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Character Creation

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Characters are logged on the Curious Pastimes portal, which also allows you to track progression. You can have only one active character in the system at a time; once a character is retired or dies, it is out of play (i.e. you may not switch back and forth between characters from event to event).

What follows is the mechanics of character creation: archetypes, skills and so on. If you’re feeling a little lost, head over to Making Your Character for some tips on coming up with a concept, background and look for your character.

Archetypes

Most characters in the Renewal campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills. They’re described in more detail in the relevant sections:

  • Creator: Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.
  • Magician: Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.
  • Scout: From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.
  • Warrior: Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.

Archetypes are similar to “character classes” in tabletop or computer RPGs, but less rigidly defined, providing access to a range of archetype skills rather than a set progression.

Each archetype also includes some suggested study paths for further research or training. Characters may pursue up to three study paths, in any archetypes, and may develop one to the highest levels.

Finally, each archetype offers some ready-made example characters for inspiration.

You don’t need to choose your character’s archetype until they learn their first archetype skill; but once chosen, their archetype is fixed (although see Changing Your Mind).

Race

Race no longer plays any part in character creation in the Renewal campaign, or indeed in the setting at all. Your character may belong to a specific local “culture” that may or may not have a distinctive appearance associated with it, but it won’t affect which skills you can learn. See Can I Play An Elf? for more on this topic.

Skills

Your character starts with 20 experience points to spend on general and archetype skills. You don’t have to spend all your points up front; unspent points may be held back for later use.

The following restrictions apply:

  • Archetype: You must choose an archetype (see above) before taking your first archetype skill, but once you have done so, you can choose whatever skills you like from your archetype’s list (provided you meet the prerequisites).
  • Cross-Archetype Skills: You can learn some skills from other archetypes, but may learn no more than one point worth of cross-archetype skills for every two points worth of skills you know in your own archetype.
  • Prerequisites: Most archetype skills have prerequisites, other skills that you have to know before you can learn them. Skills are listed with their prerequisites.
  • Pinnacle Skills: The most advanced skills – those costing 11 or more experience points – require absolute focus and dedication. No character may learn more than one such skill and it must be in their primary archetype.
  • Points Cap: There is a limit to mortals’ potential to learn. No normal mortal character can learn more than 100 experience points worth of skills, including abilities gained via magic.
  • No Repeat Picks: All skills may be learned at most once each, unless they stipulate otherwise (i.e. Extra Magic Points, Extra Work Units, Income and Resources).

Some skills use magic points or work units, or have a set number of uses per day.

A full map of all general and archetype skills can be found at Skills Map.

Things That Aren’t Skills

You don’t need skills for everything! All characters in the Renewal campaign can perform the following actions without having to buy skills with experience points:

General Skills

General skills are available to everyone, both at character creation and via experience or through training, with no restrictions aside from their total point cap.

These skills provide the foundation of every progression path in the game, from core weapon training to the simplest crafting designs, for basic skulking and tracking techniques or the least powerful spells.

Combat Skills

Skill Points Cost Use
Light Armour 2 Permanent
Long Weapons 4 Permanent
Projectile Weapons 6 Permanent
Shield 4 Permanent
Thrown Weapons 2 Permanent
Two Weapons 3 Permanent

Creation Skills

Skill Points Cost Use
Alchemist 6 Work units
Artisan 6 Work units
Blacksmith 6 Work units
Jeweller 6 Work units
Surgeon 6 Work units

Lore Skills

Skill Points Cost Use
Evaluate 5 At will
Foraging 4 Once per day
Gathering 4 Once per day
Ranger 5 At will
Scholar 5 Twice per day
Scoundrel 5 At will
Scrounging 4 Once per day

Magical Skills

Skill Points Cost Use
Charm Invocation 5 Magic points
Corporeal Spellcasting 6 Magic points
Elemental Spellcasting 6 Magic points
Ritual Magic 6 At will
Sense Magic 5 At will
Spiritual Spellcasting 6 Magic points

Personal Skills

Skill Points Cost Use
Body Development 6 Permanent
Fearlessness 4 Twice per day
Intuition 5 Twice per day
Income 4+ Permanent
Iron Body 5 Twice per day
Iron Will 6 Twice per day
Resist Disease 4 Twice per day
Resist Magic 6 Twice per day
Resist Poison 5 Twice per day
Resources 4+ Permanent

Archetype Skills

Archetype skills are the more advanced techniques known to accomplished experts in their fields.

