BEGINNING CHARACTER Name die: d4 Lineage die: d4 Descriptor: two of the following (may pick one twice if for different abilities/fields/weapons/types): * +2 to one ability other than Athletics, Lore, Melee, or Missile * +2 to Melee or Missile with one weapon * +2 to Lore in one field * +2 to positioning rolls against one type of opponent * +1 to Athletics, Lore, Melee, or Missile * +1 to damage against one type of opponent Abilities --------- Athletics 1d4 Cunning 1d4 Cursing Magic --- Divination Magic --- Grace 1d4 Healing Magic --- (includes removing curses) Insight --- Leadership 1d4 Logistics --- (both military and commercial) Lore 1d4* Melee Combat 1d4** Might 1d4 Missile Combat 1d4** Protection Magic --- (includes warding against curses/divination) Spirit 1d4 Style 1d4 (fashion sense, sex appeal) Allocate 12 die-size increases among the 16 abilities. Raising a -- to 1d4 takes one increase. At most one ability may be 1d10; all others are limited to 1d8. *Lore rolls to know something are at -2 unless within a specialty. Lore has one specialty to begin with, and more may be purchased at one die-size increase apiece. Example specialties: architecture, history of Amber, history of own Shadow, astronomy, navigation, shipbuilding, herbalism, surgery, ... **Melee and Missile Combat rolls are at -2 unless within a specialty. Each ability has one specialty to start with, and more may be purchased at one die-size increase apiece. Example specialties: unarmed, sword, shield, bow, javelin, pike, atlatl, pistol, rifle, ... ADVANCEMENT Glory is awarded for winning simple contests (1), for having the best roll among the students involved (1), and for inflicting damage in extended contest (number of highest wound box checked off). 10 Glory = 1 Cool + 1 advance. Buying a new ability at 1d4, or a new specialty for Lore, Melee Combat, or Missile Combat, costs two advances. Raising an ability by one step costs advances equal to half the sides of the old die (2 for 1d4 to 1d6, 3 for 1d6 to 1d8), etc. No ability can be raised above 1d12. The lineage die is raised as an ability but at twice the cost. Increases of the name die are awarded by the GM only. A student gets +1 to Leadership and Style rolls against any student with less Cool. EXAMPLE (beginning character, 0 Cool/advances) Tiacapan (1d4), First Born of the Sun and Moon (1d4) Jaguar Person (+1 Athletics, +2 Grace) Athletics 1d8 Cunning 1d4 Cursing Magic 1d4 Divination Magic 1d6 Grace 1d8 Healing Magic 1d4 Insight --- Leadership 1d4 Logistics --- Lore 1d8 Xocolatl Myth Melee Combat 1d4 Spear Unarmed Might 1d6 Missile Combat 1d6 Atlatl Protection Magic 1d6 Spirit 1d4 Style 1d6
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