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Monday, 30 March 2015

Pillars of Eternity - Character Creation Information Guide

Pillars of Eternity


Pillars of Eternity is a fantasy role-playing game by Obsidian Entertainment which was released on the 26th of March 2015.  The game involves a turn-based real-time-with pause gameplay which enables players to create strategies during and out of battles.  I enjoyed the game's play style from the beginning and the steps that were taken by the creators to ensure that I can create and develop my character and play the game how "I" want to play it.

Below I have written up from the game, various pieces of information which may help you to gain a better insight, and plan how you want to develop your future characters.



Character Creation


The character creation in Pillars of light is very in-depth and detailed.  There is a wide selection of categories and options which change your characters physical appearance, their stats, their combat abilities, and they way that they perform in and out of battles.


Gender


Male


The Place of men in society varies from culture to culture.  Cultures like Aedyr and the Drywood place them at the forefront of military, politics, and heavy labour.  Among the tribes of Naasitaq, men perform many of the homesteading and organisational duties.  In Eir Glanfath and Ixamitl, men and women have more fluid social roles. in all societies, there are exceptions to the rule, and men can be found in a wide variety of stations and professions.

Female


A woman's role in Eora is largely dependent on where she is from.  In the Aedyr Empire, Vailian Republics, and the Drywood, Women occupy many domestic, educational, and organisational roles.  They are primary hunters, soldiers, and leaders of the tribes of Naasitaq.  In Eir Glanfath and Ixamitl, women and men have more fluid social roles,  In all societies, there are exceptions to the rule, and women can be found in a wide variety of stations and professions.


Race and Sub-races


There are 6 playable races in the game and each have various different appearances and attributes.  Each Race also has Sub-races which have different attributes and may have different attributes too.


Human


Humans (commonly called "folk") are the most common race in the Drywood, the Aedyr Empire, Old Vailia, and the Vailian Republics.  Though not as large as the towering Aumaua, humans are known for their strength and willpower.

Resolve: +1
Might: +1

Meadow Folk  


The most common human in the Drywood, the meadow folk (or Thyratan) have lived in the area for almost 2000 years.  Meadow folk traditionally live in the edges of elven forests working the open plains - hence their name.  Most humans in the Drywood are Thyrtan.

Fighting Spirit - Once per encounter, 5 seconds after reduced below 50% endurance, folk temporarily gain bonuses to accuracy and damage.





























Ocean Folk


Ocean folk (Calbandra) originated near the equator on the other side of the globe and are commonly the most widespread group in the region, but they have also migrated to the far reaches of the world.  Ocean folk are the dominant culture in the Vailian Republics, and are also common in the Drywood.

Fighting Spirit - Once per encounter, 5 seconds after reduced below 50% endurance, folk temporarily gain bonuses to accuracy and damage.




























Savannah Folk


Savannah Folk (Natlan) come from just south of the Equator and, with the exception of some groups that migrated north, have remained in the same location for over ten thousand years.  The name Natlan literally means "original".  While quite common in Readceras, savannah folk are not usually seen in the Drywood and the Vailian Republics.

Fighting Spirit - Once per encounter, 5 seconds after reduced below 50% endurance, folk temporarily gain bonuses to accuracy and damage.




























Aumaua


The mighty aumaua are the largest of the kith races and are commonly found in or near oceans.  Though not truly aquatic, they have an affinity for water and many of their civilisations, such as rautai, are based on naval dominance.  They are known for their unparallelled strength.

Might: +2

Coastal Aumaua


Viewed as a warlike race, the coastal aumaua live in a mainland region along the coats of the northern hemisphere - land they conquered by pushing Thyrtan (meadow folk), Natalan (savannah folk), and orlan communities out.  Their culture is more centralised and urban than their island cousins, though both groups are involved in seafaring.  Coastal aumaua are very rare in the Drywood, but those that do make the journey usually do so as mercenaries, bodyguards, or soldiers.

Towering Physique - Coastal aumaua gain bonuses to defending against Prone and Stun effects.




























