Character Creation

This is a sample from the new version of the World of Synnibarr ™ RPG.  The contents of this document may not be reproduced whole or in part without written permission and compensation to the author Raven c.s. McCracken.

Copyright 2007 USA: Raven c.s. McCracken; all rights reserved.

 

Creating a character can be easy, or complicated, dependent upon the level of detail you wish to put into it. To make it easier, please copy the character sheet in the book.   If you are still a bit unsure, you may also use the sample characters.

                It is important to note: players must choose one of the two combat systems before creating the character: The Common system or the Hit Location system. 

The Common system does not divide the life points of the character, or armor, into sections.  It is less complicated and recommended for the starting player.

The Hit Location increases the level of detail and takes into consideration specific combat variables.  It is recommended for the more experienced player.

The two systems, while intended to be used separately, can be used in conjunction with each other, with changes to skills and damage, although this practice is not recommended.

 

Step 1

Choose the starting level of Merit to begin building your character, and combat system to be used.

Find out from Fate (the referee) what Era you be playing in. There are three suggested categories listed below; they determine the amount of Merit you shall have to build your character.

If you’re Fate, select the level of campaign, system of combat, and allocate the appropriate amount of Merit points.

And lastly, should you be a player without a Fate, simply choose a combat system, and category, from the list below; avoid the big one on the first try, it’s a bit much, even for the criminally insane. These are suggested point values only:

 

Table ???, Game Era

Game Era

Starting Merit

Bonus Merit

Ability units

Cogency

Astron

Dark Age

700 Merit

+1-100

None

None

None

Renaissance

2100 Merit

+1-100*

+10

5

+1

Legends

7000 Merit

+1-100*

+30

+15

+3

* If a player rolls a 10 or lower, they have Random Psionics or Mutations. See below.

 

Random Psionics and Mutations: The player selects Psionics and/or Mutations and then spends a special 500 Merit on psionic based ability from any race or org, or any mutation based ability from any race or org.  Receiving these abilities does not imply that the recipient is a practitioner of the Art; they are not.  The recipient can however, advance the abilities they have received with Merit as normal.

 

Immortal Born: Bonus Merit: if a player rolls 100, or 00, then they may roll the dice once again.  If the result is 00 once again, the character is immortal born.  Characters of this type are the result of the union between an immortal and mortal, the enchantments lying dormant in the bloodline. Manifesting only after hundreds of generations, the lineage of the subject is often very difficult to verify; no special attention is given to the immortal born by the deities. 

The characters receive the benefits of twice the normal life span and life points, twice the starting Merit, and a plus 2 on ability scores.

  

Step 2

Spend Merit and choose a race.  List the specifics of the race, especially any ability score modifiers in the quick reference tables. Otherwise, the information is listed with the races description in General Role playing.

Each Race has a description section listing details including the base Merit cost along with a host of other information sure to be anathema to some and ambrosia to others.  In all cases, the racial traits are divided up into three categories: Natural Racial Traits, Special Racial Traits, and Legendary Racial Traits. Keep in mind that while a character may purchase, or learn, a number of traits, a character may only use so many abilities, as limited by the Ability Units (Au’s). Fate may not allow the use of Legendary Traits.

 

Step 3 (Optional)

Spend Merit and choose a Guild or Organization. Just the basic costs for the Guild or Organization; do not spend any Merit on spells/abilities/equipment yet.  Now, if you haven’t started to hear a ringing noise, or voices, then by all means proceed, or you may skip this step and move on.  However, should you choose to push forward, and locate the Guild, or organizations, information in the quick reference tables, and list the ability score modifiers on your character sheet with the appropriate ability score.  You may find that you will be required at this stage to have certain ability scores to complete your character.  In these instances jump to step 5, fill out as much as you are able to, and then move on.  We shall tighten this up at the end as well as provide your character with funds with which they can equip themselves.

                Warning: You must have your characters ability score modifiers listed on the character sheet to precede.  Not necessarily the scores themselves; however, the adjustments or modifiers to the scores must be on the sheet.

 

Optional- Step 3.1

Selected Enemy/ Motivation: A player may look in the prejudices section and select any listed there to be the designated enemy.  Against this one type of adversary, the character will get a bonus ½ Advantage.

                The motivation is what will drive the character for their entire careers, even once the goal should there happen to be one, is accomplished. 

