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Character

You are a hero, an adventurer, a person of great potential who has been selected by the forces of fate for great and terrible deeds. However your story unfolds, the first thing you as a player must do is create the character you will portray. This is a simple three step process outlined in the tabs below where you'll decide your character's Appearance, Concept, and Build​. Though character creation generally happens in this order, there is no prescribed method written in stone; feel free to create your character in any order you choose, tracking back to re-write or looking ahead at new options as you so please.

When considering who your character will be, take into account the needs of the narrative and the dynamic of the group along with any suggestions the GM might have as to how your character could contribute to the larger story. The last thing you want is to be a brooding assassin in a group of happy-go-lucky heroes or a ridiculous joke-character in the midst of serious role-players. Consider not only your own enjoyment, but what your character will bring to the table in terms of both ability and overall tone.
​
The process of character creation need not be one of constant analysis, hemming and hawing over which option will lead to the most powerful character. In fact, it is often more rewarding to play a character who is deeply flawed or has a glaring weakness to overcome. What’s most important is that you, the player, have a vested interest in your character’s well-being and a desire to see them achieve their goals, whatever they may be.

Background

Class

B.A.S.I.C. Stats

Features

Proficiencies

Schema

Spells

Rituals

Equipment

  • APPEARANCE
  • CONCEPT
  • BUILD
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What do you look like?
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dventurers are a unique and disparate group, and one rarely looks like another. One of the first things you should do is decide what your character looks like. What race of people do they come from? What color are their hair and eyes? How old are they? What gender? How heavy, how tall? Any distinguishing features? All of these questions are likely to inform many decisions you make later on, and may likewise be influenced by those same decisions. Feel free to return to this section as your character takes shape, to specifically define exactly what that shape looks like.

Race

Choose one RACE and one ETHNICITY within that Race.
Gain one Feature and one Proficiency from your Race
Gain +1 to a BASIC stat based on your Ethnicity
When the Sphere was created, the Mortal soul took shape based on the nature of the various worlds it came to inhabit and became the first of the Mortal races. Since then, many other groups of genetically and culturally distinct peoples have come into being. And though each can call a dedicated corner of the Sphere their own, at least a small population of each race can be found anywhere civilization takes root.

Within each race are several Ethnicities, representing the diversity of this people group. Your Ethnicity provides a +1 bonus to a specific BASIC stat.

For more details on each Race, visit the RACE PAGE.
A resilient and clever race from the planet Thera, Humans are perhaps the most widely dispersed race on the Sphere, with great populations inhabiting many worlds besides their own. They are adaptable and creative, with a strong sense of adventure that stems from their innate curiosity.
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Ethnicities

Heroic Versatility
Gain a Proficiency and a Feature of your choice.
  • ARGYAN
  • ATLAN
  • KAIZEN
  • MISRAHI
  • NOTH
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BRAWN +1
The mighty Argyans are a powerfully built and fair-skinned race of warriors from Thera’s frigid northern continent of Midgard. Argyans are feared for their ferocity in battle and considered savages by many who dwell in less dangerous parts of Thera.
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CHARISMA +1
Haughty and ambitious, the Atlans inhabit the cosmopolitan cities of Europa, Thera’s western-most continent. Atlans are an ambitious and prosperous people who have established great empires and sparkling cities of coin and magic.
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INTELLECT +1
Hailing from the remote continent of Mekai, the Kaizen are a people of slight and graceful build with sharp minds and exotic, almond-shaped eyes. The Kaizen are quite adept at magic and the sciences, having built and maintained a continent-spanning empire for nearly a thousand years.
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SKILL +1
In the deserts of Ishtar, the Misrahi have built glistening cities, jewels among the sands. Touched by the desert sun, the Misrahi have dark or olive-colored skin and hair in shades of black and brown. They are a resilient, cunning, and industrious people, well-versed in surviving hardship.
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AWARENESS +1
The Nothic people were once widespread across Midgard and Europa, but fell on hard times as plague and civil strife tore their kingdoms asunder. Today, they are but a shadow of their former glory, dwelling in roving camps or hunkering down in the untracked wilderness, far from society's unfriendly eyes.
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When a tree is cut down, when a river is dammed up, when a vast field becomes a city, the petty gods tied to those places either dwindle away to nothing or are trapped on the mortal plane. Such spirits become mortal and are given a cursed name by their kin...Aen Sidhe: The Lost.
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Ethnicities

