Character Generation Example Three – The Secret of Zir’A

ziranIt’s character gen hour here on the ubermunchkin channel.  Today we’re going to do a  character for The Secret of Zir’An, this game is one of my top under appreciated by the mainstream games, it’s a world that has lived through cycle upon cycle of building civilisations only to seem them fall into conflict and the world tear itself into ruin.

The kicker for the game though is that at the end of the last ‘Endwar’ the gods appeared to the various races in the world and told them that this was the last time they would let the cycle restart, that if the races build up to another endwar then they will let the world burn.  They then left the world and have not been seen or heard of since, although some people still offer worship and observe their holidays etc.

The world of Zir’An is a world of magic and technology, empires, politics and war.  There are beings of incredible power and evil intent (the Thanes) and there are groups of nations that attempt to stand against them, all the while hoping that the world doesn’t edge towards another cycle of war and destruction.  Magic can be found everywhere, it’s used in construction and study, adventure and war; the technologies of the world are rushing towards the industrial revolution, there are airships, guns, trains and recently discovered electricity.

Now the default assumption for the game is that you’re going to play some kind of treasure hunting adventurer who plunder ruins for relics of the previous cycles.  There are loads of options available within that remit and lots of ways you can extend it, for example I run a game where the PCs are members of a group called The Bulwark who work in the shadows to ensure the Treaty Nations (an alliance of powerful nations who hold the line against the Thane and their forces of darkness) stay strong.

This being an example I’m going to go with the default adventurer type idea.

Lets get started….

First thing you have to do with this game is pick the power level you’re playing it.  For the purposes of this example I’m going to set it to the default ‘Heroic’ power level, that means you should expect your character to be significantly skilled enough to be an individual worth taking note of but not unassailable.

Heroic Power Level: +12 Primary Stat Points, +4 Derived Stat Point & 75 CCPs.

Next up is to pick a race, we have options available to us:

Ianer: The most numerous of peoples, adaptable and clever. It is they who have inherited Zir’An after the Endwar and Second Darkness.  These are your bog standard humans.

Dolonorri: Born from the heart of the world, this race of stout, sturdy mechanics and craftsmen have struggled to adapt to a rapidly changing world. Their spirit remains strong while their numbers dwindle.  Dwarves by any other name….

Gogachi: The children of the volcano have grown huge and strong. For all their great power their minds have paid the price. But while uncomplicated and almost child-like, their souls hide a startling complexity.  These folks are like half-giants, big and really tough, not as obviously smart but not idiots, often underestimated.

Neolli: Hybrids who have gained a nobility in their pure savagery. Their beastlike appearance belies the depth of their wisdom.  Hmm, generic noble savage types.

Zhalanti: Mysterious immortals who walk Zir’An for enigmatic reasons that even they are unsure of. They are the elegant first race created by the Seven Gods.  Elves, they get everywhere don’t they. 🙂

I think I’m going to pick the Ianer, humans are often easiest to do example characters for as they have the most options.  They also tend to be the race I opt for in fantasy games.

The Ianer
The expanding population of the Ianer makes this adaptable race the ones who will likely inherit the  future.
Possible Origins: Arivonne. Ba-Dur. Ballinor. Bhuket. Cyroon. The Dominion of Drakan. The Theocracy of Dharsus. Edyss. Harakyr. Ianu Voss. Illestan. Klesht. The Merchant Isles. Mikesh. The Periphery. Talus. Thrayce. Vandalusa. The Kingdom of Vallunei.

Lifespan: 100-120 years.

Racial Valdreyr: Adaptability
Normally, characters are limited to the skill packages of their country of origin, but Ianer characters may choose at most one skill package particular to another country. This represents that the character travelled and spent time in that country. Only skill packages from Ianeran homelands may be chosen. Because the Ianer comprise such an endless variety of personalities, occupations, physical forms, and histories, they gain a 4 point Valdreyr free.

Now the Zir’An character generation takes a slightly different approach from here on out, this is partially why I wanted to do an example using their system.  We go into a kind of life path type system here you pick an origin (available origins are determined by race) and that gives you your starting stats and some other bits and bobs.  Remember those points from the power level choice?  We can then use those to tweak the stats, which is a nice touch in my opinion as it means that two characters with a shared origin are likely to have different stats and specialities.

So lets pick an origin package.  Having a browse through the options I’m drawn to the Periphery, it’s a frontier land covered in ruins and artefacts, that sounds like the perfect place for an Adventuring Artefact hunter to learn his craft.

