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| Players begin character generation by rolling percentile dice to determine race qualification. Players make three rolls to determine their race, and compare the lowest roll to the corresponding percentage on the race qualification table. If the character qualifies for a race that has different species he/she then rolls again to further determine the race of the character. The player again makes three rolls to qualify for a specific species. Ability points are then determined by rolling four dice and dividing the numbers in half, rounding up. These ability points are divided among the six major characteristics: PS MD AG MA WP EN. PS = Physical Strength, this ability determines how much overall strength your character possesses. Physical strength determines what weapons are available to your character as well as what he or she is capable of carrying or lifting. MD = Manual dexterity, this ability determines how skilled your character is with the use of his or her hands. Dexterity plays a role in the weapons that a character may use with proficiency as well as skills that involve hand eye coordination and ability. AG = Agility, this ability determines how light footed and agile your character is. Running, leaping and dodging come under the heading of this ability. MA = Magical Aptitude, this ability determines your character’s ability to manipulate and master mana. Mana is the raw energy of the universe that is channeled and focused to perform spells and rituals. To be honest if you aren’t interested in having an MA of 15 or higher you might as well not even consider entering a college. WP = Willpower, this ability is the mental strength of your character. The characters overall mental condition is determined by this ability, his or her bravery, ability to ignore pain and distractions, resistance to mental illness and the ability to resist magic. EN = Endurance, this is the ability that determines how much damage your character can take before dying. It is also used when determining their resistance to poisons, infections and other attacks directed at the overall health of you character. FT = Fatigue, this ability is determined by your endurance and modified by race and other modifiers. Fatigue is the over all energy level of your character. Fatigue determines how much energy your character has for casting spells, melee fighting and other actions involving stamina. PC = Perception, this is the overall alertness of your character and how aware he or she is of their immediate surroundings. TMR = Tactical Movement Rate, this is the number hexes that you character may move in a pulse. Magic and terrain are the two most common modifies of TMR. PB = Physical Beauty, this is the overall attractiveness of your character to members of the same species. MR = Magical Resistance, this is your character’s ability to resist spells. Consider it something like their built in immune system to spells that are targeted at them. Willpower, race and magical protection are the most common modifiers and determining factors of one’s magical resistance. DEF = Defense, this is your characters defense against physical attacks. Agility, the use of a shield, combat skills and spells most often modify and determine ones defense. |