Glamour
You begin each day with 1d6 points of Glamour. You may spend a point of Glamour to cause a mortal to believe the next statement you make to be true, no matter how absurd it sounds. 
Glamour doesn't work on non-mortals or Aen Sidhe.
  • FIRBOLG
  • GARGOYLE
  • GNOME
  • NAIAD
  • PIXIE
  • SALAMANDER
  • SATYR
  • SIDHE
  • SYLPH
  • TUATHA
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BRAWN +1
Firbolg are gentle giants, former spirits of the woods and trees who spend much of their time sleeping peacefully. If disturbed or raised to ire, they can be a terrible foe, full of savagery and strength. Most of the time, however, they are kind, calm, and lazy.
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AWARENESS +1
Unlike most Aen Sidhe, gargoyles are not lost spirits made mortal by the steady march of progress, but rather gods of the meandering cobblestones and towering spires that comprise the cities of Man. Gargoyles voluntarily make themselves a part of Man's cities to protect their urban domain.
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INTELLECT +1
Quick of mind and body, Gnomes are diminutive earth spirits no more than a few feet high, covered in coarse, unusually colored hair from head to toe. They are inventive and clever, speaking their inner dialogue in a non-stop flurry of words.
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AWARENESS +1
Naiads are water spirits whose lakes and rivers have all dried up. On land, they assume an almost human appearance (with a strong fishy smell), but when submerged in water, their true fish-like form is revealed as they grow gills, fins, and a fish tail covering their lower half.
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INTELLECT +1
Pixies are spirits of the flowers no more than a few feet in size. They are beautiful and carefree, embracing life and all its struggles with boundless optimism. Pixies are beautiful souls who can find good in any person and a light behind any cloud. ​
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BRAWN +1
Salamanders are mighty spirits of fiery passion. They come to the mortal plane when the volcanoes, geysers, and wildfires they preside over turn cold. Most Salamanders fade into nothing as their fires die, but those with exceptionally strong wills pass over to become mortal beings of some permanence.
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CHARISMA +1
The Sidhe were once great Medicon, rulers of spirit courts or at least nobles in the higher echelons of power. Now, as mortals, they lead and shelter the other Aen Sidhe in a pale shadow of their former lives. Sidhe are beautiful, headstrong, and wise.
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SKILL +1
Sylphs are flighty and fickle spirits of the air covered from head to toe in chalk-white fur. They are a carefree lot who like to play pranks on mortals and Aen Sidhe alike. Yet their humor and pranks belie a surprising wisdom and often teach the receiver something about themselves or the world.
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SKILL +1
Tuatha are spirits of shadow, often malicious and resentful of other mortals who they blame for their current state. They are secretive and paranoid, always hatching a new scheme to get ahead or get back at someone.
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Cyreans are an adventurous and enterprising semi-aquatic people who are as at home above the water as they are beneath the depths. Though adapted to life underwater, Cyreans are mammals, not fish. Their coral cities occupy the reefs, shallows, and beaches, sparkling like jewels among the waves.
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Ethnicities

Water Adaptation
Increase your Speed by 2 while submerged in water. You never need to make a Feat to swim and move with complete freedom underwater.
  • ATLANTEAN
  • LETHEAN
  • MEREAN
  • MIDORIAN
  • TRITONEAN
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SKILL +1
Atlanteans hail from the deepest, darkest oceans and build their cities within volcanic trenches and cliff sides. They are highly adventurous (often moreso than other Cyreans) and quite proud of their strengths, considering themselves to be the bravest and most advanced of the Cyrean people.
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CHARISMA +1
Though as well-suited for aquatic life as any Cyrean, most Letheans prefer a life on dry land and their cities crop up along volcanic islands. Letheans are sensual and passionate, prone to interpersonal drama, mood swings, and fits of artistic inspiration.
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INTELLECT +1
Of all the elusive Cyreans, Mereans are perhaps the least likely to be seen away from the murky depths where they maintain vast libraries of oyster shell carvings detailing the lost histories and magics of their people. If a Merean is ever seen on the surface, rest assured his mission is dire.
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AWARENESS +1
Midoreans are among the most prosperous and widespread Cyreans, living as simple kelp farmers, fishermen, and navigators among the reefs and shoals. They are a versatile and simple people who value harmony with nature and the simplicity of their small sea-side communities.
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BRAWN +1
In the deep trenches and dark waters, the Tritoneans make their home. They are a tough and warlike breed of Cyrean, comfortable with the hardships of life on the frontier. Tritoneans show less of the deference their kind is known for, but in their culture it is rude not to punch someone who offends you.
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Dryads are children of the World Trees, souls sown and grown into servants of their parent Trees. All who spawn from the same World Tree are actually one being with a shared mind and spirit. While there may be many Dryads, each is actually just one individual expression of a mere handful of beings.
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Ethnicities