The Periphery
Native Language: Tasili
Base Characteristics:
Physique: 5(14)
Mass: 3(12)
Intelligence: 3(10)
Acuity: 5(12)

Base Aptitudes:
All begin at 1, with 1 additional point in Personal or Social.

Valdreyr: Desert Skin Natives of the Periphery have adapted their skin to the harsh conditions of their environment. Neither the burning sun nor the scouring dust storms can bother them. Also, their bodies retain water longer, allowing them to go twice as long without it. Their Survival skill is considered one Finesse Level higher when used in desert areas.

Beginning Age: 13

Beginning Skills:
All start at Basic. Put up to 2 points of Practice in any skill/s.
(K) Area Knowledge: The Periphery. Lore: choose. Tracking: Wilderness.
(P) Artisan: choose. Awareness. Melee: choose. Survival.
(S) Conversation. Connections (choose one: Anazoulo tribesmen, foreign explorers/archaeologists, Hantsu traders).

Looking at that package list there are a couple of things we need to do, we need to pick the bonus aptitude point and choose some skills.

First up a quick word on skills and aptitudes in this game, skills are broken down into a Finesse Level and Points of Practice, the Finesse level is a measure of how much depth of ability you have with the skill in question and in their system if you have a finesse level higher than the difficulty and are not stressed then you automatically succeed; the Points of Practice are a measure of how much real world experience you have with that skill.

The Aptitudes however act as a limiter, there are 3 aptitudes (Knowledge, Personal, Social) and all skills in the game go into those categories.  Your aptitude level determines the maximum finesse level you can have in a skill associated to that aptitude.  An Aptitude of 1 or 2 allows you to have a skill at the Basic finesse level, 3 allows Advanced, 4 Expert & 5 Elite.  As we’re playing at the heroic level it’s worth noting that we can’t start play with anything higher ranked than Expert.

Ok, all that said lets fill in some choices.

Looking at the kind of skills that aptitudes cover I think I’m going to put my extra aptitude point into Personal, the Personal skills cover combat abilities, craft, drive & pilot, artisan and basically any skill that you use to effect yourself or something directly under your control.

Now skills, I need to pick a Lore skill, a Melee skill and a Connections skill.  Looking at the skill lists for these I’m going to pick ‘Lore: Ancient History’ for a frontier adventuring type that seems like a good pick, now a Melee skill the options are Short, Medium, Long I’m going to pick ‘Melee: Medium’ so this character has had some kind of sword training, with melee done I now need to pick an Artisan skill, looking over the options I think I’m going to pick drawing (I’m thinking that this character spends a lot of time in the desert and draws landmarks so he can find his way).  Finally one of the connection options, I’m going to pick ‘Contacts: Anazoulo tribesmen’, the reason for this is that after checking the entry on the Periphery I note that the Anazoulo are secretive desert dwelling tribes who guard the last few remaining secrets in the Periphery.  Those sound like a good group to be connected to.

Then I need to assign 2 points of practice, I’m going to put one in Awareness and one in Melee: Medium.

Next up I’m going to pick some stat numbers.  We start with:

Physique: 5(14)
Mass: 3(12)
Intelligence: 3(10)
Acuity: 5(12)

Then we add 12.

Physique: 7
Mass: 4
Intelligence: 7
Acuity: 10

I’ve added 2 to Physique, 1 to Mass, 4 to Intelligence and 5 to Acuity.

Then derived stats.  The derived stats are:

Reaction, Speed, Perception, Shadow, H2H

Now we calculate them:

Reaction is (Phys+Int+Acuity)/3
Speed is (Acuity+Phys)-Mass
Perception is (Int+Acuity)/2
Shadows is (Highest Stat + Lowest Stat)/2
Hand to Hand is (Phys+Mass)/4
Vitality is ((Phy*0.5)+5)*(Mass*0.5)
Damage Points per Lethal Wound is Mass/2

We always round up.  This gives us:

Reaction: 8
Speed: 13
Perception: 9
Shadow: 7
Hand to Hand: 3

Vitality: 18
DP Per Lethal Wound: 2

Now we distribute 4 extra points into derived stats. I’m going to add 2 to Reaction and 2 to Speed.

