CHARACTERS

Starting out in Thaeborn, all Player CharactersPlayer CharacterA character created and played by a player other than the Game Master. (PCsPlayer CharacterA character created and played by a player other than the Game Master.) are what we think of as typical humans – though some may have already experienced AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). from exposure to the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places..

Info

In supplemental material already in development, playable Thaeborn (beings birthed completely out of human consciousness, dreams, nightmares, and fantasies) and ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.-touched character types are introduced as character creation options.

Characters are gamified by creating numeric representations of their capabilities, burdens, equipment, and other attributesAttributeA character value used for a Check, such as a Discipline or Stat. Compare the relevant Attribute with the task's Difficulty.. These numbers are captured on your Character Record SheetCharacter Record SheetThe record of your character's capabilities, burdens, equipment, and other attributes, kept ready for quick reference during play. (Character SheetCharacter Record SheetThe record of your character's capabilities, burdens, equipment, and other attributes, kept ready for quick reference during play., Sheet) in advance of your group’s game play so that you have a quick reference and can avoid doing much math at the table.

DISCIPLINES

A character’s skill, training, and experience is represented by broad skillsets called DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.. The DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. are: WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae., ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics., SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience., SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft., IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem., and IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving..

DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. typically have a value between 0 and 10, representing your ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. and training – sometimes referred to as a Proficiency TierProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. (TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10.).

USING DISCIPLINES

In most cases, when asked to make a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes., e.g. “a SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.”, you simply provide the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. with that DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.’s ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10. value, then Cast LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. to see if fate interferes.

Alternative Disciplines

There may be circumstances that warrant ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. that do not clearly fall into a single DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.. Medicine or First Aid is one example. People trained in SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. learn First Aid, triage, and how to handle common field injuriesInjuryLingering harm such as a sprain, broken bone, or lacerated muscle. Track each Injury and its penalty separately; Injuries recover in parallel during Respite. and trauma like splinting broken bones, performing tracheotomies, dealing with a collapses lung, and so much more. Many of those same skills are also often taught as part of weaponscraft and warfare. Sometimes it takes trusting your gut and using your IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem., to successfully diagnose something.****

When a reasonable case can be made for the use of a different DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. than what was originally asked for, it should be allowed.

Tip

In the case of any minor disagreement between a player and the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. regarding the use of alternative DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity., one compromise could be an average of the requested DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. and the alternative one the player requested.

In all matters, we lean towards Player Agency (letting the player control the course of the game), but urge everyone at every table towards respect and kindness first, and when a compromise can’t be reached, the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. has final say.

WILLPOWER

WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae. is your force of self: your ability to focus, endure fear, command your emotions, and impose intent upon yourself and The ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places..

Use WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae. to concentrate under pressure, resist fear or temptation, withstand mental strain, push through painPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. or exhaustion, work The ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places., sense its presence, resist its influence, or hold a WorkingWorkingA spell-like effect achieved by working the Thae. A starting Working's Difficulty Tier cannot exceed your Willpower Proficiency. together when powerful feelings threaten to overwhelm it.

PROWESS

ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. is your physical training and conditioning to move and act during conflict and danger, as well as your study of weaponscraft, warfare, and tactics. It covers fighting skill, strength, reflexes, balance, and the practiced control needed to act decisively under pressure.

Use ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. to strike, shoot, parry, defend yourself, react quickly, avoid hazards, leap, tumble, balance, catch something, maintain your footing, hold a fighting position, assessAssessJudge a target's Tier or special qualities using a relevant Discipline. Meeting its Tier gives an accurate assessment; otherwise the GM describes the gap. The degree of inspection affects your effective Tier. an enemy’s combat style and capabilities, command in battle, or recognize weapons, armor, formations, and battlefield threats.

SURVIVAL

SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. is your ability to navigate and make sense of the natural world through observation, practical experience, and fieldcraft. Developing this DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. also involves hardship, exposure, and physical strain that help you endure difficult conditions.

Use SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. to follow tracks, spot danger, search an area, read terrain, find shelter, forage, navigate, handle animals, bear burdens, set an ambush, or piece together what happened from physical clues.

SUBTERFUGE

SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft. is your skill at secrecy, concealment, misdirection, infiltration, espionage, and theft.

