CHARACTER CREATION

There are two methods for creating a new character in Thaeborn:

  • Background MethodBackground MethodA quicker character-creation method that starts from a prepared Background's Disciplines and equipment, with adjustments agreed with the GM.
  • Point Buy MethodPoint Buy MethodCharacter creation by spending an age-based pool of Development Points. Disciplines begin at zero and increase one step at a time, each step costing the new value.

After choosing one of those methods, you will complete your character by:

  1. Choose Your Starting Age
  2. Determine Your DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.
  3. Create or Finalize Your BackstoryBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points.
  4. Choose Your AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity).
  5. Notate any Esoteric KnowledgeEsoteric KnowledgeStudied and practiced knowledge of difficult, often seemingly unnatural arts. Common forms include Alchemical Formulae and Workings of the Thae.
  6. Determine Your Starting Equipment
  7. Finish Your Character Profile
  8. Calculate Your StatsStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play.

STEP 1: Choose Your Starting Age

The default starting age is 13 to 45, but you may choose any age that 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. allows. Your starting 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. (DPDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points.) are determined by the starting age you choose. These numbers assume that you lived and grew in the normalcy of everyday life and not the extraordinary life of an adventurer – yet.

AGEDPDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points.MAX DISCIPLINEDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.CAPACITYCapacityThe amount of Bulk you can carry before suffering Hindrance. It equals your Mettle, adjusted for age and Alterances. PENALTY
< 500Can only carry tiny objects and wear normal clothes
5-81 per year1Can carry small objects and wear normal clothes
9-111 per year2Age - 13
12-15123-1
13-451340
46-65205-2
66-74306-4
75+407-8

STEP 2: Determine Your Disciplines

BACKGROUND METHOD

If you want a quicker start with less decisions and math, choose the Background MethodBackground MethodA quicker character-creation method that starts from a prepared Background's Disciplines and equipment, with adjustments agreed with the GM.. Flip to Appendix 1 – BackgroundsBackgroundThe 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 select one. Or, use them for inspiration and then customize them using the Point Buy MethodPoint Buy MethodCharacter creation by spending an age-based pool of Development Points. Disciplines begin at zero and increase one step at a time, each step costing the new value..

Important

All of the starting BackgroundsBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. found in the Appendix are assumed to be characters ages 13 to 45. For they are younger or older, adjust accordingly using the Starting Age chart.

Info

Quick Reference for DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. development costs.

| Value | △ |
| ----: | —: |
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 5 | 15 |
| 6 | 21 |
| 7 | 28 |
| 8 | 36 |
| 9 | 45 |
| 10 | 55 |

POINT BUY METHOD

Using the Point BuyPoint Buy MethodCharacter creation by spending an age-based pool of Development Points. Disciplines begin at zero and increase one step at a time, each step costing the new value. Method, you can customize your character’s DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. however you’d like by spending a pool of starting 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. (DPDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points.) to build your character’s capabilities based on your Age.

GUIDELINES

  • All of your DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. start with a value of 0.
  • A DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity.’s value can be increased by one at a time, e.g. from 1 to 2 first, then from 2 to 3, etc.
  • DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. cost equals the next value.
  • You can bank no more than two unused DPDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points. either as a DPDevelopment PointA currency used to develop Disciplines. Increasing a Discipline by one costs its new value; Story Points can be converted into Development Points. or as a PortentPortentA resource used to change a cast-lots outcome through Blot-out or Re-tell. It costs one for your own roll, two for another player's, or three for the GM's..

STEP 3: Create or Finalize Backstory

Your BackstoryBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. choices create a sort of biography about your life up to entering the current story. They describe where you are from, how you were raised, and any trade or vocation you learned, as well as how those experiences shaped your Personality.

Your BackstoryBackgroundThe experiences that shaped your character before adventuring. When relevant, invoke them with the GM to negotiate information, bonuses, favor, or opportunities for Story Points. choices are not merely for flavor. If you can relate why your BackstoryBackgroundThe 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 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 BackstoryBackgroundThe 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. and negotiate for a bonus, additional information, social favor, and the like.