 

Step 4

Choose from Skills, Cybernetics and Lesser Mutations.  It is only at this stage can you purchase Mutations and Cybernetics with Merit, after the character is created, Cybernetics and Mutations may only be purchased with money.

Remember, note any and all adjustments to your ability scores gained form the cybernetics and mutations.  Do not be concerned with the amount of Au’s required to memorize/use Cybernetics, Skills and Mutations, until after step 5. A good guideline is to keep the Au’s below 15, just until the ability score Ego has been determined.  (For more about Au’s, see using Spells and abilities, Chapter 10)

                The beginning skills are awarded without the cost of Merit and listed on the character sheet.  The training time for the skills is approximately 10 years. See using Skills Chapter 6, for more information.

 

Table???, Beginning skills

Basic Skills

Combat skills

Balancing

Combat Aggression

Climbing

Combat, Advantage

Computer Operation*

Combat, Block

Jumping

Combat, Dodge

Lift and Carry

Combat, Grappling

Math-Basic

Combat, Hand-Held Weapons

Navigation: land, sea**

Combat, Natural Weapons

Piloting: land animals

Combat, Sacrifice

Piloting: land vehicles

Combat, Surprise

Piloting: Watercraft

Combat: Verbal

Reading

Opt: Combat: Ranged Attacks

Running

 

Swimming

 

Writing

 

* This is dependent upon the piloting skill taken.

** This skill not available in the Dark Ages.

         

Step 5

Figure the characters ability scores and game play statistics. Here is where things get a bit complex. However, do not despair; we shall see you through what has to be the greatest hurtle in any game system.

Suggested: Divide 100 points between these six ability scores: Agility, Constitution, Dexterity, Intelligence, Will, and Wisdom. Strength is listed with each race, Ego is the sum of wisdom and intelligence. Remember keep in mind the bonuses you acquired from the previous steps including skills if any.

 

This is where you will need to look at the ability score section of the manual and think about the character you have selected thus far.  We may, or may not, have to tell you this; however, some characters do better with scores higher in one area than in another.  For instance, Intelligence is important for a mage; Strength is important for a character designed to be in physical combat, but not so much if the character is to use advanced weapons, and so on.

Read each of the ability score descriptions and go through each score and fill in the corresponding information on the character sheet as you locate it on the ability score chart.  For instance on the strength table a 20 strength = lift 200 lbs and the +20 lpd to the damage you do when you physically hit something in the common combat system and +2 when striking in the hit location system.

Each ability score provides information on how a character behaves. When all of the information is completed, and skills determined, you will know as much about your character as you do about yourself in many respects.

Every ability score determines up to four aspects of a character.  Once these basics have been worked, out the skills provide the rest of the information, such as jumping distance or how well the character can disarm a trap.

 

Step 6

Choose the characters physical appearance. Once you have your Race, Skills, Ability Scores worked out proceed to determining what you look like.  Physical appearance: most of this is selected by the player, however, some characteristics are inherent to the race such as giants tend to be well…tallish, and Aquarians tend to be well…wet.

                Life points: NOTE: It is at this point that you determine the size, or mass, of your character.  See Life points, Height and weight Table. This in turn allows you to derive your character’s all important Life points.

                Utilizing the race, and any other deciding factors such as dress or cybernetic implants, determine what your character looks like.  Although race to race this may not assist a subject in all situations, it is very important when dealing with your own and related races.  Roll from the physical beauty table below, or else spend Merit to determine your physical appearance.

As being unattractive has its difficulties, there is a bonus Merit situation should this be randomly rolled.  The bonus is not awarded when the unattractive or ugly category is selected.

 

Table???, Physical Beauty

Roll

1d6

Beauty

Persuasion

Bonus

Merit

cost

1

Very Attractive

+3

30

2

Attractive

+2

20

3

Fair

+1

10

4

Average

0

-

5

Unattractive

-1

+100

6

Give it up, wear a mask

-2

+200

 

Step 7

Select Aura, Select a religion, and roll an astrological sign

Select a base Aura from one of the choices.  See Aura.

Select a religion from one of the choices; this is not a requirement.  See religions

Roll an astrology sign.

Table???, Astrological sign

Roll

(1d100)

Sign

01-08

Tigreio

09-17

Ursus

18-25

Conos

26-33

Aquilas

34-41

Chiropa

42-52

Delphinine

53-59

Pandinus

60-66

Damacies

67-73

Pardus

74-80

Theria

81-87

Charius

89-95

Civet

94-00

Lupanii

 

Step 8 

Generate starting money. The next to the last step is to find out how much money you will have to start your new life.

