For
characteristics, each starts at 0. You increase them by spendings characteristic points, of which you start with
25 to distribute. Every 3 points will add a +1 bonus to rolls related to that characteristic.
Class is chosen from a set list, which follows. They are merely archetypes, and by no means define your character, though they should compliment eachother.
Warrior - Master of melee combat. +1 to hit with chosen melee weapon.
Marksman - Master of ranged combat. +1 to hit with chosen ranged weapon.
Rogue - Master of stealth. +1 to stealth checks
Mage- Master of magic. Ability to cast magic, and 1 'base' magic spell, which is fairly broad in use.
Hunter- Master of the hunt. +1 to track.
Knight- Defender of the weak. +1 to defense.
Seer- One gifted with the ability to see things others can't. Ability to see through space and time, i.e Precognition.
Physician- One who studies the natural workings of the human body. +1 to medicine.
Grappler- A paragon of strength and skill. +1 to grapple.
Every character will start with one
Advantage, no matter what other choices they make. You may choose from the list below, or make your own. Naturally, your own advantages will be subject to approval by me. Advantages represent innate personality traits that show naturally; Usually, they correlate somewhat to one's divine lineage. Generally, Advantages either give a single +1 bonus, or grant penalties for increased bonuses or new bonuses at a 1:1 ratio. (I.e, there might be an advantage that grants a +2 bonus, with a -1 penalty to something else, or a -1 penalty with two +1 bonuses).
Giant- +1 to strength-related rolls.
Hardy- -1 damage taken.
Good Looking- +1 to seduction.
Woodsman- +1 to nature-related rolls.
Defender- +1 to defense when actively defending a target.
Skills are abilities that one can learn. Like Advantages above, you start with one. Again, you can either choose from the list below or create your own. Skills usually grant the ability to do something unique, such as cast magic.
On the Hunt- Grants the ability to designate one target as your 'prey', granting a +1 on tracking and damage against that target. Cooldown of 10 rounds.
Burst of Speed- Grants the ability to increase your speed by 1d4+1 for 2 rounds. Cooldown of 5 rounds.
Take Aim- Grants the ability to aim, improving your accuracy by 1d2 (flip a coin, tails +1, heads +2) for every round you aim, maximum of 3. Only works with ranged weapons.
Minor Spellcasting- Grants a single spell, which is narrow in use, as well as the ability to use magic.
Arcana- Empowers an existing type of magic, expanding their use. Essentially grants a single sub-spell. Requires Mage class or Minor Spellcasting Skill.