The suggestion of what to do next is to spend your CCP on skill packages then Valdreyr (basically merits and flaws) at the end.  I’m going to go for a different approach and make a note of which Valdreyr interest me and note the costs then I can keep those in mind and make final choices when I know how far these CCP are going to go.

Canny (+2): +4 to any Intuit or Awareness skill tests related to uncovering deception (sensing lies or peering through a disguise).

Cursed (–1 to –8): Sickness, magically branded, haunted, evil fate, etc. The value of the Curse is determined by the roll penalty and frequency it occurs. A +1 would be Constant Cough (–1 to Stealth rolls) while a +8 would be something like Living Tatoos of the Souls of Your Victims that occasionally cause rolls to automatically fail at the HoF’s discretion.

Daredevil (+4): The character is never Stressed by environmental factors, such as adverse weather, hostile environments, or walking
a tightrope across a pit of lava. This does not include combat situations.

Dubious (–1): The character gives off a palpable underworld feel. In proper, law-abiding society, they suffer a –2 penalty to all
Social skill tests. But when dealing with more disreputable types, they receive a +2 bonus to all Social skill tests.

Enemy (–5 to –10): The character has an enemy. This person is at least the equal of the character (a –5 enemy) and for some reason spends much of their time trying to figure out how to make the character’s life miserable. The higher the enemy’s CCP cost, the more powerful the enemy.

Exceptional Stat (+6): An exceptional stat is no longer bound by the maximum value cap listed in their Origin. Must be purchased for a specific stat.

Natural Talent (+3): Purchased for a specific skill, the character does not need a teacher to increase that skill’s Finesse Level. The
time and XP cost for raising the skill’s FL remains the same, they just do not need a teacher to accomplish it.

Rich (+5): Character has access to greater resources than most. The character can increase the Finesse Level of 1 connection and
may take 1 uncommon availability piece of equipment or resource

Scar (–1): Character has a defining scar. This scar is generally visible (on the face) or very large. Typically this scar comes from
some pivotal moment in the character’s life. It may throb at opportune moments, or enemies may identify the character by their scar, their “fate’s mark.”

Wanderer (+4): The character has spent a lot of time on the road, meeting many people and learning the hidden paths of the
world. They gain a +2 to any Area Knowledge or Connections skill tests.

Willful (+4): The character is never stressed in situations of powerlessness: where the character is being bullied, intimidated,
threatened, or otherwise coerced. The character gains a +2 bonus to any skill tests to resist domination, fear, or intimidation.

Having looked through the list I remember that the Ianer get one 4pt Valdreyr for free, so I’m going to use that to buy Willful.

Now on to skill packages.  I get 75 CCPs to buy skill points, but I want to save some of these for merits. Normally you can only buy skill packages from those listed in your origin & the universal list, however the Ianer have the option to buy one package from any other Ianer origin list.  I’ll give that a ponder as we proceed.

The great thing about this kind of lifepath/package based character gen is that as you look at the packages you start to get ideas about what to do with your character.

It is important to note that with this system I need to record how many ‘ticks’ I assign to each skill that I take and then at the end of the process we turn those ticks into finesse levels and points of practice.

Enough talk, lets pick some packages….

I’m going to start with packages specific to The Periphery, looking at the list I like the idea of the ‘Desert Rat’ tribesman package and the Desert Scavenger package, looking them they are both pretty cheap so I think I’ll take both.

Anazoulo “Desert Rat” Periphery Tribesman

Cost: 24
Years Spent: 4
Aptitude: 1
Language: 1
Skills: 12
(K) Area Knowledge: the Periphery. Lore: Ancient Technology.
Lore: choose. Tracking: wilderness.
(P) Athletics. Awareness. Melee: short. Melee: medium. Melee:
Long. Ranged Weapon: small. Ranged Weapon: medium. Ranged
Weapon: heavy. Stealth. Survival.
(S) Connections: other Anazoulo tribes. Connections: Hantsu
traders. Connections: choose. Connive. Conversation. Intuit.
Leadership. Socialize.

From this list I’m going to put my skill picks into:

Area Knowledge: the Periphery.
Lore: Ancient Technology
Athletics.
Awareness.
Melee: short.
Melee: medium.
Intuit
Ranged Weapon: medium.
Stealth.
Survival.
Connections: other Anazoulo tribes
Conversation.