Island Aumaua


Island aumaua originayted in the Deadfire Archipelago a thousand miles south of the Vailian Republics.  While physiologically similar to their coastal cousins, the colourisation of Island Aumau is starkly different - brown and yellow, contrasting the coastal's blue and green.  Though still uncommon in the Drywood and surrounding environments, island aumaua are more commonly encountered around the Drywood, they are often labourers. fishermen, or sailors.

Armed to the Teeth - All island aumaua gain an additional weapon set.




























Dwarf


By virtue of land covered and number of colonies settled, dwarves are the most well-travelled race in the world.  They are commonly found in the Drywood, the Vailian Republics, and almost any colonised land.  Dwarves are known for their great strength and tenacity.

Might: +2
Dexterity: -1
Constitution: +1

Mountain Dwarf


Mountain dwarves (Aptapo) originated on the continent to the east of the Drywood and have spread through the area several times,  Unlike the similarly diminutive orlans, who are frequent subjugated, the Aptapo have always directly fought back threats posed by larger kith and opted to fortify their residences rather than move on.  Mountain dwarves are common in the Vailian Republics but not seen as often in the Drywood and Readceras.

Hale and Hardy - Mountain dwarves have a bonus to defend against Poison and Disease attacks.




























Boreal Dwarf


Most boreal dwarves (Enutanik) live in the remote southern island of Naasitaq, where they share the rocky tundra and snow-covered forests with migratory pale elves and the coast-hugging ships of aumaua.  Like their northern cousins, Enutanik share an instinctive love of exploration.  Boreal dwarves are somewhat common in the Vailian Republics but seldom encountered in the Drywood.

Hunters Instincts - Boreal dwarves gain +15 accuracy against any creature of the wilder or primordial types.




























Elf


Elves are the dominant race in Eir Glanfath and the White that Wends and are extremely common in the Drywood and Aedyr.  Elves are known for their speed and intelligence as well as a commonly isolationist nature.

Dexterity: +1
Perception: +1

Wood Elf


Wood elves (Scetrfolc) trace their beginnings far north of present-day Aedyr and have migrated south throughout the forest of the continent, now covering it all the way south across the equator.  They are also believed to have migrated across the sea to Eir Glanfath.  While physiologically identical to one another, wood elves from Aedyr are culturally different from those in Eir Glanfath and consider themselves wholly different groups.

Distant Advantage - Against any enemy that is more than 4m away, wood elves gain bonus to Accuracy, Deflection, and Reflex




























Pale Elf


It is unclear exactly how long ago the pale elves (Glamfallen) came to the southern polar regions of the world, but they have lived there for the last 12,000 years based on their continual contact with the aumaua traders.  They appear to be among the most stationery ethnic group in the known world, migrating within the polar region but seldom venturing far north.  They are rare in all the northern lands and most people consider them exotic (if they have seen one at all).

Elemental Endurance - All pale elves have increased burn and freeze damage reduction.




























Orlan


Orlans are the smallest of the Kith races, though many cultures don't consider them to be civilised at all.  Also notable for their large ears, two-toned skin, and hirsute bodies, orlans are commonly fund in Eir Glanfath, the Ixamitl Plains, and parts of the Drywood.  They are known for their mental intensity and quickness.

Hearth Orlan


Hearth Orlans are often found as slaves in Readceras and the Vailian Republics.  One of the treaty terms between the Drywood and the people of Eir Glanfath was the liberation of orlan slaves and while this has been honoured, many hearth orlans continue to lie in the Drywood as indentured servants.

Minor Threat - When attacking any target that is also being targeted by a teammate, hearth orland convert some of their hits into critical hits.




























Wild Orlan


Wild orlans are the "original" orlans who lived in the deepest forests and jungles between the tropics. While they have only been significantly separated from hearth orlans for thousands of years, a few genetic differences have appeared rapidly, most notably a lack of facial hair in the hearth orlan branch.  Wild orlans are common in the deep reaches of Eir Glanfath.  Unlike their hearth oran brethren, they are not often seen in the Drywood, Readceras, or the Vailian Republics.