Vital Roots
Once every Short Rest, you may dig your roots into the earth and commune with the world to recover one Resolve.
  • ALODINE
  • CERUS
  • ELLERISH
  • GNEISE
  • KROEN
  • QAI
  • SHAR
  • TYRANS
  • WILLOWEN
  • XAY
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CHARISMA +1
Daughter of Ygdrasil, the World Tree of Arcadia.
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INTELLECT +1
Daughter of Djolasil, the World Tree of Astora.
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SKILL +1
Son of Androsil, the World Tree of Tendale.
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BRAWN +1
Son of Wraelesil, the World Tree of Diodes.
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INTELLECT +1
Daughter of Hallosil, the ghostly World Tree of Setharkis, land of the dead.
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AWARENESS +1
Son of Luvensil, the World Tree of Evenar.
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SKILL +1
Son of Avosil, the World Tree of Thera.
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BRAWN +1
Son of Kthilosil, the World Tree of Helios.
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AWARENESS +1
Daughter of Kinmorasil, the World Tree of Nod.
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CHARISMA +1
Daughter of Dynelasil, the World Tree of Varion.
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Ages ago, the Raksha captured clans of primitive mortals. In dark pits, they broke their spirits and warped their bodies into twisted monstrosities. These wretched souls became the Fomorians: a race of destroyers and usurpers created by demonic will. Though free of demonic control, Fomorians are constantly drawn to darkness and deception.
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Ethnicities

Dark Voice
You have Advantage on any Feat related to manipulation, deception, or seduction.
  • AMNOAN
  • BALESSE
  • ESKERAN
  • GINIAN
  • VOLYSK
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INTELLECT +1
Born from the twisted bodies of Elves, the Amnoan people are fair and lithe of build. Full of cunning and arcane understanding, Amnoans call the forsaken forests of Arcadia home, living amidst the tops of great, blighted trees.
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SKILL +1
While many resisted the Raksha's torture and corruption, some embraced the darkness, fully accepting the demon's touch as a gift. These individuals gave birth to the Baleese, a people of great cunning, skill, and ambition.
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CHARISMA +1
The Eskeran are most widespread and populous of the Fomorian people, much like the Humans they were born from. They have a reputation as liars and deceivers and many dwell within great cities, living as criminals, con-men, and grifters.
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BRAWN +1
The mighty Ginian were formed from the bodies of Orcs, warped and corrupted by demonic forces. Their bodies are tall, broad, and powerfully built with great thick horns. Ginian often find work as mercenaries, constantly moving from one job to the next.
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AWARENESS +1
The enigmatic and fascinating Volysk were created from the tormented forms of magic-users captured and perverted by dark powers. They are lithe, intelligent, and alluring. Their ability to see deeper than others makes many into leaders while others simply become conmen.
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Kindre are a species from the world of Tendale who combine the traits of Men and beasts. From tribe to tribe, Kindre vary wildly in appearance, temperament, and social structure. Most Kine have abandoned tribal ways however, moving into cities and living amongst the peoples of other nations and races.
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Ethnicities