Desert Scavenger

Cost: 17
Years Spent: 2
Aptitude: 1
Language: 0
Skills: 9
(K) Area Knowledge: the Periphery. Lore: Ancient History.
Lore: Ancient Technology. Lore: Mythology. Mechanics. Rune
Magic. Tracking: wilderness.
(P) Athletics. Awareness. Melee: short. Melee: medium. Ranged
Weapon: small, medium, or heavy. Stealth. Survival.
(S) Connections: Hantsu traders.

From this list I’m going to put my skill picks into:

Area Knowledge: the Periphery.
Lore: Ancient Technology.
Lore: Mythology. Mechanics.
Rune Magic.
Athletics.
Awareness.
Melee: medium.
Ranged Weapon: medium.
Connections: Hantsu traders.

I have now spent 41 of my 75 CCPs leaving me 34.  Obviously I’m going to want to buy some of the merits I noted earlier but I’m also going to take one more package.  The Universitei d’Yssien package is from the Edyssian nation, I’m going to use my ability as an Ianer to take this package and I’m going to say it represents me be sent away to study overseas.

Universitei d’Yssien
Cost: 22
Years Spent: 8
Aptitude: 2
Language: 2 (very rare)
Skills: 11
(K) Area Knowledge: Edyss. Area Knowledge: choose. Lore:
choose x3. Mechanics. Rune Magic. Science: choose x3.
(P) Artisan: choose. Athletics. Awareness. Occupational Skill:
choose.
(S) Connection: Professors and other Learned Types.
Connections: choose. Conversation. Socialize.

From this list I’m going to put my skill picks into:

Mechanics.
Rune Magic.
Athletics.
Awareness.
Conversation.
Connections: Hantsu traders.
Science: Metallurgy.
Science: Engineering.
Lore: Ancient Technology.
Occupation: Trader.
Connections: Professors and other Learned Types.

That leaves 12 points to spend on merits.

I’ve already picked Willful as my free 4pt one, lets pick some others

Wanderer (+4): The character has spent a lot of time on the road, meeting many people and learning the hidden paths of the
world. They gain a +2 to any Area Knowledge or Connections skill tests.

Daredevil (+4): The character is never Stressed by environmental factors, such as adverse weather, hostile environments, or walking
a tightrope across a pit of lava. This does not include combat situations.

Rich (+5): Character has access to greater resources than most. The character can increase the Finesse Level of 1 connection and
may take 1 uncommon availability piece of equipment or resource

Item of Power (+5): Consult with your HoF; could be anything from a small light-rune stone (+1) to an ancient Gondolon Golem (+20), which you’ve acquired.

Scar (–1): Character has a defining scar. This scar is generally visible (on the face) or very large. Typically this scar comes from
some pivotal moment in the character’s life. It may throb at opportune moments, or enemies may identify the character by their scar, their “fate’s mark.”

Enemy (–5): The character has an enemy. This person is at least the equal of the character (a –5 enemy) and for some reason spends much of their time trying to figure out how to make the character’s life miserable. The higher the enemy’s CCP cost, the more powerful the enemy.

Thinking about the narrative here I think that this character is from a desert tribe that was wiped out, he survived and managed to sell off a bunch of hidden caches of artefacts to raise enough money to leave for a while, educated in Edyss and then came back to his homeland to make a mark for himself.  The scar is a reminder of the death of his tribe and is a burn scar across his entire torso, the enemy is a rival tribe who believe that he has become ‘unclean’ by travelling away and coming back.  They attempt to make life difficult for him out in the desert.

The next step is to convert the ticks into actual skill ratings, best way I’ve found to do this is to list all the skills you’ve taken in one place, along with the number of time you’ve take them.  Now because of the way the system works for non-combat skills you’re actually better off having a high finesse as you will automatically pass more checks (assuming you’re not stressed), in combat you are always stressed so while some degree of finesse is important points of practice are also pretty vital.

Area Knowledge: the Periphery – Advanced Finesse – 1 point of practice.
Athletics – All 3 points into Finesse giving me Expert.
Artisan: Drawing. – Basic Finesse
Awareness – Expert finesse and 1 point of practice.
Conversation – Advanced Finesse, 1 point of practice
Intuit –  Basic Finesse
Lore: Ancient Technology – Expert Finesse.
Lore: Mythology – Advanced Finesse
Mechanics – Advanced Finesse
Melee: short – Basic Finesse
Melee: medium – Expert Finesse
Occupation: Trader – Basic Finesse
Ranged Weapon: medium – Advanced Finesse
Rune Magic – Advanced Finesse
Science: Metallurgy – Basic Finesse
Science: Engineering – Basic Finesse
Stealth.  – Basic Finesse
Survival. – Advanced Finesse
Tracking: Wilderness. – Basic Finesse

Connections: other Anazoulo tribes – Advanced Finesse
Connections: Hantsu traders – Advanced Finesse
Connections: Professors and other Learned Types. – Basic Finesse

We then add these onto our starting skills, but we can’t exceed Expert finesse.
I have Expert finesse in both personal and knowledge skills, which means both of those areas need to have 3 points of aptitudes.