Examples
  • a warrior’s trick moves and mighty blows,
  • a creator’s complex processes and unique inventions,
  • a scout’s treacherous knifework and knowledge of beasts, or
  • a magician’s mighty sorceries and esoteric workings.

Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of branching prerequisites.

See each archetype page – Creator, Magician, Scout and Warrior – for a list of their archetype skills.

Cross-Archetype Skills

Not everyone fits neatly into one of the four archetypes, of course – you may wish to play a spellcasting warrior or a crafter trained in siege weaponry. This is fine! Any character can have a total of one point worth of archetype skills from other archetypes for every two points worth of skills they have in their main archetype. This limitation doesn’t apply to general skills at all; you can always learn as many of them as you wish.

Example
Hunter of undead, Torian Gravearrow has the magician skills Greater Corporeal Spellcasting (8 points), Immune to Enthral (6 points) and Necromancy (8 points), worth a total of 22 points. This allows them to learn the warrior skill Greater Body Development (6 points) and the scout skill Tracking Proficiency (5 points), for a total of 11 points worth of cross-archetype skills.

Magic Points and Work Units

Characters with relevant magical or crafting skills may have either of the following resources:

  • Magic points fuel spells, rites, invocations and other sorcerous acts.
  • Work units drive crafting, surgery, alchemy and other actions that create or alter things.

These pools are shared between all relevant skills; anyone with creator skills has a single pool of work units, which they may spend on any of their creator skills, while anyone with magic skills has a single pool of magic points, which they may spend on any known spells.

Both pools refresh to full every morning at Time In.

The base value of these pools depends on how many relevant skills your characters knows:

  • Your first qualifying skill grants you 10 magic points or work units
  • The second and third grant you 5 points each, for 20 points total in each pool.
  • The creator and magician archetypes grant access to the skills Extra Work Units and Extra Magic Points respectively, increasing these pools to a maximum of 30 Magic Points or 25 Work Units . Unlike other archetype skills, these skills cannot be learned by other archetypes.
Example
Lellian of the Forge has the skills Artisan, Blacksmith, Elemental Spellcasting, Weaponsmith and 5 levels of Extra Work Units, granting them 25 work units and 10 magic points per day.

Character Cards

All of your skills will be assigned to you on your character card. This card is given to you at the Games Organisation Desk at the beginning of every event and includes the following information:

  • Your name
  • Your character name
  • Your faction
  • The event details
  • Your character skills

You must have your character card with you at all times during the event and it must be easily accessible in case of emergency. If your character dies or you choose to retire them during an event, the Game Organisation Desk will produce a new character card for you.

If you gain any skills during the game in addition to the permanent skills listed on your character card, you will be issued a Special Character Card. This will need to be carried with your character card during game time if you wish to use those skills.

Changing Your Mind

It’s entirely possible to find, after an event or two with a new character, that the archetype and skills you’ve chosen don’t seem to fit – or you want to go in a different direction, or you just don’t find the skills fun – even though you still want to keep playing the character.

Despair not! Any new character’s archetype or skills can be tweaked, or completely discarded and re-chosen, until the character’s third event. As of the start of the third event, the character is fixed.

Changing your character’s skills after that point generally requires effort of some sort, including ritual transformation; a number of routes are available in the game.

Of course, if you wish to change for out of character reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss.