FOTB: Character Generation

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Primary Traits[edit]

Primary Traits - Attributes, Distinctions, and Skills - represent the core of your character, and one of each primary traits is used in every dice pool.

Attributes[edit]

Attributes represent your characters innate ability apart from training. Each character is ranked in 6 attributes:

| Charm | Endurance | Finesse | Power | Reason | Will |

Rank one (1) at d10 two (2) at d8 and three (3) at d6

Add one (1) Attribute to your dice pool for every action

Charm: How well you interact with people socially
Endurance: Physical stamina
finesse: Agility and manual dexterity
Power: Strength and raw physical force
Reason: General breadth of knowledge and ability to discern and absorb information
Will: Tenacity and strength of mind

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Distinctions[edit]

Distinctions represent specific facets of your character. Each character has three distinctions - Race, Role, and Wyrd. Each is ranked at d8 or d4 depending on whether the player feels a given distinction will help or hinder the character in that situation. A player who opts to use their distinction at a d4 earns a plot point (that may be used immediately if desired).

Add one (1) Distinction to your dice pool at either d8 or d4 for each action.


Race Distinction[edit]

Players may choose between nine (9) playable races. Click on any race for details.

Humankind

Humans of this world look much like the folk of our world with considerable diversity of physical appearance.

Corsair: Coastal Corsair tend to be compact folk with fair to swarthy skin, dark hair and dark or green eyes, though lighter shades are not unheard of. Island Corsair, on the other hand tend to be extremely lean and tall with skin that ranges from rich brown to near black and black hair and dark eyes. Corsair of the coast tend to live in great cities of stone, while the islanders prefer open skies and simple villages.
Druidan: Pale and tall with fair hair and eyes, these hearty folk dwell inland, inhabiting the fields and forests and mountains. Druidan are a simple, tribal folk, dwelling in longhouses of wood surrounded by their herds.

Kindred

While there are certain variations, all kindred tend to be angular of feature with high pointed ears and an almost wispy waifish etherealness to their forms. Kindred are so called for the kinship they claim with the ancient elves.

Caryatid: Desert dwellers, the Caryatid are a lean tall folk as a rule, with skin of sand colored marbled stone, black eyes with neither whites nor iris, and they grow no hair.
Shadowkin: Contrary to popular belief, Shadowkin do not dwell in the earth itself, but wherever the earth casts long shadows under the sun, they may be found - in canyons and tangled breaks and deep woods they dwell, their stature short and slight, their skin and hair pale as modonlight with silvery eyes and the teeth of predators.
Woodhelven: In the bright tall forests of the world, the Woodhelven dwell high in the ancient trees, making their homes there. Closest in size and coloring to humans, they may often be found in the great cities of the Corsair or the mead halls of the Druidan.

Littles

Littles tend to live, trade, and mingle with other races with little regard for apparent differences or cultural animosity.

Dwarf: Making their homes under the mountains of the world and in the hollow cliffs that riddle the coast, Dwarves are a stout and stocky people, reminiscent of the stone caverns that they call home. Like humans, Dwarves tend to sport a wide breadth of skin coloring, but their eyes resemble gemstones and their hair appears as spun metal. Dwarven men ornately braid their beards, and the women do the same with the hair of their heads.
Halfling: Nutty of skin with markings like wood grain sporting wooly brown, yellow, or red hair on their heads and feet, the bright eyed halflings are a joyful and peaceful folk. Though they make their homes in burrows in the earth, Halflings adore any place where the sky is wide and far flung, including the open sea.

Wilder

Wilders are the last remnant of the Fae of the old world. There are many varieties in the high and deep places of the world. but the most likely to be encountered in the mortal realm are the ones with deep ties to the green places that have not yet faded.

Dryad: In their human forms, Dryads greatly resemble the Woodhelven escept for their feathery ears and hair and brows, but at need they can take the form of small slender trees of a particular type unique to the individual Dryad. Most are shy, however, and avoid mortal settlements.
Felwalker: Dark of skin and sporting the hindquarters of goats and horns or antlers with the unnerving eyes of a goat, Felwalkers are viewed with suspicion in civilized quarters and bringers of luck by Halflings and Druidan alike

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Role Distinction[edit]

Players may choose between twelve (12) roles. Click on any role for details.

Arcane

Sorcerer
Warlock
Wizard

Divine

Cleric
Druid
Monk

Martial

Barbarian
Fighter
Paladin

Maverick

Bard
Ranger
Rogue


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Wyrd Distinction[edit]

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Skills[edit]

Skills represent specific training your character has undergone and how good they are at particular actions. All skills start out ranked as d4 Untrained. Then your distinctions each grant you raises to certain skills - no skill man be raised above d12

After that, distribute an additional 9 points among your skills as desired - again, no skill may be raised above d12

Add one (1) Skill to your dice pool for every action

Craft: Covers all instances of making things. Forge a sword. Craft. Build a wall. Craft. Write a sonnet. Craft. Etc
Fight: Covers all instances of physically attacking another being with fists, feet, or melee weapons or touching someone who might not be willing (hugs, handshakes, etc)
Fix: Covers repairs of all kinds, from carpentry to masonry to weapons and armor
Influence: To persuade another to believe or do a thing
Know: Used to put together information or to check existing character knowledge of a thing
Labor: Covers general muscling/sweating/activitying, etc
Move: To get from point A to point B. Usually in a timely manner, but also when the way is dangerous or uncertain
Notice: Covers seeing/hearing or otherwise . . . noticing . . . something you otherwise might not. Often used as a counter to Sneak
Perform: The use of grace, acting, dancing, playing an instrument, etc to influence or impress an audience
Pilot: To operate or assist in operating watercraft or gliders
Ride/Drive: To ride a beast or operate simple land vehicles (wagons, carriages, chariots, etc)
Shoot/Throw: Covers accurately firing or throwing projectiles with tools, weapons, or by hand
Sneak: Covers doing things unseen/heard
Survive: Covers physical survival, usually of the elements, obtaining sustenance, and finding shelter
Track: Following quarry by the markings and leavings of their passage
Treat: Covers treatment of wounds, poisons, sickness, or psychological conditions
Trick: Covers any kind of deception from lies to slight of hand, etc

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Secondary Traits[edit]

Secondary Traits - Knacks, Relationships, and SFX - represent aspects of the character that don't automatically get added to the dice pool on every action, but may be added whenever they apply.

Knacks[edit]

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Relationships[edit]

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SFX[edit]

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