Defiant Resolve - After being subjected to a Will attack, wild orlans temporarily gain a bonus to all defences.




























Godlike


The godlike are children of the kith ("Civilized" races) who have been blessed with physical aspects associated with the gods (though some do not consider it a blessing).  These aspects my take many forms and often come with mystical powers.  Aberrant shaped heads are typical, and godlike are unable to wear protective headgear as it is near impossible to find anything that fits.  Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder.

Death Godlike


Death Godlike are the most distrusted of their kind.  strange growths cover their eyes - or, in some cases entire faces - giving them a sinister appearance.  The growths are transparent for the godlike but opaque from the outside, hiding their features.  Death godlike are commonly killed at birth because many cultures consider them to be harbingers of doom.

Death's Usher - When death godlike attack an enemy with 25% or less endurance, their damage is increased.




























Fire Godlike


The bodies of fire godlike often resemble hot metal, burnt wood, or stone, with harmless flames that erupt from the cracks in their skin.  Fire godlike are objects of both reverence and fear in the Deadfire Archipalego.  Many locals believe they have the power to cause volcanoes to awaken.  In the Drywood, fire godlike are often seen as a sign of the blessing of Magran, goddess of war and fire.

Battle-Forged - when reduced below 50% Endurance, fore godlike glow like metal in a forge, gaining damage reduction and doing a small amount of fire damage to any nearby enemies.




























Moon Godlike


Moon godlike are the most tolerated of the godlike.  While their skin tone and a large moon-like growth on their foreheads may be strange to some, their appearances are generally considered more palatable by the other kith.  Sailors have many beliefs about moon godlike and their propensity to bring luck, though there is little agreement as to what kind of luck they tend to bring.

Silver Tide - Every Encounter, when reduced below 75%, 50%, and 25% Endurance, moon godlike generate waves of healing moonlight that restore Endurance to them and their allies.

























Nature Godlike


Nature godlike appear to be a fusion of human and animal features, often covered by plants, moss, or fungi.  This has lead to the common stigma that they are diseased, and many are killed at birth because of it.  Many drudic orders have a keen interest in nature godlike because of their general curiosity as to how souls occupy animals, plants, and stones.

Wellspring of Life - Grants a bonus to Might, Constitution, and Dexterity when Endurance is below 50%.























Classes


There are 11 classes in the game for players to chose from, and the classes all have different fighting styles, abilities, and cosmetic appearance.


Barbarian


Brutes. Madmen. Berserkers. Though city-dwelling people often use the term "barbarian" with a dose of disrespect, these rural warriors are respected by their communities for their ferocity and fearsome presence on the battlefield.  Barbarians have a special, almost religious role in some cultures, but in many places, the undisciplined, fearless style of the barbarian is simply how warriors conduct themselves.

Starting Ability:

Carnage - When barbarians hit with melee attacks, they automatically make reduced damage attacks at all other enemies within a short distance of the target.

Athletics: +2
Survival: +1

Endurance: 48 + 16/Level (Very High)
Health: 6 * Endurance (Very High)
Accuracy: 25 + 3 (Average)
Deflection: 15 (Low)







Chanter


In every culture across Eora, there are chanters.  Many historians consider chanters to be the most ancient workers of magic, their hallowed phrases stirring the collective memory of wayward souls around them, compelling them to generate effects in a kind of "re-enchantment". In some societies, chanters form organised groups of storytellers and researchers, but in most parts of the world they are just a time -honoured part of local folk traditions.

Starting Ability:

Phrases/Chants - All chanters can continually speak chants made up of magical phrases.  Phrases produce passive effects and help build a chanter's power until they can use an invocation.

Invocations - Powerful magical effects that chanters can create after they have spoken a required number of phrases through their chants.