Untamed Agility
Speed +1. Treat Rough Terrain that is natural in origin (loose stone, tree roots, etc.) as normal terrain.
  • DRAKKARI
  • FELIS
  • GIDA
  • NAVI
  • ORTESUS
  • SIMI
  • ULRIC
  • VULPEX
  • WODO
  • YURIBI
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BRAWN +1
Drakkari are large, powerfully built creatures who resemble humanoid dragons. They are restless creatures, wondering from place to place in search of a greater challenge.
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SKILL +1
Felis have a reputation as dishonest swindlers, thieves, and criminals and most prefer to live within the bustling heart of great cities. In Felis thought, anything you can get away with is morally acceptable.
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SKILL +1
Gida are partial to either tropical or desert climes and often make their homes within such environs in tight-knight communities of fellow Kine. They are secretive but never afraid to say what's on their mind.
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INTELLECT +1
The Navi are an elusive tribe of bird-like nomads who roam the mountains and deserts of their home world. Agile in mind and body, they are often taciturn, scholarly, and serious. Most find work as scholars, long-winded lecturers, or explorers and archeologists.
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CHARISMA +1
Gluttonous and jovial, Ortesus are a proud people who often live in pastoral communities as farmers, though many make their way as warriors. Though ordinarily hedonistic and lazy, Ortesus are dangerous when roused to action.
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CHARISMA +1
Gluttonous and jovial, Ortesus are a proud people who often live in pastoral communities as farmers, though many make their way as warriors. Though ordinarily hedonistic and lazy, Ortesus are dangerous when roused to action.
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BRAWN +1
The bear-like Ulric often serve as guardsmen, police, and soldiers in Kindre society. They are rigid in their sense of law and order and value honor above all else.
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INTELLECT +1
Vulpex are fox-like Kindre, quick of mind and body. Even the dullest Vulpex have a genius-level intellect when compared to other races. Unfortunately, most Vulpex are careless and free-wheeling types who use their considerable cunning to get away with illicit activities.
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AWARENESS +1
Wodo are a nomadic people who wander in large, tightly-knit tribes under the lead of their Alpha. They are a highly social, optimistic, and easy-going tribe that is generally well-liked.
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AWARENESS +1
Mysterious and secretive, the Yuribi are keepers of Tendale's lost history. Most are mages of one sort or another, spending their lives in the pursuit of knowledge.
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Mechan are a race of people created by the hand of Man during the Golden Age, just as the gods once fashioned Man from the raw stuff of creation. For whatever reason, the Mechan have awoken once more to walk among Men, seeking their purpose and fortune as all living things must
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Functional Immortality
Mechan are unaffected by and immune to the effects of: 
Poisons & Potions
Disease & Medicine
Spells or effects that specifically affect living beings

Mechan do not need to eat, sleep, drink, or breathe in order to survive (however, they must power cycle for at least 4 hours to gain the benefits of a Full Rest).

Ethnicities

  • AURANOCH
  • METRANOCH
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AWARENESS, INTELLECT, OR CHARISMA +1
Though their original purposes are now lost the the mists of time, many believe that Auranochs were created to assist scholars, mages, and heads of state in their affairs. Though frail by no means, those who created the Auranoch obviously did so with an emphasis on the being's mental capabilities rather than their physical prowess. ​​
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AWARNESS, BRAWN, OR SKILL +1
The sturdy build, heavy armor, and great physical strength of the Metranoch seems to indicate that these Mechan were designed for battle, manual labor, and tasks too dangerous and undesirable for a citizen of the Golden Age to deal with. Metranoch are quite intelligent, but more inclined to physical pursuits than mental ones.
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Known to many as Dwarves, the Noldor are famed as skillful craftsman, shrewd merchants, and steadfast warriors. It is not unusual for a Dwarf to leave his mountain home in pursuit of adventure, either to champion the cause of justice, make a name for himself, or to bring honor to his family.
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Ethnicities

Stoneborn
The first time you are reduced to 0 HP each day, you may Save to negate the triggering damage and spend any amount of Resolve to recover HP.
  • AMYNDOR
  • GOLANDOR
  • NIVENDOR
  • SHȖLDOR
  • THORENDOR
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BRAWN +1
A stocky and able-bodied folk, sure as the mountains they make their homes among. Amyndor (also known as Stone Dwarfs) are among the greatest warriors and craftsmen of the Dwarves, and are famous for their drinking and stubbornness.
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CHARISMA +1
Living among the rolling green hills, the Leandor are famed merchants and financiers. Gold Dwarves are short and lithe, not stocky like their kin and rarely grow beards or facial hair. ​While not famed as warriors or wizards, Golandor are well-liked, with allies and social connections everywhere.
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INTELLECT +1
The inquisitive mind knack for all things technological drives the Nivendor to eschew life in the depths of the earth for the world of light and trees above ground. ​With fair skin, lithe bodies, and hair and eyes in varying wild shades, one could almost mistake the Nivendor for very short Elves.
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AWARENESS +1
​The rare and xenophobic Shûldor (also known as Deep Dwarves) dwell deep underground. Built much like the Amyndor physically, their grey skin rarely sees sunlight and their red or white eyes are nearly blind (though they compensate through other senses).
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SKILL +1
The Iron Dwarves were once wealthy miners and craftsmen but were eventually driven (by commercial, political, or economic forces) to exchange their mountain homes for cities and their grand forges for waterfront factories with a new reputation as criminals and craftsmen without peer.
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Living in great colonies built atop the ruins of ancient cities, Oluxar have a highly structured society centered on a Queen who all within the city serve.  Adventuring Oluxar are either exiles or on a mission for their Queen. Outside their hive-cities, they are often feared and treated as monsters.
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Ethnicities

