Second half of character generation ( that was family background.)
Stats: Below are stats. Start off day 9 in everything and bonus points decide by legacy picks. 20 is top tier.
Body: Ones physical health, fighting off disease, sickness, stamina, resist poison, physical toughness against injury. Aside that also physical strength, hand and eye coordination along with movement/hand to hand speed. At 20 your a legendary super human. Not Superman pre say, but no one knows that here.
Mind: Intelligence , creativity, wits, will power, sanity, logic, reasoning, and perception/senses Aside learning skills easily, also can our plan, out wit, and plot on the go. Animal like borderline super senses, and really tough to break mentally.
Social: How well you do in public or social gatherings, groups, personal relationships. Charm, suave, keeping up a appearance, telling what people need to hear, or even down right manipulation of others.
Soul: Your magic stat. To decide how tough your soul is, how powerful your spells are, how quick to recharge these spells and so forth.
Skills: to finish. There are 50. So a lot.
1: Hand to Hand Combat:
2: Simple melee
3: Martial Melee:
4: Exotic Melee:
5: Two Handed:
6: Great Weapon:
7: Archery:
8: Throwing:
9: Exotic Ranged:
10: Dodge:
11: Light Armor:
12: Medium Armor:
13: Heavy Armor:
14: Shield:
15: Animal Handling:
16: Intimidation:
17: Inspire:
18: Persuade:
19: Speech Craft:
20: Appraise:
21: First Aid:
22: Doctor:
23: Survival:
24: Mannerisms:
25: Languages:
26: Chemistry:
27: Black Smith:
28: Crafts:
29: Repair:
30: Religion:
31: History:
32: Arcane:
33: Monster Lore ( pretty damn important considering.)
34: Athletics:
35: Invent:
36: Stealth:
37: Pick Pocket:
38: Sleight of Hand:
39: Security:
40: Music:
41: Games:
42: Acrobatics:
43: Traps:
44: Acting:
45: Haggle/Banter:
46: Ammo Creation:
47: Reading Others:
48: Lying:
49: Misc Sciences:
50: Investigation:
Powers: Below is the list of power/magic types. Willing to describe terms if asked.
Schools: D&D style Wizard schools. Abjuration, Conjuring, Enchantment, Evocation, Illusion, Transmutation, and Necromancy.
Domains: Cleric Magic. Pick 6 attributes of God and gain miracles that are recharged I. Prayer and deed. List to come, it’s a lot.
Ki: Martial arts mastery with anime style tricks.
Battle Mastery: Super human combat skill that does not need anything but skill, will, the tool, and muscle.
Psionics: Mind over matter. Psychokinesis, Portation, Sight, Biokinesis, Pyrokinesis, Creation, Telepathy, and Theomancey.
Path of Shaping: Various forms of shape shifting.
Beast Crafting: Taking other living things and transforming them into capable war beast servants.
Soul Forging: Make material from souls or place souls into things as to make it magic.
Runes: Language of the cosmic, includes sacred geometry.
Nature: Tapping into forces of Mother Nature directly.
Id Bringing: Think Persona. Here you summon forth one to three of your core personality traits. In the form of Tarot Ids. Each one has its one powers and come in seemingly endless forms.
Age the plot point takes place: Below is the world, what tech age it is at.
1: New Age of Reason: Steam punk. First flying machines. Ocean travel, dependable guns and people are more reasonable. Monsters have adjusted to be “smarter” Though they still exist.
2: Good Ole Days: Regular norm. Upper tier medieval ages so gun powder weapons exist. The Church is the real power here, superstition scares the ignorant and the true God is sad. Monsters have become a problem of late.
3: Harsh Times: The land is in ruins as all Hell has broken out. Early Iron Age. Pretty much Dark fantasy/ Mad Max shit here.
The 20 Great Evils: They pop up during the plot. Keep in mind they are factions, not just one end boss fight.