Lore: +2
Mechanics: +1

Endurance: 36 + 12/Level (Low)
Health: 4 * Endurance (Low)
Accuracy: 25 + 3/Level (Average)
Deflection: 25 (Very High)







Cipher


A recent discovery in the eastern reach, ciphers were once  called "brîshalgwin" ("mind hunters") by the Glanthafans.  Ciphers have the ability to directly contact and manipulate another person's souls and Psyche, using an ally's or enemy's essence as the focus for their magic.  Although most ciphers are still found in the Eastern Reach, practitioners of the technique have spread throughout the known world.  They are gaining acceptance over time, but are generally distrusted, especially by the uneducated.

Starting Ability:

Powers - Ciphers can directly target allies and enemies with powerful soul-focused effects.  These powers cost focus, which ciphers build with the use of their Soul Whip.

Stealth: +1
Lore: +1
Mechanics: +1

Endurance: 30 + 10/Level (Very Low)
Health: 4 * Endurance (Low)
Accuracy: 25 + 3/Level (Average)
Deflection: 20 (High)







Druid


Animists at heart, Druids tap into the spiritual power that flows through the simple living things of Eora: Plants, animals, and sometimes even living stone.  While not necessarily religious, druids do have a reverence for the natural world a a keen interest in the understanding in mysteries.  In most cultures, druids are understood as a sort of primal magician, but among the Glanfathans, Naasitaqi, and many rural cultures, they may have high positions of influence and authority.

Starting Abilities:

Spirit Shift - All druids have mastered one animalistic form.  These forms give the druid strong melee abilities and grant an additional power while the druid is shifted.

Spells - Druids have access to a variety of offensive and some support-orientated spells.  Every two levels, druids automatically gain access to an additional set of spells.  Initially their spells can be cast a limited number of times per rest.  As druids gain power, their weaker spells eventually shift to per encounter use.

Lore: +1
Survival: +2

Endurance: 36 +12/Level (Low)
Health: 4 * Endurance (Low)
Accuracy: 20 + 3/Level (Very Low)
Deflection: 20 (High)







Fighter


Fighters form a front line of disciplined armies across the Eastern Reach.  Though they are most commonly found in cultures with an organised martial structure, fighters can also be encountered as wandering mercenaries, bodyguards, and other types of sell-swords.  The common element which unifies fighters is their heavy focus on endurance and melee defence.

Starting Ability:

Constant recovery - Fighters continually regenerate Endurance at a moderate rate during combat.

Athletics: +1
Lore: +1
Survival: +1

Endurance: 42 + 14/Level (High)
Health: 5 * Endurance (High)
Accuracy: 30 + 3/Level (Very High)
Deflection: 25 (Very High)







Monks


Monks belong to a variety of fighting orders which have sprung up in Ixamitl and the Eastern Reach over the past few centuries.  While many monastic orders  can trace their teachings to the Enduring Founder, Tletac, individual organisations vary greatly in their focus, morality, and ethics.  Common folk respect the incredible discipline of monks but see them as an odd, unpredictable bunxh who may not be entirely sane.  Even mercenaries and other adventurers aren't sure of what to make of them.

Starting Ability:

Transcendent Suffering - When monks have no weapon equipped, their unarmed attacks are exceptionally powerful and continue to increase in damage as they gain levels.


Wounds - As monks are damaged, their pain generated wounds. Wounds can be used to power many of the monks special abilities,

Stealth: +1
Athletics: +1
Survival: +1

Endurance: 42 + 14/Level (High)
Health: 6 * Endurance (Very High)
Accuracy: 30 + 3 (Very High)
Deflection: 25 (Very High)







Paladin


Paladins are martial Zealots, devoted to a god, a ruler, or even a way of life.  They can be found in any culture when a fanatical group of like-minded individuals have formed a warrior society dedicated to advancing their cause.  Among those aligned to their worldview, paladins are viewed with respect and admiration, if a bit of fear.  Many paladins hold leadership positions in armies and mercenary companies, but in the heat of battle their fanaticism often overrules the chain of command - and common sense.