Insect Biology
Your chitinous exoskeleton grants +1 Defense. You have an extra pair of arms in which you may wield one extra weapon, equip a shield, or keep open for utility purposes.
  • K'JORA
  • K'TIVA
  • K'TUI
  • K'VARYK
  • K'ZHENT
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SKILL +1
Merchants, craftsmen, and artists of strangely beautiful talent, the K'Jora occupy a niche within Oluxari society that drives economic prosperity. While the Oluxar remain largely nomadic scavengers, the K'Jora take what is scavenged from the wastes and make it into tangible goods and unique culture.
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INTELLECT +1
K'Tiva are Oluxar royalty and nobility, the favorite children of the Queen who attend to her directly. As such, they wield absolute power within the Queen's Hive-City, speaking on her behalf and carrying out her wishes. Typically, K'Tiva are the only Oluxar who are literate, educated, and magically trained.
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CHARISMA +1
Worker drones with great physical stamina, K'Tui have an inborn drive to work their hardest at whatever task they are given. While friendly and sociable, most K'Tui are also very simple-minded, preferring the purity of their work to politics, philosophy, or culture.
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AWARENESS +1
The Oluxar are primarily scavengers, scraping what they can from the lands in which they dwell, and the K'Varyk are key to this function of the Oluxar. Their role within Oluxari society is that of scout, scavenger, and hunter, roaming the wastes in search of resources the Hive-City needs to survive.
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BRAWN +1
The enemies of the Oluxar are many and the stone walls of the Hive-Cities are only so strong. The City's true strength lies in the courage and ferocity of its guardians, the K'Zhent. Blessed with great physical stature and skill in battle, the K'Zhent protect against threats both inside and outside city walls.
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​Orcs are a mighty race of warriors, equally feared and sought out for their prowess in battle. No mere brutes, Orcs marry spirituality and military discipline into a harmonious strength that crashes like a storm when called upon. Their kind values strength and honor, despising wanton violence and pointless bloodshed. Every fight has a purpose, even if that purpose is to prove one’s strength. 
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Ethnicities

Brute Force
Once per Full Rest, you can double or half an instance of damage you deal or receive.
  • BOSEK
  • GOBLIN
  • HURIAN
  • TROG
  • URAD
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AWARENESS +1
The most widespread and well-known of the Orcish people, Bosek have large frames and powerful muscles. Their tribal lands can be found all over Helios, particularly in the plains of Golgorath, the Lands of Blood.
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INTELLECT +1
Though physically diminutive, Goblins more than make up for their physical lack through ruthless cunning and a penchant for all things mechanical.
​Though now fallen to ruin, Mul’Zorrah, the mountainous Lands of Fang was once their home.
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SKILL +1
Hurians are the ruthless and brave masters of the sea, claiming the jagged shores of Vol M'kosh as their own. They are skillful warriors, unafraid to do what must be done to further their ambitions. Many live as criminals, pirates, and villains.
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CHARISMATIC +1
According to legend, they are the ill-begotten child of the True Khan, descendants of Trog who was born of a tryst the Khan had with a demon. Trogs are outcasts, even among the Orcs, hated and feared for their preternatural connection to the Unworld.
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BRAWN +1
Largest and most powerful of the Orcs, Urad stand over 6 feet on average, reaching up to 7 ½ feet in height. They are powerfully built with blood red skin and considered the most naturally gifted warriors among the Orcs.
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Graceful, mystical, and alluring, elves are the souls of Men which took form to reflect the beauty and mystery of their forested home world, Arcadia. Elves, as they are known far and wide, are an aloof and inscrutable people. Their tendency towards perfectionism has led the Quendi to become some of the greatest artists, warriors, and mages the Sphere has ever known.
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Ethnicities