Use SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft. to move unseen, hide, shadow someone, pick pockets, create distractions, disguise your intent, deceive someone, smuggle items, escape bonds, bypass guards, slip through restricted places, spread rumors, or avoid leaving obvious signs of your passage.

INTUITION

IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem. is your instinctive sense of people, danger, hidden tension, and when something is not what it seems.

Use IntuitionIntuitionThe Discipline of instinctively reading people, danger, hidden tension, and situations that are not what they seem. to read body language, sense motives, detect manipulation, judge sincerity, notice emotional shifts, recognize danger, feel when a situation is turning, or pick up on what someone is trying to hide.

INGENUITY

IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving. is your practical skill with tools, mechanisms, construction, repair, and solving problems through hands-on means.

Use IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving. to build, mend, disable, jury-rig, appraise, pick locks, set or disarm traps, operate strange devices, solve mechanical problems, improvise tools, or make something useful from limited materials.

STATS

METTLE

How much painPainAccumulated suffering from harm that passes through your defenses. Additional Pain triggers Test Your Mettle; Pain is not a hit-point pool. you can withstand, your endurance, and resilience are represented by your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up.. Every part of your being contributes to your ability to press-on.

Your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. is equal to the sum of your WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae., ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics., and SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. divided by two, rounded up. It’s total value normally ranges from 1 to 15.

CAPACITY

How much you can carry before suffering penalties is called your CapacityCapacityThe amount of Bulk you can carry before suffering Hindrance. It equals your Mettle, adjusted for age and Alterances...

Your CapacityCapacityThe amount of Bulk you can carry before suffering Hindrance. It equals your Mettle, adjusted for age and Alterances. is equal to your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up. plus any modifiersModA positive or negative adjustment to a value. Do not apply the same advantage twice by both boosting Offense and lowering Defense. applied by your age or AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity)..

BULK

BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. is an amalgam of weight, size, balance, and awkwardness. It is the standard unit of measure for the encumbrance of things worn or carried.

Most mundane items are not assigned a BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. value and are not tracked. Armor and Kits are the most common items with trackable BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk..

HINDRANCE

Once the BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. you carry exceeds your CapacityCapacityThe amount of Bulk you can carry before suffering Hindrance. It equals your Mettle, adjusted for age and Alterances., your ability to move and react begin to be negatively impacted. This penalty is known as HindranceHindranceThe penalty caused by carrying Bulk beyond your Capacity. It equals that excess and reduces Mobility..

Your HindranceHindranceThe penalty caused by carrying Bulk beyond your Capacity. It equals that excess and reduces Mobility. equals the amount your BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. exceeds your CapacityCapacityThe amount of Bulk you can carry before suffering Hindrance. It equals your Mettle, adjusted for age and Alterances..

MOBILITY

MobilityMobilityYour ability to move and react after accounting for encumbrance. Mobility equals Prowess minus Hindrance. is how quickly you are able to move and react after taking into consideration any HindranceHindranceThe penalty caused by carrying Bulk beyond your Capacity. It equals that excess and reduces Mobility. you have.

Your MobilityMobilityYour ability to move and react after accounting for encumbrance. Mobility equals Prowess minus Hindrance. is equal to your ProwessProwessThe Discipline of physical conditioning, fighting, reflexes, weaponscraft, warfare, and tactics. minus your HindranceHindranceThe penalty caused by carrying Bulk beyond your Capacity. It equals that excess and reduces Mobility..

CHARACTER PROFILE

PHYSICAL TRAITS

Examples are provided of each term below, but more complete lists and tables are provided in the Character Creation section or Appendices for your inspiration or direct use.

Resting Face

The look on your face when you think no one is paying attention and are left to your normal moment-to-moment thoughts is your Resting Face. This can go a long way towards how strangers perceive and receive you. Do you appear approachable, kind, or even jovial – or do you come across angry, annoyed, frustrated, or melancholy?

Name

You may choose any name you want, but should consider the other players, the tone of the game, and the setting presented by the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications.. How quickly will your clever name get old and the joke worn out? Is the supposedly witty yet offensive name really worth it?

Age

In the setting presented in these core guidelines, the average lifespan is about 80 years if violence is removed from the causes of death – more like 35 to 50 in more war-torn regions. Children become adults in most cultures between the age of 13 and 18. The age you choose can effect how many Development PointsDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points. you have for character creation, and can also impose penalties based on common age-related deterioration.