Currently I’m at my starting:

Base Aptitudes:
K: 1
P: 2
S: 1

Now I get to add the bonuses from my careers, 4 points in total.

Modified Aptitudes:
K: 3
P: 4
S: 1

So I can’t afford both of Knowledge and Personal at 4, so I’m going to have to cap knowledge at 3 (Advanced Finesse).  This means I’m going to have to juggle skill points, so lets do that and then list of the final skill list.

Knowledge Skills
Area Knowledge: the Periphery – Advanced Finesse – 1 point of practice.
Lore: Ancient Technology – Advanced Finesse, 1 point of practice.
Lore: Mythology – Advanced Finesse
Mechanics – Advanced Finesse
Rune Magic – Advanced Finesse
Science: Metallurgy – Basic Finesse
Science: Engineering – Basic Finesse

Social Skills
Connections: other Anazoulo tribes – Basic Finesse, 1 point of practice
Connections: Hantsu traders – Basic  Finesse, 1 point of practice
Connections: Professors and other Learned Types. – Basic Finesse
Conversation – Basic Finesse, 2 points of practice
Intuit – Basic Finesse

Personal Skills
Athletics – Expert Finesse.
Artisan: Drawing. – Basic Finesse
Awareness – Expert finesse and 1 point of practice.
Melee: short – Basic Finesse
Melee: medium – Expert Finesse
Occupation: Trader – Basic Finesse
Ranged Weapon: small – Basic Finesse
Ranged Weapon: medium – Advanced Finesse
Stealth.  – Basic Finesse
Survival. – Advanced Finesse
Tracking: Wilderness. – Basic Finesse

Now we get to pick some Languages, I get Native Language: Tasili from my origin, then Language 1 from my Tribesman package and Language 2 (up to very rare) from my Edyssian one.

These work a lot like skills, I’m going to pick Language: Empyriar (Basic), Language: Zha Lee Thaal (Basic) and Language: LaVas (Basic).  The reason here is that Empyriar is the language of Edyss, Zha Lee Thall is the language used by Rune Mages and LaVas is the language of scholars and science.

Language: 1
Language: 2 (very rare)

Ok, almost done, we now need to do equipment and magic.  Equipment comes from your connections, each connection skill you have provides a couple of options for the gear you can start with:

Basic: 2 Common or 1 Uncommon
Advanced: 4 Common, 2 Uncommon, or 1 Rare
Expert: 4 Common & 2 Uncommon, 2 Rare, or 1 Very Rare
Elite: 8 Common & 4 Uncommon, 2 Rare & 1 Very Rare, or 2 Very Rare

I get to count one connection as being one finesse level higher for being Rich, I also get +1 uncommon availability item or resource.  I have 3 connections, all at Basic, one of which I can count as Advanced and +1 uncommon item.  I also have the Item of Power Valdreyr at +5 so I get to pick that as well.

First up we’re going to need a weapon.  I’m going to use my Item of Power here and have a Crafted Blade, that gives me an 8ap3 longsword that can damage shadekin and ghosts.  This is going to be the one relic that wasn’t sold.

Right, now I’m going to need armour.  Given that this guy spends a lot of time out in the desert I’m going to spend one common item slot and acquire some reinforced cloth armour that gives me 14av1, not very strong but equally unlikely to kill you from heatstroke in the desert.

Next up is a rifle.  I’m going to spend a second common item slot and one of these:

Asard Bolt-Action

The Asard company of the Steel Confederacy, Vallunei, manufactures most of the rifles carried by the Valluneian military and some branches of the police. Well crafted, with simple parts that are easy to disassemble and replace, its ease of use makes it a popular weapon for adventurers who served in the Valluneian military.