Elven Grace
You have Advantage on Feats you apply a Feature to.
  • DROW
  • ELDAR
  • FAEN
  • SUNDARI
  • SYLVE
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AWARENESS +1
The Ekunquendi (dark elves) are thin, wispy, and fierce with eyes that glow slightly in darkness, reflecting hues of red, white, or pale blue. Dark Elves are generally hostile and xenophobic, preferring their own company to that of outsiders. Ritual tattoos and scars denoting great deeds cover their bodies.
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INTELLECT +1
Changed by the rampant magics of their homeland, Mara, which they are sworn to contain, the Ciraquendi (or Eldar as they are also known) live much longer than other Elves and have a natural proclivity for magic. Their bodies are tall, lithe, and frail-looking and they often go bald in their youth.
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CHARISMA +1
Most beautiful and graceful of the Quendi, the Faen (or Valaquendi) are known as high elves and exemplify the physical beauty Elves are famed for. Though they often seem aloof and distant, there is something alluring and remarkable about the Faen one can't help but be drawn to.
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SKILL +1
The Miraquendi (or Sundari) are inhabitants of the plains rather than the forests and have long been at war with the woodland elves. They are a fierce and brutal people who value both inner and outer strength while holding to an ancient spirituality that makes them one with the lands they protect.
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BRAWN +1
Known as Deunquendi (which translates to common, low, or wood elves), Sylves stand at around 5 feet with slightly tan skin, plain features, and dull, earthen browns, reds, and yellows of hair and eyes. While nimble and lithe, their builds are heavier, more suited for lives of manual labor.
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Zoa are the offspring of mortals and gods, half-spirits who live somewhere between the tangible and the Unworld. They are a sterile race, considered an abomination and outcaste by both mortal and immortal alike. ​Like their immortal parents, Zoa are intemperate creatures prone to fits of passion. Yet like Men, they are versatile, curious, and concerned for the material, caught up in the steady flow of time and mortality.
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Ethnicities

Spirit Sense
Pick an extra Feature. You always know when a certain type of creature is within 100 meters of you (the type of creature you can sense depends on your Ethnicity). You know if this creature is present and how many there are, though you cannot ascertain their exact location through this sense.
  • ANATHEMA
  • DRAGONKIN
  • GAUNT
  • KITH
  • NEPHILIM
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INTELLECT +1
Those born from the union of a human with ancient things beyond the veil of time, space, and sanity are called Anathema. Their minds are dark and their sight sees further than any mortal's should. Magic is their birthright, knowledge their curse.

​You are able to sense Aberrants.

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BRAWN +1
Considered an abomination by Dragons and feared by mortals, Dragonkin are the product of a union between a Mortal and a Dragon (in mortal guise). While some go on to serve the agendas of the Dragons who sired them, more wander the lands in a never-ending quest to prove their greatness to all.

​You are able to sense Dragons.

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AWARENESS +1
When the moon is full, the souls of the dead may walk abroad in the world of the living. If the goddess of death allows it, some of these spirits may visit their former lovers in dreams, giving birth to a Gaunt, a child of both life and death.

​You are able to sense Undead.

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CHARISMA +1
Born of a mortal and a Medicon, Kith are closely tied to the natural world, particularly the element or geography their Medicon parent holds sway over. Rejected by both the mortal and immortal worlds, Kith are restless as the wind, passionate as flame.

​You are able to sense Godlings.

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SKILL +1
The hybrid children of Men and Demons are easily recognized by their black eyes and glowing curse mark. Despite their frightening appearance, the Accursed have a penchant for disrupting the plans of Demons, making them stalwart (if accidental) defenders of Mankind and hated enemies Demons.

You are able to sense Infernals.

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Age

Decide how old you are: Child, Youth, Adult, or Elder
Adventurers are a diverse group, differing from one another in many ways, not the least of which is Age. How old your character is has little bearing on their ability to venture through the Sphere and more to do with how they see the world. Children and youths tend to be more optimistic, emotional, and immature while wisdom, rigidity, and more than a little cynicism creeps in as the years creep by.

