Striker, Support, or Tank. You gain the following benefit based on your choice:

  • Controller. Whenever you perform an action/reaction, involving a Weapon Attack or Unarmed Strike, that would bestow one or more Degrees of a condition, it bestows an additional Degree of the condition.

    If you Mark a Target, they have a Fighter Penalty equal to half you SB on Trait Tests they make to resist, avoid, or end the effects of your Features, actions, and reactions.

  • Leader. Whilst you are not Incapacitated, each allied entity that can see/hear you within SBm of you gains a Leadership Bonus equal to half your SB on the first Trait Test they make each Turn.

    If you Mark a Target, once per Turn, when you hit the Target with an Attack Roll, you can choose one allied entity within your AoC. They can make a Weapon Attack, Unarmed Strike, cast a Cantrip that requires an Attack Roll, or Manifest a Talent that requires an Attack Roll, for 1RP Targeting the Marked Target you hit.

  • Striker. You can add half your SB to the Damage Roll.

    If you Mark a Target, you can add half your SB to the Attack Roll.

  • Support. When you use the Aid action, you can expend up to half your SB unexpended Hit Dice to restore the Target’s HP by the total roll of the expended Hit Dice + the Target’s Endurance (minimum of 1).

    If you Mark a Target, once per Turn, when an effect would restore their HP, they can reroll any number of the dice rolled to determine the HP restored, using the rerolled results.

  • Tank. You increase your HP from the Fighter Class by your SB, the HP you gain for each Level in a Class from Lvl 1 onwards increases by half your SB.

    If you Mark a Target, so long as they can see you, they have Disadvantage on Attack Rolls against Targets other than you.



Mage

As a Mage, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10

Hit Points: 10


Training

Armour: -

Weapons: -

Skills: -

Unique Aspects

Class Tags: Spellcaster, Mage

Limit Break Actions: Damage Actions (AoE) & Summoning Actions

Mage’s Source

Lvl 0 Mage Feature

All mages draw their power from a source. When you gain this Feature, choose either Cosmic Magic, Eternal Magic, Primordial Magic, or Psionics. You gain the chosen Class Tag, if your Lvl 1 Class has the Mage Class Tag, then this Feature’s chosen Class Tag will be replaced by the appropriate Tag from that Class.


Mage’s Restoration

Lvl 0 Mage Feature

You gain the abilitiy to draw upon some of your source's power to replenish your own. You gain the Mage’s Restoration action,

Priest Class Action Card Mage’s Restoration AP Cost: 1AP Effect: You channel your magical source’s energies to replenish your own potential. You either: •Restore an expended Spell Slot whose Circle is equal to or less than your SB. •Replenish expended Soul Points equal to an SB Circle. •Replenish expended Psi Points equal to  your SB. •Replenish a use of a Feature that allows you to cast/manifest a spell/power whose Circle/Grade is no greater than your SB.

Once you have used this action, you may not do so again until you have completed a Short or Long Rest.


Magical Basics

Lvl 0 Mage Feature

Your studies have granted you the basic knowledge of spells. When you gain this Feature, you Learn two Cantrips/Talents and always have a 1st Circle spell/Grade power Prepared. These must be from the following Spell/Power List based on your chosen Class Tag from the Mage’s Source Feature:

  • Cosmic Magic. Two Cantrips and a 1st Circle spell from the Cosmic Spell List.
  • Eternal Magic. Two Cantrips and a 1st Circle spell from the Eternal Spell List.
  • Primordial Magic. Two Cantrips and a 1st Circle spell from the Primordial Spell List.
  • Psionics. Two Talents and a 1st Grade power from the Psionic Power List.

You can cast the Prepared spell/power once without expending a Spell Slot or Psi Points, once you have done so, you cannot do so again until you have completed a Long Rest.

For spells, Knowledge, Intuition, or Determination is your Spellcasting Trait (chosen upon gaining this Feature).

For powers, Physique, Agility, Endurance, Knowledge, Intuition, or Determination is your Manifesting Trait (chosen upon gaining this Feature).



Priest

As a Priest, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d10

Hit Points: 10


Training

Armour: -

Weapons: -

Skills: -

Unique Aspects

Class Tags: Spellcaster, Ritual Caster, Priest

Limit Break Actions: Healing Actions & Summoning Actions

Priest’s Source

Lvl 0 Priest Feature

All priests draw their power from a source. When you gain this Feature, choose either Cosmic Magic, Eternal Magic, or Primordial Magic. You gain the chosen Class Tag, if your Lvl 1 Class has the Priest Class Tag, then this Feature’s chosen Class Tag will be replaced by the appropriate Tag from that Class.


Priest’s Channel

Lvl 0 Priest Feature

You gain the abilitiy to channel some of your source's power. When you gain this Feature, you must choose either Knowledge, Intuition, or Determination as the Trait you use to determine the TG and effects for this action. You gain an action based on your chosen Class Tag from the Priest’s Source Feature:

  • Cosmic Magic. You gain the Channel the Cosmic action.
  • Eternal Magic. You gain the Channel the Eternal action.
  • Primordial Magic. You gain the Channel the Primordial action.
Priest Class Action Card Channel the Cosmic AP Cost: 2AP Effect: You channel cosmic power to assist your magic. You cast a spell you have Prepared, with the Ritual Spell Tag and a Casting Time less than 1 Hour. Priest Class Action Card Channel the Eternal AP Cost: 2AP Target: An entity you can see within Range Range: 6m | Near Effect: You channel Eternal magic to mend your allies wounds. The Target recovers HP equal to SBd8s + your chosen Trait. Priest Class Action Card Channel the Primordial AP Cost: 1AP Duration: 1 Round Effect: You channel your connection to nature to shield you from view. Until the end of your next Turn, you become Invisible, along with any equipment you are wearing or carrying, and are under the effects of the Converse With Animals, and Converse With Plants spells. This condition ends if you perform an action that deals damage, applies a condition, or you cast a spell or manifest a psionic power.

You can use this action a number of times up to your Skill Bonus, replenishing expended uses upon completing a Long Rest.


Rite Knowledge

Lvl 0 Priest Feature

Your studies have granted you the basic knowledge of a rite. When you gain this Feature, you Learn a 1st Order Rite, and always have Prepared a 1st Circle spell with the Ritual Spell Tag, the rite and spell must be from the following Rite List and Spell List based on your chosen Class Tag from the Priest’s Source Feature:

  • Cosmic Magic. A 1st Order Rite from the Cosmic Rite List and a 1st Circle Ritual spell from the Cosmic Spell List.
  • Eternal Magic. A 1st Order Rite from the Eternal Rite List and a 1st Circle Ritual spell from the Eternal Spell List.
  • Primordial Magic. A 1st Order Rite from the Primordial Rite List and a 1st Circle Ritual spell from the Primordial Spell List.

For spells, Knowledge, Intuition, or Determination is your Spellcasting Trait (chosen upon gaining this Feature).