Alterances

AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). are physiological, mental, and/or spiritual changes caused by exposure to the magic-like force that permeates these lands: The ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.. They can cause all manner of noticeable physical mutations.

You have the option to take two or more AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). during Character Creation which could impact your Physical Description, Distinguishing Features, warCapacity, and much more.

Distinguishing Features

What do people notice about your body and your mannerisms? Do you have a scar, tattoos, a nervous tick, or a mutation caused by an AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity).? These are your Distinguishing Features.

Physical Description

A short descriptive phrase or paragraph about your character – your build, the noticeable changes of any AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity)., your Distinguishing Features, Resting Face, and Equipment.

This will come in handy when you meet new Player CharactersPlayer CharacterA character created and played by a player other than the Game Master. or to work as fuel for roleplaying for your fellow players and GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications..

BACKGROUND

Your characters BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. is more than flavor and fodder for roleplaying. If you can relate why your BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. is significantly relevant to a CheckCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. you’re making or information you’re trying to gather, you may invoke your BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. with the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. to negotiate for a bonus or for additional information. It may also be useful when creating relationships, attempting to influence others, or in building your Reputation as well.

You may also attempt to invoke them while roleplaying for a chance to earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..

Tip

Never hesitate to remind your GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. of the reason that you are acting a certain way, saying what you’re saying, or making the decisions you do when it relates to things like your BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points.. It’s okay to essentially ask for Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents.. Just be okay with being told, “No.”

Climate

Your Climate is the one you were brought-up in, such as: Extreme Cold, Cool, Warm, Hot.

When operating in the climate you were raised in, you may gain bonuses to some ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. – such as SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience. for operating on climate-specific terrain like ice or quick sand. IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving., and SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft. ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. are also often relevant.

Likewise, when trying to function in a Climate that is vastly different than the one you were raised in, you may suffer penalties for the first several days or even months until you acclimate.

Terrain

Your Terrain is the type of land features, flora and fauna, you were raised in, such as: coastal, forest, plains, desert, mountains, underground, etc.

When operating in the terrain you were raised in, you may gain bonuses to some ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. – such as SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience., IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving., or SubterfugeSubterfugeThe Discipline of secrecy, concealment, misdirection, infiltration, espionage, and theft..

Likewise, when trying to function in the terrain opposite of the one you were raised in, you may suffer penalties.

Community

The type and societal structure you were raised in is your Community. For example: an urban sprawl, small town, quaint hamlet, personal homestead, or a nomadic existence.

Different types of communities tend to have vastly different ways of interacting with each other. These differences may cause strain in social interactions. Knowing how to relate and being “one of them” could possibly be invoked to help you.

Caretakers

The people who raised you and were primarily responsible for what you experienced as a child are your Caretakers.

Livelihood

What you and/or your Caretakers or Community did as the primary source of provision is your Livelihood. Your Livelihood should already be reflected in the development of your DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. and therefore not provide a bonus to ChecksCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.. But, interacting with other characters who share the same career or way of living could be invoked for favor in those situations.

PERSONALITY TRAITS

Similar to your BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points., Personality Traits are not just for flavor; they are opportunities for you to invoke them in order to gain Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. from your GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications..

Work these traits into your decision-making and roleplaying positively or negatively. You are not bound to them. They may evolve or devolve over time. Tap into that internal drama for a chance to earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..

GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. Tip

Personality traits are great sources of inspiration for character-specific story hooks.

Player Tip

Your Personal Traits help inspire and create opportunities for you to roleplay and try to earn Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents.. They also create things for your GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. to tie story arcs to.

And while they’re all helpful – Fears, Desires, and Vices are particularly valuable for your GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications., since The ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. seems to enjoy manifesting these things.

Motivations

What drives you forward and fuels your decisions? These are your Motivations.

Boundaries

What moral line will you never cross? These are your Limits.

Duties

What oaths have I sworn, debts do I owe, or obligations do I feel? These are your Duties.

Fears

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Desires

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Vices

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NOTE

Examples of BackgroundBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. and Personality traits are provided in the CHARACTER CREATION section and Appendices for your inspiration or direct use.>