Character Creation
Step 1: Come up with a basic character concept — like fighter, wizard, druid or thief. This largely depends on the kinds of things (e.g. boffer fighting versus puzzle solving) that you think you will enjoy as a player.
Step 2: Build your character from the abilities listed on this page. Beginning characters get 30 points and one class kit. You can move points around between games, so you don't have to worry about making choices you might later regret.
Step 3: Come up with a name, and a character description (optional). Picking a province where your character was born is an easy way to provide some background and context.
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Note: Several knowledge-based skills have been folded into an ability called Lore. Here is a link to (fake) example of lore. |
Character Abilities
Arcana (6 points)
The ability to understand the ancient language of magic.
Chirurgeon (6 points)
As the closest thing this world has to a surgeon, you have a superior understanding of anatomy (human and otherwise). This also includes one level of Healing (see below).
Coup de Grace (4 points)
Allows you to kill an unconscious creature by drawing a blade across its throat. Without this ability, enemies defeated in battle will die after five minutes. This skill may be used an unlimited number of times.
Divination (10 points per level)
Each level of Divination grants the ability to cast one level of divination spells, and grants 3 spell points per level. You select the spells you will be carrying at game, with each spell costing 1 spell point per level of the spell.
Spells can be replenished during the game using mana, but you may never carry more spells than that allowed by your spell points.
For example, in order to be able to cast Resurrection, a 6th-level spell in the College of Spirit Magic, a player must buy 6 levels of Spirit Magic.
Enchantment (10 points per level)
Each level of Enchantment grants the ability to cast one level of enchantment spells. Each level also includes 3 spell points. You select the spells you will be carrying at game, with each spell costing 1 spell point per level of the spell.
Spells can be replenished during the game using mana, but you may never carry more spells than that allowed by your spell points.
For example, in order to be able to cast Resurrection, a 6th-level spell in the College of Spirit Magic, a player must buy 6 levels of Spirit Magic.
Fighter Points (3 points each)
Fighter points specify which combination of weapons, shield and armor you can wield at the same time.
You don't need to declare before the game which items you are wielding. Instead,
Armor requires an appropriate costume. Armor does not need to be repaired; thus, this effect can be used repeatedly throughout each game.
How Armor Works
Unlike some game systems, armor in Anstarra does not absorb weapon damage. Hits from weapons inflict wounds, even if you are wearing armor. However, armor has the effect of turning mortal wounds into non-lethal bruises. Five minutes after receiving a wound to an armored area, that wound will completely heal. This happens automatically, even if the victim is unconscious.
The body areas that Armor can be purchased for are:
- Torso (counts as 2 body areas)
- Each arms
- Each legs
Armor is a bit like having an ally follow you around, casting Heal Wounds on you five minutes after you are injured. The downside is that you have to wait five minutes. The upside is that this effect can be re-used an unlimited number of times at no cost.
Armor requires a costume that resembles armor to the best of your ability, but it can be as simple as a thick leather vest. Armor protects the entire body area for which it is purchased, even if the costume doesn't cover the entire area.
There is only one "level" of Armor. All armor provides the same 'healing' effect, regardless of appearance. |
Healing (4 points per level)
Each level of the Healing ability lets you start the game with one Healing Bandage. A limb wound can be healed by using one Bandage. A torso wound can be healed by using two Bandages. Each Bandage may only be used once, and must be worn until it can be returned to game staff (e.g. the Merchant).
More bandages can be purchased during the game (using game money). However, you can never carry more bandages than your Healing level. Characters without Healing cannot use or carry Healing Bandages.
Lock-Picking (7 points per level)
Each level grants keys or combinations useful for opening locks in the game. A maximum of four levels can be purchased.
Lore (7 points each)
Each type of lore gives your character information at the start of the game about a certain specialty. Each of the following types of lore can be purchased once: Area Lore, Item Lore, Magic Lore, or Mana Lore.
Note: Depending on the locale, some or all players will have access to a local map. Area Lore gives additional information about local people and places (and may provide a more useful map).
The content of lore can change from game to game, depending on which information is necessary for the current adventure.
An example of Lore can be found here. (Note that this file is fake; it has been changed from the actual information about the game world).
Poison (7 points per level)
The ability to deliver ingestible poison (in food) or contact poison (e.g. in a trap). Poison cannot be safely applied to a blade for use in combat.
You may only administer poison of a level up to the number of levels purchased. You must still buy or acquire poison in game.
Poison Immunity (3 points per level)
Poison Immunity protects you from poisons of a strength equal to or lower than your level.
Subdual (3 points per level)
The subdual ability allows the delivery of wounds that heal in 5 minutes. This is implemented by handing a subdual card to your target after you have inflicted a wound.
Each level of this skill lets you deliver non-lethal wounds to up to 10 creatures in a 24-hour period.
Sapping (5 points per level)
Lets you render a person unconscious by touching them (as if you were casting a spell). This skill cannot be used in combat. The victim remains unconscious for 5 minutes.
Each level of this skill lets you sap someone 7 times in a 24-hour period.
Spirit Magic (10 points per level)
Spirit magic concerns the realms of life and death. These spells are granted by the gods, and any caster must worship one of the gods in the pantheon.
Each level of Spirit Magic grants the ability to cast one level of spirit magic spells. For example, in order to be able to cast Resurrection, a 6th-level spell in the College of Spirit Magic, a player must buy 6 levels of Spirit Magic.
Each level also includes 3 spell points. You select the spells you will be carrying at game, with each spell costing 1 spell point per level of the spell. Spells can be replenished during the game using mana, but you may never carry more spells than that allowed by your spell points.
Traps (7 points)
The ability to set and disable traps. Traps inflict a torso wound to one target (the person or creature that triggered the trap). As with Poison, traps must be purchased or acquired in-game.
Characters without the traps skill are not permitted to disable traps (but they may, of course, avoid them).
Trap Resistance (3 points)
When you trigger a trap, you only suffer a limb wound (whichever limb triggered the trap) instead of a torso wound.
Tracking (7 points)
Allows you to percieve and understand information in your surroundings that others are oblivious to.
Wealth (1 point per level)
Characters normally start each game with 10 farthings. Each point of Wealth gives you 10 additional farthings at the start of each game.
Will (4 points per level)
Will is a measure of your character's ability to cast or resist coercive magical spells. Certain spells require that the Will level written on your spell card exceeds the Will level of the target.
Characters have a Will of zero if they don't buy levels in Will.
If you don't want to make a character, we will give you one.
Just email us with a rough idea ("mercenary", "alchemist", etc.) |
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