Starting Ability:

Faith and Conviction - Paladins have an inherent bonus to all of their defences.  Over the course of the game, the value of this bonus may shift based on the reputations the paladin gains relative the the behaviour preferred by his or her order.

Athletics: +2
Lore: +1

Endurance: 42 + 14/Level (High)
Health: 5 * Endurance (High)
Accuracy: 25 + 3 (Average)
Deflection: 25 (Very High)







Priest


Priests are devotees of Eora's deities and practitioners of religious magic .  While all Priests dedicate themselves to specific gods, Priest's power is actually derived from their personal beliefs.  In contrast to most paladins, priests tend to focus on philosophy, teaching, and the relationship of religious organisations with common folk.  The reception of priests in any given part of the world depends largely on how their god is revered - or reviled - by the people who live there.

Starting Abilities:

Holy Radiance - Generates a modest amount of endurance for allies around the priest.  Any enemy vessels caught in the area take burn damage and may be frightened.  Over the course of the game, the power of this ability may shift based on the reputations the priest gains relative to the behaviours that by his or her deity.

Spells - Priests have access to a variety of support and some offence-orientated spells.  Every two levels, priests automatically gain access to an additional set of spells.  Initially, their spells can be cast a limited number of times per rest.  As priests gain power, their weaker spells eventually shift to per-encounter use,

Athletics: +1
Lore: +2

Endurance: 36 +12/Level (Low)
Health: 3 * Endurance (Very Low)
Accuracy: 20 + 3/Level (Very Low)
Deflection: 15 (Low)







Ranger


Ranges are warriors of the woodlands and masters of the hunt.  Always partnered with soul-bonded animal companions, they can be found in wild spaces all over the world.  As their lifestyles often tend towards independence and isolation, it is rare for rangers to become an integral part of a large fighting force, although they are often employed as scouts and guides.

Starting Ability:

Animal Companion - All rangers share a strong bond with an animal companion.  The companion fights at the ranger's command and is extremely valuable for its ability to run interference. Animal companions don't do much damage but they have high damage reduction. The link between the ranger and the companion is powerful.  If one goes down in battle, the other suffers as well.

Stealth: +1
Survival: +2

Endurance: 36 + 12/Level (Low)
Health: 5 * Endurance (High)
Accuracy: 30 + 2/Level (Very High)
Deflection: 20 (High)







Rogue


Rogues are vicious killers, feared for the brutality of their attacks. They can be found as often in dark back allays as the heart of of battlefield skirmishes.  Though unpredictable and undisciplined, rogues are commonly used as shock troops or as part of a surprise assault, their withering attacks breaking enemy ranks and morale.  Rogues tend to congregate in larger numbers in cities where they can be steadily employed as mercenaries or hired muscles.

Starting Ability:

Sneak Attack - Applies bonus damage to the rogue's range and melee weapon attacks when the target has any of the following afflictions:  Blinded, Flanked, Hobbled, Paralysed, Petrified, Prone, Struck, Stunned, or Weakened.  It also applies to any target the rogue strikes with a weapon within the first 2 seconds of combat.

Stealth: +1
Mechanics: +2

Endurance: 36 + 12/Level (Low)
Health: 4 * Endurance (Low)
Accuracy: 30 +/Level (Very High)
Deflection: 15 (Low)







Wizard


The masters of academic magic, wizards are students of arcane traditions that stretch back beyond the boundaries of the recorded history.  Wizards are a highly organised group, often forming academies or guilds devoted to research and development in magical studies, and tend to favour environments where enquiry, experimentation, debate, and the dissemination of knowledge are encouraged.  Many accomplished wizards eventually become known for their eccentricity, their egos, and their unquenchable in all things arcane and occult.

Starting Abilities:

Arcane Assault - Mid-ranged attack that hits a small area for raw damage and can leave targets Dazed.

