Character Generation

Overview

Characters should fit into a tech level 3 medieval fantasy setting rich in minor magics and fantastic beasts. Multi-dimensional characters are encouraged to provide more role-playing possibilities. You should enjoy playing the character that you bring to the game otherwise it will not be fun for anyone.

Character Value

50 points

40 points in disadvantages or 1 disadvantage at 40+

5 points in quirks

Advantages

All normal advantages are available. Any occult or paranormal advantage requires GM approval. Racial, Supers and Natural Advantages are not available during character generation.

All forms of Magery are allowed with the modifications shown in The Nature of Magic.

Mages may not begin with Magery greater then 3. The world is predominantly normal mana but there are known areas of other levels. Higher level mages will be able to access Unlimited Mana.

Hedge Magic: Hedge wizards use their arcane knowledge in conjunction with other skills to create a variety of effects. Hedge magic is available at the 10pts. Learner and 20pts. Master.

Priests will use the rules from the piVot.

I have changed some of the information for priests so will also need to look here if you want to make a priest. Priests may not start with Divine Bestowal greater than 2.

Shamans are a unique type of magic user, somewhere between mage and priest, drawing their powers from themselves and from their spirit totems. Shamanistic advantages are usually occult or paranormal.

Psioncists will mostly be telepaths of low levels but are not restricted to this. Psionics are considered a sign of demon blood by most people and are viewed with suspicion.

Most people will either know or have heard of someone with low levels of magery, divine bestowal, shamanistic powers or psionics.

Disadvantages

All disadvantages except Occult, Paranormal, Racial and Super are available. If you want to take one disadvantage worth more than -40 pts, the severity of this disadvantage will be used by the GM.

The Character Profile is required and can be considered a 5 point disadvantage.

Skills

All skills appropriate to Tech Level 3 are available. Unarmed combat skills other then Brawling and Wrestling are limited to certain groups.

Rules

Knockdown/Stunning

Bleeding/Descriptive Wounds in Injury and Recovery

Fatigue from Combat

Facing Rules

Close Combat

Experience Points

Points must be allocated to a specific goal when you receive them. This means that you have to put them towards increasing a skill, attribute, advantage or the Fate Pool. Fate Pool information can be found here.