UPBRINGING

Based on your game and setting, ask 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. if you should choose or roll on these tables to determine your Upbringing.

NOTE

The Climate, Terrain, and Community lists are ordered from one extreme to another. The first item on the list is most different from the last one on the list. This may create bonuses or penalties when performing certain actions or in social dealings with people from opposite ends of the spectrum.

Climate

  1. Extreme Cold
  2. Cold
  3. Cool
  4. Warm
  5. Hot
  6. Extreme Heat

Terrain

  1. Coastal: Sea, Large Lake, or Riverland
  2. Desert, Badlands
  3. Wetland, Marsh
  4. Grassland, Plains
  5. Mountains
  6. Highland, Hills
  7. Forest, Jungle
  8. Underground

Community

  1. Metropolis – Urban Sprawl
  2. City
  3. Town
  4. Village
  5. Hamlet
  6. Homestead
  7. Wilderness
  8. Nomadic

Caretakers

  1. Parent(s)
  2. Grandparent(s)
  3. Sibling(s)
  4. Extended Family
  5. Foster Family
  6. Orphanage
  7. Mentor: Trade, Crime, Alchemist, Conjurer, Religious
  8. Monastery, Tower, Academy, Institution
  9. Military or Mercenary Company, War Band
  10. Street Community
  11. Circus or Theatre Troupe, Performance Group
  12. Self-raised

Livelihood

  1. Farming, Raiding
  2. Fishing, Foraging
  3. Hunting, Trapping, Poaching
  4. Herding, Cattle Thieves
  5. Smithing, Crafting, Fakery & Swindling
  6. Trading, Fencing, Brokering, Snake Oil Sales
  7. Soldiering, Security, Mercenary, Enforcing
  8. Sailing, Pirating, Profiteering
  9. Mining, Highway Robbery
  10. Entertainment, Charlatan, Grifting
  11. Scholarship, Academia, Research, Scribing, Accounting, Forgery
  12. Priesthood, Evangelism, Missionary

PERSONALITY TRAITS

Important

Like Upbringing, your 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 them 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 more Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..

Motivations

What drives you and pull you forward?

  1. Atonement
  2. Belonging
  3. Discovery
  4. Integrity
  5. Freedom
  6. Justice
  7. Knowledge
  8. Legacy
  9. Security
  10. Truth
  11. Obsession
  12. Wanderlust
  13. SurvivalSurvivalThe Discipline of navigating and understanding the natural world through observation, fieldcraft, and practical experience.
  14. Recognition
  15. Revenge
  16. Power
  17. Love
  18. Restoration
  19. Independence
  20. Ambition

Limits

What line will I never cross?

  1. Never abandon allies
  2. Never betray blood
  3. Never break an oath
  4. Never harm children
  5. Never harm innocents
  6. Never kill the helpless
  7. Never torture
  8. Never desecrate the dead
  9. Never profane the sacred
  10. Never use poison or deception
  11. Never serve a tyrant
  12. Never kill for coin
  13. Never strike first
  14. Never leave someone behind
  15. Never enslave another or benefit from slavery
  16. Never betray someone’s confidence
  17. Never sacrifice another person for yourself
  18. Never cause harm without just cause
  19. Never show weakness
  20. Never surrender

Duties

What oaths have I sworn, debts do I owe, or obligations do I feel?

  1. Protect family
  2. Protect my charge
  3. Repay a debt
  4. Keep my promise
  5. Guard a secret
  6. Honor my oath
  7. Avenge the fallen
  8. Serve my rightful leadership
  9. Defend my homeland
  10. Protect the weak
  11. Preserve tradition
  12. Serve my order
  13. Care for the weak and less fortunate
  14. Protect a sacred place
  15. Finish a work important to me or someone I love
  16. Uphold the family name
  17. Honor my ancestors
  18. Protect my companions
  19. Fulfill an obligation for someone I love
  20. Settle a blood debt

STEP 4: Choose Your Alterances

As a new character, you get to choose whether you have already been altered by the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. prior to beginning your adventuring career.

