Sundering the Gods

On the Eve of Snows,

come heavens or hells,

war will rage.

The Character - An Introduction

 

Character creation in the Sister Continents is by far the most complex and time consuming portion of the game for Players, but the reason for this is so that everybody has everything they need at their fingertips to speed through combat and interact with the meat of the stories presented. Once a Player has a grasp of the system character creation should move at a good clip, even if it may never achieve breakneck speeds. The payoff for all the Character work should be well worth it!

Characters in the Sister Continents consist of three basic things: 

1: Who you are. These are fundamentals, such as Name, Race, History, Aspirations, etc.

These things are an area that the Player has a good deal of control over, depending upon the Campaign and any GM mandates there might be. They range from relatively unimportant things, such as eye color, to Roleplay significant, such as the Character's outlook on life, to the statistically important Race and Culture.

2: Natural Gifts. These are Physical and Mental Attributes, such as Strength and Discipline.

In the SCRPG there are 14 Attributes which typically range from 21-100, and these are determined by rolling D100 and discarding rolls 20 and below. It is assumed that all healthy peoples of the world range from 21 to 100 percent of their racial potential. Injury, magic and special abilities may lower/raise these Attributes. These raw Attribute numbers then determine the Character’s basic Bonuses to various skills, which are then adjusted by the Character’s Racial modifiers to determine their final bonus.

3: What you are good at. These are skills that a character learns via study and practice.

There is a wide selection of skills in the SCRPG, and Characters will be inclined to be good at those skills which fall into the purview of their Calling and Profession. What skills a Character is good at is ultimately the decision of the Player, as there is a great deal of flexibility within the system. For a Character who’s Calling is Fighter, it will cost 2 Training Points (TP) to train their Light Thrusting Blade Skill, while it will cost an Empath 4 Training Points, however two different empaths could assign their rates of training weapon skills differently, so that Empath One will receive 3/2 Skill Points when trained once and twice respectively, while Empath Two learns only 2/1. In addition, Characters will have Specializations as determined by the Player, as well as choices of Profession from within the Calling.

Because Character Attributes are a natural curiosity, it was deemed that they would be a good glimpse into Characters. As you peruse these Attributes, note that each Physical Attribute has a Mental counterpart.

PHYSICAL ATTRIBUTES:

Quickness:  Represents both the character’s fast twitch muscles (run speed) and how quickly the character reacts to stimulus (initiative).

Strength:  Represents the combination of the raw physical power of the character (weight lifting) along with how effectively and efficiently they utilize that strength to perform various tasks (damage bonuses). 

Endurance:  Represents how much strain the character’s body can take before collapsing, very important in determining fatigue ratings and blood loss limits.

Appearance: Represents physical presence rather than how attractive the character is, effecting most all Influence Skills. Whether you are trying to seduce or intimidate, light up a room or go unnoticed, portray a noble or a beggar, one's Appearance will have an effect. 

Agility: Represents basic hand-eye coordination in motor skills, effecting a multitude of abilities that range from lockpicking to acrobatics.

Health: Represents the body’s immune system and basic fitness. It is part of the formula for determining Vitality and Blood Loss limits.

Affinity: The base rating for the bodies "affinity" to spinning the elements: Effects Power Points (basic) and can be spent to show a "talent" for spinning a particular element.

MENTAL ATTRIBUTES:

Cunning: Represents how quickly a character thinks on their feet, affecting many Stealth and Subterfuge Skills.

Intelligence: Represents the character’s ability to grasp and retain information , effecting all forms of learning and Scholar Skills.

Will: Represents a character’s determination and discipline, effecting things such as learning, interrogation resistance, and Training Points.

Presence: Represents the psychological and language side of how effectively the character presents themselves to others and controls any stressers, affecting most Influence Skills. Presence is also intermingled with Will for mundane tasks under high stress situations.

Intuition: Represents the gut instincts and judgement abilities of a character, affecting things as varied as spell research and archery (judging range).

Wisdom: Represents the character’s problem solving ability, effecting Training Points, all research in crafting fields, and a host of other skills.

Acuity: The base rating for the mind's ability to grasp not only the spinning of an element, but that special something that creates the structure of the spell: Affects Power Points (basic) and gives the character points to spend toward increasing their chance to learn a base list, as well as higher level "improvements". 

Background Art by Jon Gibbons

© 2018 L. James Rice