Spells - Wizards have access to a variety of offensive and personal defence spells.  Unlike priests and druids, wizards learn individual spells which they store and cast directly from their grimoires.  Grimoires can only hold 4 spells of each spell level, which motivates wizards to keep multiple grimoires for different needs.  Every two levels, wizards gain access to an additional set of spells.  However, they can automatically learn one spell of any level they can access each time they advance.  Wizards also have the option of learning spells from grimoirs they find or buy.  Initially, their spells can be cast a limited number of times per rest.  As wizards gain power, their weaker spells eventually shift to per-encounter use.

Lore: +2
Mechanics: +1

Endurance: 30 + 10/Level (Very Low)
Health: 3 * Endurance (Very Low)
Accuracy: 20 + 3/Level (Very Low)
Deflection: 10 (Very Low)







Attributes


There are 6 attributes which allows you to create a character build which suits the play-style which you wish to play.

Might


Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic.  During interactions, it can be useful for intimidating displays and acts of brute force.  In combat, it contributes to both Damage and Healing as well as Fortitude defence.

HIGHLY RECOMMENDED FOR BARBARIAN

Might: 18 + 1 (Human) = 19

+27% Damage and Healing, 18 Fortitude


Constitution


Constitution is a combination of the character's overall health and stamina. Although it is not used much in interactions it is sometimes checked to withstand pain or endure a physically taxing ordeal.  In combat, it affects maximum health and Endurance and contributes to the fortitude defence.

HIGHLY RECOMMENDED FOR BARBARIAN

Constitution: 17

+21% Endurance and Health, +14 Fortitude


Dexterity


Dexterity is an abstraction of a characters hand-eye coordination, balance, and overall grace.  In interactions, it can be used for sleight-of-hand and fast reactions.  In combat, it affects the character's Action Speed with all attack, spells, and abilities and contributes to the Reflex defence.

RECOMMENDED FOR BARBARIAN

Dexterity: 10

+0% Action Speed and 0% Reflex


Perception


Perception represents a character's sense as well as their instinctive ability to pick up on details.  In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background.  In combat, it contributes to the Deflection and Reflex Defences and grants a bonus to interrupt.

Perception: 10 + 1 (The White that wends) = 11

+3 Interrupt, + 1 Deflection, and +2 Reflex


Intellect


Intellect represents a character's logic and reasoning capabilities.  In interactions, it can be useful for deduction, sudden realisations, and problem-solving.  In combat, it contributes to the Will defence and influences Duration and Areas of Effect for all Abilities and Talents.

RECOMMENDED FOR BARBARIAN

Intellect: 10

+0% Area of Effect, +0% Duration, and +0 Will


Resolve


Resolve reflects a character's internal drive, determination, fearlessness, and the emotional intensity they can project to others. It can be useful for mental intimidation.  In combat, it helps characters maintain Concentration and Contributes to the Will and Deflection Defences.

Resolve: 10 + 1 (Human) = 11

+3 Concentration, +1 Deflection, and +2 Will



Culture and Background


Cultures and backgrounds further develop your characters by improving certain attributes, based on what you chose, and the appearance of their class can be further changed this way.

Culture


Aedyr


The Aedyr Empre is Currently the largest and most powerful force in this part of the world.  It centres around the Equator and has tropical climate.  Though the empire has colonies in numerous areas of the world, Greater Aedyr is at its heart and houses the majority of its humans and elven nations.

Resolve: +1


Deadfire Archipelago


Consisting of the nation on Naasitaq, dozens of aumaua settlements, and hundreds of lawless, pirate-infested islands that stretch along the southern sea.  Deadfire is home to boreal Dwarves, aumaua, and a mixed variety of other races.  Deadfire Archipelago is the "last stop" for anyone headed east - a multitude of monstrous sea creatures infest the ocean beyond, making travel virtually impossible.

Dexterity: +1

Ixamitl Plaions


Located to the northeast of Eir Glanfath, the Ixamitl Plains are a large expansion of fertile savannahs that are extensively farmed by human and Orlan residents.  The Ixamitl culture is one of the oldest in the world, though one of the least imperialistic, having spread out little over the past several thousand years.