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 grouped into:

  • GiftsGiftAn Alterance with a beneficial or beautiful effect. – beneficial or beautiful
  • AberrationsAberrationAn Alterance with a detrimental or horrible effect. – detrimental or horrible
  • ParitiesParityAn Alterance that provides both a benefit and a drawback. – a bit of good and bad

You may choose one of these three options:

  • Start with no AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity).
    • The common term used in-word for these people is UntaintedUntaintedThe in-world term for people who have no Alterances..
  • Roll one GiftGiftAn Alterance with a beneficial or beautiful effect. and one AberrationAberrationAn Alterance with a detrimental or horrible effect.
  • Roll one ParityParityAn Alterance that provides both a benefit and a drawback.

Additionally, you may choose to take one additional AberrationAberrationAn Alterance with a detrimental or horrible effect. in order to gain one additional GiftGiftAn Alterance with a beneficial or beautiful effect. or ParityParityAn Alterance that provides both a benefit and a drawback.. Roll for each.

Use the tables located in the AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). Section.

NOTE

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. may choose to allow more or less AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). depending on where your story begins, or allow you to choose instead of roll.

ALTERED APPEARANCE

Every AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). should come with some physically observable change related to what was affected. What that change is, is up to the player. But, the more likely that change is to complicate your life or provide hooks for storytelling, the greater the likelihood 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. will use it to award you Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents. as your tale unfolds.

For AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). affecting eyes, ears, hands, and such, deciding on a change may be more obvious. For ones that affect your internally, you should create “a tell” – some sort of behavior that others could pick up on, even if they don’t know why you’re doing it.

STEP 5: Notate any Esoteric Knowledge

To possess Esoteric KnowledgeEsoteric KnowledgeStudied and practiced knowledge of difficult, often seemingly unnatural arts. Common forms include Alchemical Formulae and Workings of the Thae. is to have studied and practiced some difficult, often seemingly unnatural thing, to the point of being able to make use of it. Not all characters care about such things, and there’s a myriad of reasons not to – or at least not to let people know that you do. Much like the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.-touched, those with such knowledge, especially if it involves the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places., are often conscripted or worse – enslaved – by powerful leaders and institutions.

The two most common forms of Esoteric KnowledgeEsoteric KnowledgeStudied and practiced knowledge of difficult, often seemingly unnatural arts. Common forms include Alchemical Formulae and Workings of the Thae. involve Alchemy and the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places..

Any character can obtain, practice, and attempt to use Esoteric KnowledgeEsoteric KnowledgeStudied and practiced knowledge of difficult, often seemingly unnatural arts. Common forms include Alchemical Formulae and Workings of the Thae. as they adventure.

During character creation, you may only choose one or none bit of knowledge – either an Alchemical FormulaAlchemical FormulaKnowledge that enables the making of a particular Alchemical Concoction. A starting Formula's Difficulty Tier cannot exceed your Ingenuity Proficiency. or a WorkingWorkingA spell-like effect achieved by working the Thae. A starting Working's Difficulty Tier cannot exceed your Willpower Proficiency..

ALCHEMY

Knowledge of Alchemy comes in the form of learning an Alchemical FormulaAlchemical FormulaKnowledge that enables the making of a particular Alchemical Concoction. A starting Formula's Difficulty Tier cannot exceed your Ingenuity Proficiency. (FormulaAlchemical FormulaKnowledge that enables the making of a particular Alchemical Concoction. A starting Formula's Difficulty Tier cannot exceed your Ingenuity Proficiency.) that allows you to make a specific Alchemical ConcoctionAlchemical ConcoctionA preparation made through knowledge of an Alchemical Formula. (ConcoctionAlchemical ConcoctionA preparation made through knowledge of an Alchemical Formula.).

If you choose to learn a FormulaAlchemical FormulaKnowledge that enables the making of a particular Alchemical Concoction. A starting Formula's Difficulty Tier cannot exceed your Ingenuity Proficiency. during character creation, it can be any one of those found in the ALCHEMY section whose Difficulty TierDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. is less than or equal to your IngenuityIngenuityThe Discipline of working with tools, mechanisms, construction, repair, and practical hands-on problem-solving. ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10..

