The Unblinking Eye
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Character creation is easy and fun! Just follow these easy steps!
Step 1 – Character Sheet
Step 2 – Modification!
- Attributes remain the same.
- Skills change slightly
- Mental Skills:
- Academics becomes Theology
- Medicine becomes Healing
- Science becomes Technology
- Computer is removed.
- Physical Skills:
- Athletics includes riding (otherwise unchanged)
- Drive becomes Piloting
- Stealth is removed, is now covered by Larceny
- Social Skills
- Socialize becomes Etiquette
- Streetwise becomes Low Speech
- Empathy is removed.
- Mental Skills:
- Willpower and Morality change.
- Willpower becomes Destiny, unless your character is Psychic, and then it becomes Psi.
- Morality becomes Piety
- If the character is a psychic than he has Urge instead of Piety.
- If the character is a theurge then she has Hubris instead of Piety.
- Destiny, Grace, or Psi begin at 1 (one) point.
- Piety begins at 7 points.
- Urge begins at 1 point.
- Hubris begins at 1 point.
- Health – Everyone has 5 levels.
- Everything else on the sheet is fine as-is.
Step 3 – Fill in bubbles
- Attributes: Each starts at 1. You have 5 points to add to your first choice of column, 4 to add to your second choice, and 3 for your last choice.
- Skills: You have 11 points to add to your first choice of category, 7 to add to your second choice, and 4 to add to your last choice.
- Skills all begin at 0.
- You may add 3 specialties for 3 different skills. When acting within that more narrow scope of the skill, you get +1 die to roll.
- Merits: You get 17 points to spend on merits.
- Merit points cost what they say they cost in the WoD book. A list of merits from the WoD book and from the Fading Suns book can be found at the Merits page.
- Destiny, Grace, and Psi cost 4 points each to raise.
- Heroic Characters may spend 5 points to increase an Attribute by 1.
- Heroic Characters may spend 3 points to increase a Skill by 1 (to a max of 4).
- Psychic powers have a cost that scales up.
- A level 1 power costs 2 points.
- A level 2 power costs 3 points.
- A level 3 power costs 4 points.
- Level 4 and higher powers cannot be purchased at this time.
- A list of Psychic Powers can be found through the link.
- Theurgic Rituals have a cost based on the level of the ritual. Remember that the highest level ritual that can be purchased is limited by the Theurge’s Grace.
- A level 1 ritual costs 1 point
- A level 2 ritual costs 2 points
- A level 3 ritual costs 2 points
- Level 4 and higher rituals cannot be purchased at this time.
- Flaws: It’s not required to take a flaw. If you want to take one, it may occasionally grant you an extra experiance point, but only when it negatively impacts your character in a significant way. Talk to the GM if you’re interested in getting a flaw.
- Characters will of course normally have flaws that aren’t serious enough to need bookeeping. Feel free to add those to your character as you like.
- Virtues and Vices: Not used.
- Initiative: As Normal. Dexterity + Composure. When rolled, you add that number to the roll of a single die, Initiative is not a dice-pool.
- Size : Unless you are a Vorax, a Gannock, or have taken the Huge merit this is 5.
- Having a Size of 6 gives you one additional Health Level. Having a size of 4 removes one.
- Speed: Not used.
- Defense: As normal, the lower of your Dexterity or Wits.
- Armor can increase defense. Talk to the GM about what armor your have and how much it increases your Defense.
- Health: For each level of health, you have your Stamina +2 in hitpoints. Once you’ve taken that much damage or more, you fall to the next level of health, and so on, until you are totally out of health.
You should write down the number under each bubble, or just next to your health, whichever you feel will remind you better. One good way to keep track could be to write how many health points you have left in the current health-level box, and to just fill in the boxes for levels that are already full.
Example: A character with 3 stamina gets 5 points (3+2) per health level. They have the standard 5 health levels. An attack deals 3 points of damage. They now have 2 points left on their first health level. A second attack deals 3 points of damage again. They are now out of points in their first health level and at 4/5 in the second.
- Wound Penalties: As the character gets pushed down the health chart by damage, wounds begin to interfere with the ability to fight well.
- No Damage – Healthy: The character is fit and hale, no effects.
- 1st Health Level – Bruised: Minor injuries not worth crying over, no effects.
- 2nd Health Level – Hurt: Some more serious injuries. Powers that affect damaged or bleeding characters now affect the character.
- 3rd Health Level – Injured: At least one quite serious wound. -1 to all die pools.
- 4th Health Level – Wounded: Multiple serious injuries, medical attention required. -1 to all dice pools
- 5th Health Level – Critical: Near-mortal wounds. -2 to all dice pools.
Once the character has fallen below the last health level, he is Down, and is not dead yet but is in a lot of danger of dying. Down characters are likely unconscious and even if they are not, they cannot perform any strenuous action. Down characters are out of the fight and need someone to help them or they will likely die.
Step 4 – Gear
The amount of Firebirds your character has at creation is dependent on his or her Resources merit. Even destitute characters will get some firebirds to spend, but only the minimum amount, and those must be spent on gear or they will be taken away when the game starts.
The main currency is the Firebird, a coin with the Imperial Phoenix on one side and the Emperor’s face on the other. Some Firebirds have been cut into halves or quarters. Half a Firebird is called a Crest, and a quarter is called a Wing.
Firebirds are difficult to counterfeit, because they currently hold a value equal to the special metal (called prismium) in their weight. Most of the prices in the sourcebook are prices set by the League. Buying things from local markets or on the black market may result in very different prices.
Some places also have their own currency. Though the Empire discourages this, it doesn’t yet have the power to stamp out rogue coins entirely.
Below is a chart indicating how many firebirds a character has to spend on gear at the start of the game, plus any income he or she might have. Since people accumulate lots of things over the course of their life, and get gifts at coming of age ceremonies, there’s a large difference between the firebirds one has to spend on gear, and the money in-pocket at the start of the game. Unspent firebirds from the Gear section do not carry over to in-pocket money unless the character has purchased a special financial merit.
|Resources:||Firebirds for Gear:||Income:||Starting Pocket Money:|
|0||75 Firebirds||None||1d10 Wings|
|1||150 Firebirds||5fb / mo||1d10 Crests|
|2||250 Firebirds||15fb / mo||10-15 Firebirds|
|3||400 Firebirds||50fb / mo||25-30 Firebirds|
|4||750 Firebirds||180+fb / mo||50-75 Firebirds|
|5||1200 Firebirds||500+fb / mo||100-150 Firebirds|
Step 5 – You’re done!
The mechanical part of making a character is over. Give some thought to who the character is and where they came from, but otherwise you’re good to go.