Character Creation

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T his chapter details the exact steps by which you create a Player Character (PC) for your MythCraft game. Character creation involves both thinking about your backstory and your place in the world, and choosing what mechanical abilities you have. As you pick your character’s abilities, think about how that fits in with their personality and backstory. Designing your character’s mechanics involves five steps:

1. Choose a lineage

2. Assign Attribute Points

3. Note your stats

4. Choose BOP

5. Take a starting talent

LINEAGE

First, what is your character’s lineage? Pick from well known fantasy lineages like dwarf or elf, or play a unique lineage like a squirrelly kleppin or a biotechnical raedeen.

Lineages provides an in-depth description of all lineages. Each lineage allows you to make a choice when you first create your character, as no lineage is a monolith. You will either pick a sublineage, or you will pick from a list of lineage abilities to make yourself unique. Some lineage options give you Skill Points. You can read more about how skills work in Skills

Example:

Marcus and Hanniah Nathan and Andi are creating Marcus, and Grant and Jake are creating Hanniah.

Marcus is a human, so he gains the “Tenacious” ability, which gives him 1 additional Attribute Point. Nathan and Andi assign it to CHA. Humans also get one unique feature from a list of Human options, so Nathan and Andi pick the “Fast Friends” ability, granting Marcus Skill Points Leadership and Persuading.

Hanniah is a kleppin, so she gets the “Scurry” ability. Kleppins also get two unique features of their choice from the list of kleppin abilities, so Grant and Jake choose “Climber” and “Claws.”11

ASSIGN ATTRIBUTES

PCs in MythCraft have eight attributes, which determine how good you are at various activities. There are three physical attributes, three mental, and two metaphysical. Each attribute has a number ascribed to it, which reflects how good you are at using that attribute. This ranges from a -3 (terrible) to a +12 (legendary). An average untrained human has a 0 in a given attribute.

ATTRIBUTE CAP

Each time you level up, you can increase one of your attributes by 1 (see Leveling Up below). However, your attributes are always limited based on your level: you can never have an attribute that exceeds 1⁄2 your level+1. This means that at levels 1 and 2, your attributes cannot be higher than a +2. At levels 3 and 4, they cannot exceed a +3, and so on.

ASSIGNING ATTRIBUTE

You have 5 Attribute Points that you can assign to your 8 attributes. You may choose to give yourself a -1, -2, or even a -3 in one or more attributes to grant yourself additional Attribute Points (for each -1 penalty you take, you get 1 extra Attribute Point). However, note that you must still observe the attribute cap.

When you assign Attribute Points, jot them down on both Page 1 and Page 2 of your character sheet. Note that Page 2 displays all 8 attributes, but Page 1 does not display Coordination because that attribute is primarily used in combat, and combat is detailed on Page 2.

ROLLING FOR STATS

Optionally, if you would prefer to roll for your attributes and if your MC allows it, roll 2d4 and subtract the second from the first, resulting in a number between -3 and +3. Do this 8 times. You can assign these 8 numbers to any of your 8 attributes. Note that this can break the attribute cap rule;

you must observe the attribute cap rule when leveling up, so you cannot increase a +3 to a +4 until you are at least level 5.

DISCLAIMER This optional rule will cause imbalance in your character as the abilities, talents, spells, and monsters are designed with standard attributes in mind rather than rolled attributes. MCs that allow rolled attributes might impose additional restrictions, such as only allowing one +3 bonus.

Example: Marcus Luxxor

Nathan and Andi are both creating Marcus Luxxor, a human cleric. Nathan gives Marcus 2 points in STR, 1 point in END, and 2 points in AWR. He gives Marcus a -1 penalty to DEX to give him 1 point in CHA.

Andi rolls for her attributes, so she rolls 2d4 and subtracts the second die from the first. She does this 8 times, resulting in 3, 2, 1, 1, 0, 0, 0, and -1. Andi puts 3 points in STR, 2 in AWR, 1 in END, and 1 in CHA. She assigns her -1 to DEX.

THE EIGHT ATTRIBUTES

Each of the attributes, and what they represent, are explained below. Each attribute is referred to with an abbreviation, listed in parentheses after the attribute.

PHYSICAL ATTRIBUTES

Strength (STR): Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle.

Dexterity (DEX): Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet.

Endurance (END): Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many HP you get (see Hit Points below).

MENTAL ATTRIBUTES

Awareness (AWR): Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you.

Intellect (INT): Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed.

Charisma (CHA): Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views.

METAPHYSICAL ATTRIBUTES

Luck (LUCK): Having things go your way even when they shouldn’t. This attribute sways fate in your favor and grants you a special ability: You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest (see p. 332). If your LUCK is lower than 0, you can never Crit, and you subtract your LUCK from every d20 roll that you make.

If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical damage that you deal. Furthermore, if you have 6 or more LUCK, your crit range increases by 1 (e.g., from 20 to 19-20), and if you have 12 LUCK, your crit range increases by 1 more. Your crit range

can never exceed 16-20.

Coordination (COR):

Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act. For every 2 points of COR that you have, you gain 1 additional AP at the beginning of your turn (see p. 327). If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.

NOT E YOUR STATS

Your DEX, END, AWR, INT, and CHA will affect some of your passive stats, including five of your six defenses and Hit Points (HP). Note these on your character sheet as directed.

DEFENSES

Your character has six defenses that they might use when being attacked. Five of the six defenses are linked to specific attributes, as shown on the table below. You can improve any defense by equipping armor, using a shield, or gaining special talents or other abilities. When attacked, you are hit if the attack roll equals or exceeds your relevant defense.

Defense Score
Armor Rating (AR) 10
Reflexes (REF) 10+DEX
Fortitude (FORT) 10+END
Anticipation (ANT) 10+AWR
Logic (LOG) 10+INT
Willpower (WILL) 10+CHA