THAE

Being able to work the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. into a desired effect is unique for every conjurer. Learning to perform one usually starts from seeing it performed, gaining access to the caster’s research notes, and spending long hours dangerously experimenting until you figure out what works for you to achieve a similar effect.

If you choose to have learned a WorkingWorkingA spell-like effect achieved by working the Thae. A starting Working's Difficulty Tier cannot exceed your Willpower Proficiency. as part of character creation, you may select a WorkingWorkingA spell-like effect achieved by working the Thae. A starting Working's Difficulty Tier cannot exceed your Willpower Proficiency. whose Difficulty TierDifficultyThe target value a relevant Attribute must meet or exceed to succeed at a Check, subject to the effects of casting lots. is less than or equal to your WillpowerWillpowerThe Discipline of focus, emotional control, endurance of fear and mental strain, and imposing intent upon yourself or the Thae. ProficiencyProficiencyThe value representing your skill and training in a Discipline, normally from 0 to 10.. You should also make a note on your character sheetof how you came upon this knowledge.

STEP 6: Determine Your Starting Equipment

If you chose the Background MethodBackground MethodA quicker character-creation method that starts from a prepared Background's Disciplines and equipment, with adjustments agreed with the GM. for character creation, a list of starting equipment was already provided as part of your selection. However, you are free to modify it with anything 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. agrees is reasonable, using the Point BuyPoint Buy MethodCharacter creation by spending an age-based pool of Development Points. Disciplines begin at zero and increase one step at a time, each step costing the new value. Method here as a reference.

If you chose the Point Buy methodPoint Buy MethodCharacter creation by spending an age-based pool of Development Points. Disciplines begin at zero and increase one step at a time, each step costing the new value., you receive this bundle of Starting Equipment:

  • Armor – One suit of armor whose BulkBulkThe encumbrance measure combining weight, size, balance, and awkwardness. Armor and Kits are common tracked sources of Bulk. is less than your MettleMettleYour resilience and ability to withstand Pain. Add Willpower, Prowess, and Survival, divide by two, and round up..
  • Weapons – Three weapons and a weapons belt. One quiver of ammunition countsCountA unit used to schedule Actions in combat. An Action's Counts equal its committed Effort; advance everyone to the next scheduled resolution. as one of your three weapons (if your table tracks mundane ammunition).
  • Kits – Two Kits related to any DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. you have developed to at least 1.
    • If you do not have two trained DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity., you are not guaranteed two kits. However, you may choose from the generic supply Kits such as a Rations Kit or one of the Lighting Kits.
  • Personal Items – Two sets of normal clothes and personal effects, hygiene items: comb, brush, hankies, etc.
  • Storage – One large container such as a backpack or satchel, plus three small ones such as belt pouches, draw-string bags, or sacks.
  • Coins – 10 silver coins or the equivalent in other coins, gems, or items.

If you 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. allows it, you may spend your starting coins on additional possessions or equipment found in the POSSESSIONS section.

STEP 7: Finish Your Character Profile

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.. 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. may have a list of common names for the culture you are from.

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

Taking into account your developed DisciplinesDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity., AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity)., Starting Equipment, Resting Face, and Distinguishing Features, create a short descriptive phrase or paragraph about your character – only what people can see and notice about you if they observed you for a few seconds.

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..

STEP 8: Calculate Your Stats

Now that all of your values and possessions have been selected, take a moment to calculate all of your StatsStatA tracked character value such as Mettle, Capacity, Bulk, Hindrance, or Mobility, used as a quick reference during play., so that they are ready at a glance during play.

Mettle (0-15) = (Willpower + Prowess + Survival) / 2, round up

Carry Capacity = Mettle ± Age or Alterance modifiers

Bulk = Total Bulk Carried and Worn

Hindrance (0 or less) = Bulk in excess of Carry Capacity

Mobility = Prowess Proficiency – Hindrance