Resolve: +1


Old Vailia


Once the crown jewel of the southern seas, Old Vailia is now the crumbling remnants of an empire of warring merchant nations.  Counting many humans and dwarves among their ranks, the Old Vailian countries are still forces to be reckoned with and are proud of their rich cultural heritage.

Intellect: +1


Rautai


Dominated by the Aumaua nation of Rauatai, the gulf itself is host to a number of nations, most of them aumaua, orlan, and dwarven.  Though these countries are relatively young, they are some of the most advanced colonial settlements in the east.  The gulf is a land of riches and resources for those who can take them, though the entire cost is often pummelled by violent storms.

Constitution: +1


The Living Lands


The Living Lands is the mountainous region of a large northern island renowned for its diversity in plant and animal life. Its weather is unpredictable and its ecosystems vary dramatically from valley to valley.  The Living Lands are home to an assortment of races in a variety of colonial and independent settlements.

Might: +1


The White that wends


A large, cracked expansion of polar ice, the White that Wends is home to pale elves and small colonies of daring explorers, outcasts, and adventurers.  While virtually no plant life grows in the White, it is home to many hardy species of dangerous animals that forage from the sea or pray upon each other to survive.

Perception: +1



Background


Aristocrat


You've lived your life among the nobility.  Your days have been marked by lavish meals and extravagant parties, your conversations peppered with talk of pedigree and bloodlines.

Lore: +2


Colonist


You were part of a group that founded a fledgling colony in a distant land.

Survival: +2


Dissident


You've made a name for yourself as a troublemaker.  Disrespect for the authority and a lack of care regarding the rules are recurring themes in your life.

Stealth: +1
Lore: +1


Drifter


You never quite fit in no matter where you go.  Each new town is just a place to rest briefly before moving onto the next.  You are more comfortable on the road, travelling the world.

Stealth: +1
Survival: +1


Hunter


You live for the thrill of the chase.  Whether for glory or for sustenance, you have made your living taking the lives of wild creatures.

Stealth: +1
Survival: +1


Labourer


Your life has been spent in the study of the craft.  You trained and prepared, hoping to hone your skills and play your trade.

Athletics: +1
Mechanics: +1


Mercenary


Blade and battle is your way of life.  You solve your problems by pulling out your weapon and applying force.

Athletics: +1
Lore: +1


Merchant


You've traded goods from all over the world, pairing items with buyers of all kinds.

Lore: +1
Mechanics: +1


Clergyman


Piety and prayer are the cornerstones of your public life, and you encourage the same to others.

Lore: +2


Slave


You have never known freedom.  Shackles and chains have bound your existence, and someone has told you what to do your entire life.

Athletics: +1
Survival: +1


Artist


You've always driven to express yourself creatively.  The structure and rigid control of other pursuits has never satisfied in the same way.

Lore: +2


Explorer


You find the siren call of the horizon irresistible.  you cannot help but wonder what lies beyond the next hill or wave, and you've built your life around finding out.

Lore: +1
Survival: +1


Mystic


You've never been able to explain how the universe guides your path.  Behind every task you undertake is a feeling of cosmic direction.

Lore: +2


Raider


You've spent your life on the wrong side of the law.  What you want, you take, and what was theirs has a tendency to become yours.

Stealth: +1
Athletics: +1


Scientist


The rules that govern the world are a set of alchemical formulae to you, waiting to be discovered and manipulated.

Lore: +1
Mechanics: +1


Scholar


For you, knowledge is a relentless pursuit.  You horde each kernel of information as though it were precious metal, and time you don't spend learning is time wasted.

Lore: +2


Philosopher


You are most at home inside your own head, analysing the nature of the world and its inhabitants.

Lore: +2


Voices


The game allows players to chose to give their character one of the various voices available for them to pick from.


  • Male - Mystic
  • Male - Feisty
  • Male - Noble
  • Male - Stoic
  • Male Sinister
  • Female - Mystic
  • Female - Feisty
  • Female - Noble
  • Female - Stoic
  • Female - Sinister
  • or None


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