Base Damage: 16ap3
Rate of Fire: 1
Capacity: 11
Ranged Weapon: medium
Short Range (–0): 0–125’
Medium Range (–5): 126–300’
Long Range (–10): 301–750’
Encumbrance: 5

It’s a basic and extremely reliable weapon, again sounds good for someone in the desert to use.

Ok, that’s two common items purchased.  I’m going to spend another two common slots and purchase:

Camping Kit – Sleeping gear and cooking utensils for the wilderness: bedroll, firepot, compass, sewing kit, matches.

Mechanics Toolset –  A complete set of wrenches, drivers, drill bits, pliers, pincers, shears, etc. All contained in a handy leather belt (encumbrance value of 4). Required for typical repairs and maintenance.

For my extra Uncommon item I’m going to pick Rune magic Writing/Engraving Kit Runing papers with special holder for the Runemage’s Stylus.

Then the final pick of connections, this is the one that counts as advanced, I’m going to break this down into 1 uncommon and 2 common.  The two common I’m picking:

Desert Clothing: No penalties to Survival rolls in the desert (–5 without proper clothing).
Hat: Hard wearing fedora, big enough to give shade.

For the uncommon one: Rope, a 50-meter length of woven hemp rope that can support 1000 pounds of weight.

Final step, choose some magic.  There are 2 types of magic in this setting, shadow magic and rune magic.  In this case I’ve gone with Rune Magic, you’re not required to take any but rune magic is massively useful and is taught across the setting.  Each finesse level lets you pick either 6 lesser or 3 greater runes.  I have 2 finesse levels so I’m going to spend one in each.

6 Lesser Runes: Heal (because healing is awesome), Join (lets us join two to surfaces together), Light (create light), Mending (allows you to mend gear with magic) & Preservation (allows me to extend the shelf life of food and other perishables).

3 Greater Runes:  I’m going to take all three from a single domain of magic as in this setting specialisation gains rewards, taking 3 from one domain also grants us two extra in that domain.  I’m going to take the domain of Arroy, Arroys’ runes are all to do with energy and have a variety of cool powers available to them:

Light Screen: A light screen offers protection from harmful light sources such as those from a Sun Flare spell and from the Sun itself.
Those under the effect of a light screen are protected from such mundane effects as sunburn, sunstroke, and even blindness from bright light. But the Light Screen rune also protects against the effects of the Sun Flare spell.

Illusion: Through Arroy’s dominion over energy, it is a relatively easy matter to shape light into believable illusions. As the Runemage
grows in power, these illusions can even take on apparent physical reality. But at all levels, the illusions created will seem wholly real and even bear close scrutiny, until touched that is.

Flame Guard: A flame guard offers protection from harmful heat sources such as those from a Fire Sign rune and from mundane flame.  Someone so protected could brave the interior of a burning building without fear.

Fly: The bearer of this rune is made weightless for a time, and under direct mental command can fly through the air. Because of the
weightless state granted by the rune, the load-bearing capability of a flying Runemage is limited. The rune grants weightlessness to
the Runemage and all her carried possessions.

Fire Sign: With a flash to ruby light, this rune radiates a searing wave of flame at targets. Victims are burned in the onrush of heat,
contorting their bodies in agony. The effects of Fire Sign can be avoided or reduced if the target/s immediately spend 3 Speed to
Dive for Cover.

Apart from a few of things to do with the character sheet we are pretty much done here.  See below for the summary.

Physique: 7
Mass: 4
Intelligence: 7
Acuity: 10

Reaction: 10
Speed: 15
Perception: 9
Shadow: 7
Hand to Hand: 3

Vitality: 18
DP Per Lethal Wound: 2

Knowledge Skills
Area Knowledge: the Periphery – Advanced Finesse – 1 point of practice.
Lore: Ancient Technology – Advanced Finesse, 1 point of practice.
Lore: Mythology – Advanced Finesse
Mechanics – Advanced Finesse
Rune Magic – Advanced Finesse
Science: Metallurgy – Basic Finesse
Science: Engineering – Basic Finesse

Social Skills
Connections: other Anazoulo tribes – Basic Finesse, 1 point of practice
Connections: Hantsu traders – Basic  Finesse, 1 point of practice
Connections: Professors and other Learned Types. – Basic Finesse
Conversation – Basic Finesse, 2 points of practice
Intuit – Basic Finesse