Age for Player Characters isn't measured in years, but in four stages: Child, Youth, Adult, and Elder. The specific age range for each of these stages appears on each Race's page since different Races age at different rates. Decide which of these stages your character is in.

Child

While it is rare for a child to become an adventurer, some truly exceptional individuals with truly tragic lives have walked this path.

Youth

As they leave childhood behind, a youth gains the vigor and strength of an adult, but still struggles with emotional immaturity.

Adult

Needless to say, most adventurers are adults, fully developed both physically and mentally, ready to take on the world.

Elder

When considering the aged frame of the old hero, one must also consider that only the strongest adventurers live this long.
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Details

Fill in the details
Decide all the finer details about your character's appearance; their hair and eye color, their gender, their height and weight, and any other distinguishing features they may have. Each Race has some suggestions regarding what hair/eye colors, and height to weight ratios are most common amongst its males and females, but as an adventurer living life outside the norm, it's not required for you to color inside these lines.

​Bear in mind that none of the choices you make here have any (numerical) effect on gameplay, but may affect how other characters in the story react to you.

Distinguishing Features

If you'd like to give your character a distinguishing feature, but aren't sure what to give them (or just want some inspiration), you can roll 1d20 and consult the table below or just pick the one you like best.
1: A prominent scar cuts its way across your face
2: A severe burn mars your features
3: Your eyes are a bright and unusual color
4: Your hair is a bright, absurd color
5: An elaborate tattoo covers your face
6: You have an extra finger on one hand
7: You have vitiligo; dark skin with light patches
8: You have an abundance of freckles all over
9: Your breasts/genitals are uncomfortably large
10: You have a long, large, prominent nose
11: Your eyes are two completely different colors
12: You are exceptionally tall for your race & gender
13: You are exceptionally short for your race & gender
14: You have an odd birthmark in a visible place
15: You have a large, prominent mole on your face
16: Your nose is crooked, having been once broken
17: Your hair is unnaturally gray for your age
18: You've gone bald prematurely
19: You always wear a distinguishing piece of clothing
20: You speak with a stutter, lisp, or thick accent
What's your story?
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ompelling characters not only have physical traits that set them apart, but emotional depth, interesting motives and a story that draws you into their past, present, and future. At this point in the creative process, your character is probably just starting to take shape. This section will help solidify some of the decisions you've made so far (or maybe even inspire you in an entirely new direction) as you consider your character's Background, Personality/Morality, and their Key, the motives that move them forward.

Background

Choose a Background
Gain one Feature and one Proficiency from your Background
Use the money provided by your Background to purchase starting equipment before the game starts
​You can choose more than one Background for flavor, but only receive the benefits of one
View All Backgrounds
Every adventurer had a life before they set out on their journey. Perhaps it was this path that set them on the road to adventure in the first place. Or perhaps they choose this life in spite of everything else. Whatever their story, Background summarizes major parts of a character's past and how they play into the present. Every character comes from somewhere and Backgrounds help to inform both player and GM where the character has been and where they are likely headed. 

Backgrounds offer money for purchasing starting equipment and give characters two Features and two Proficiencies from a list of choices. Each also offers a number of Challenges for the hero to overcome which GMs can use to pull a character into the story.
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Key

Choose one Key.
Whenever you finish a Full Rest, ask yourself each of this Key's questions. For every "yes" answer, gain 1 EXP.

Keys describe in broad strokes, the various motives, goals, flaws, and desires that inform every decision. As a character ventures through The Sphere, they will have opportunities to fulfill the tenants of their Keys, gaining ExP in order to grow as a character, both personally and in terms of strength.

Each Key has three questions associated with it. When a character takes a Full Rest, they will ask themselves each of these questions. For every question answered "yes", the character gains 1 ExP. Characters can only gain 1 ExP per question (for example, if the question asked if you saved anyone's life and you saved four lives, the answer would still just be a single "yes", thus yielding 1 ExP.) It can be helpful to tick the boxes next to each question as you go, that way you don't forget to gain ExP when taking a Full Rest.
KEYS

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As characters grow, their Keys may change. Players may discard old Keys and select new ones when both the player and the GM agree such a change is appropriate based on the character's actions, personal growth, and the advancement of the story.
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What can you do?
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