Personal Skills
Athletics – Expert Finesse.
Artisan: Drawing. – Basic Finesse
Awareness – Expert finesse and 1 point of practice.
Melee: short – Basic Finesse
Melee: medium – Expert Finesse
Occupation: Trader – Basic Finesse
Ranged Weapon: medium – Advanced Finesse
Stealth.  – Basic Finesse
Survival. – Advanced Finesse
Tracking: Wilderness. – Basic Finesse

Languages

Tasili (Native)
LaVas (Basic)
Zha Lee Thrall (Basic)

Valdreyr

Desert Skin: Natives of the Periphery have adapted their skin to the harshconditions of their environment. Neither the burning sun nor the scouring dust storms can bother them. Also, their bodies retain water longer, allowing them to go twice as long without it. Their Survival skill is considered one Finesse Level higher when used in desert areas.

Wanderer (+4): The character has spent a lot of time on the road, meeting many people and learning the hidden paths of the world. They gain a +2 to any Area Knowledge or Connections skill tests.

Willful (+4): The character is never stressed in situations of powerlessness: where the character is being bullied, intimidated, threatened, or otherwise coerced. The character gains a +2 bonus to any skill tests to resist domination, fear, or intimidation.

Daredevil (+4): The character is never Stressed by environmental factors, such as adverse weather, hostile environments, or walking a tightrope across a pit of lava. This does not include combat situations.

Rich (+5): Character has access to greater resources than most. The character can increase the Finesse Level of 1 connection and may take 1 uncommon availability piece of equipment or resource

Item of Power (+5): Consult with your HoF; could be anything from a small light-rune stone (+1) to an ancient Gondolon Golem (+20), which you’ve acquired.

Scar (–1): Torso covered in burn scars, he was left to burn to death when his tribe was destroyed, but managed to survive.

Enemy (–5): The character has an enemy. In this case a rival tribesman who see his decision to take what wealth he could gather after the massacre of his family and seek an education as a betrayal of the culture.

Equipment

Crafted Blade: 8ap3 can damage shadekin and ghosts.  (Magic Item)
Reinforced Cloth Armour: Rating 14av1

Asard Bolt-Action

Base Damage: 16ap3
Rate of Fire: 1
Capacity: 11
Ranged Weapon: medium
Short Range (–0): 0–125’
Medium Range (–5): 126–300’
Long Range (–10): 301–750’
Encumbrance: 5

Camping Kit – Sleeping gear and cooking utensils for the wilderness: bedroll, firepot, compass, sewing kit, matches.

Mechanics Toolset –  A complete set of wrenches, drivers, drill bits, pliers, pincers, shears, etc. All contained in a handy leather belt (encumbrance value of 4). Required for typical repairs and maintenance.

Rune magic Writing/Engraving Kit Runing papers with special holder for the Runemage’s Stylus.

Desert Clothing: No penalties to Survival rolls in the desert (–5 without proper clothing).
Hat: Hard wearing fedora, big enough to give shade.

Rope, a 50-meter length of woven hemp rope that can support 1000 pounds of weight.

Compliment of Runes

Lesser Runes

Heal (because healing is awesome), Join (lets us join two to surfaces together), Light (create light), Mending (allows you to mend gear with magic) & Preservation (allows me to extend the shelf life of food and other perishables).

Greater Runes (Domain of Arroy)

Light Screen: A light screen offers protection from harmful light sources such as those from a Sun Flare spell and from the Sun itself.
Those under the effect of a light screen are protected from such mundane effects as sunburn, sunstroke, and even blindness from bright light. But the Light Screen rune also protects against the effects of the Sun Flare spell.

Illusion: Through Arroy’s dominion over energy, it is a relatively easy matter to shape light into believable illusions. As the Runemage
grows in power, these illusions can even take on apparent physical reality. But at all levels, the illusions created will seem wholly real and even bear close scrutiny, until touched that is.

Flame Guard: A flame guard offers protection from harmful heat sources such as those from a Fire Sign rune and from mundane flame.  Someone so protected could brave the interior of a burning building without fear.

Fly: The bearer of this rune is made weightless for a time, and under direct mental command can fly through the air. Because of the
weightless state granted by the rune, the load-bearing capability of a flying Runemage is limited. The rune grants weightlessness to
the Runemage and all her carried possessions.

Fire Sign: With a flash to ruby light, this rune radiates a searing wave of flame at targets. Victims are burned in the onrush of heat,
contorting their bodies in agony. The effects of Fire Sign can be avoided or reduced if the target/s immediately spend 3 Speed to
Dive for Cover.

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