Table???, Starting money

Roll

1d100

Dark Age

Renaissance

Legends

1-90

5 Terrums +1d4

50 Terrums + 1d10

50 Terrums + 1d20

95-99

10 Terrums +1d4

75 Terrums + 1d10

250 Terrums + 1d20

00

15 Terrums + 1d4

100 Terrums + 1d10

500 Terrums  + 1d20

 Note: if your character has rank in the military or organization, they may receive bonus starting money. (NOTE TO RAV, add staring money bonuses to military guilds; REMOVE THIS NOTE when the task is done.)

 

Step 9

Purchase Equipment.

With the starting money, see the Provisions section for equipment and prices.  Fate should be notified about major purchases.  Unless otherwise specified you can purchase anything you find on the provisions section with the exception of some substances.  All equipment can be used in any manner with fates approval.

 

Step 10

Generate character background and history.  This final step enables you to discover your character and be ready to face what ever the Worldship has to offer.

Ability scores and quick reference tables

 

The following table is a short list of the races the ability scores adjustments and basic Merit Point costs

 

Table???, Races

 

Race

Merit

Agil

Dex

Con

Intel

Str*

Will

Wis

01-05

Alorian**

330

+3

 

 

 

10+1d20

 

 

06-08

Amazon**-Angelica

400

+1

+2

 

 

10+1d20

+1

+2

09-10

Amazon**-Ann

550

+2

+2

+1

 

20+1d20

 

 

11-13

Amazon**-Gabriele

400

 

+1

 

 

10+1d20

+2

+3

14-18

Amazon**-Lynn

450

+2

+2

 

+2

10+1d20

 

 

19-21

Amazon**-Michelle

450

+3

+3

 

 

10+1d20

 

 

22-24

Amazon**-Morganna

450

+3

+2

 

+1

10+1d20

 

 

25-30

Aquarians**

500

+3

+3

 

 

20+1d20

 

 

31-38

BSC

700

+1

+1

+1

+1

10+1d20

 

 

39-44

Chameleon Drake

500

 

+2

 

 

15+1d20

+2

 

45-50

Dwarves**

650

+3

 

 

 

20+1d20

 

 

51-55

Elves**

650

+2

+1

 

 

20+1d20

+1

 

56-57

Flymen

300

+3

 

 

 

1+1d10

 

 

58-60

Giant**

700

 

 

+1

 

40+1d20

+1

 

61-65

Gnome

250

 

+1

 

 

1+1d10

+2

+2

66-86

Human

0

 

 

 

 

10+1d20

 

 

87-91

Neosapien**

300

+2

+2

+2

 

10+1d20

 

 

92-95

Vladd

100

+1

 

+1

 

15+1d20

 

 

96

Warchild

170

+4

+3

+1

+1

20+1d20

 

+1

97-00

Weremen**

55

+1

 

 

 

20+1d20

 

 

 *May be increased with Skill: Lift and Carry (See skills, Chapter ???)

** These races have exclusive guilds/organizations in which to train, should they elect to.

 

 

Table???, Guild or Organization

Roll

1d100

Guild or Org

Merit

Agil

Dex

Con

Intel

Str

Will

Wis

01-02

Abattoir (assassins)

400

+2

 

 

 

 

+3

 

03-04

Alchemist

400

 

+1

 

+2

 

+2

 

05-06

Alchemist- Nucleus

650

 

 

 

+2

 

+2

+1

07-08

Alorian Guard

-

+2

 

+2

 

+5

 

 

09

Apocamancer (contra?)

 

 

 

 

 

 

 

 

10-11

Aquarian Navy*

-

+1

+1

+1

 

+10

 

 

12-13

Barriean Pirates

400

 

 

 

 

+5

+1

 

14-15

Blood Mages

650

 

 

+2

+1

 

+2

 

16-17

Dwarven Legions*

-

+1

 

+2

 

+10

 

 

18-19

Fate’s Fist

700

+2

 

 

 

+10

+2

 

20-21

Gurkha

650

+2

+2

 

 

+5

 

 

22-23

Inter-dimensional Rescue

450

+2

+2

 

 

+5

 

 

24-25

Mage Guild

650

 

 

 

+3

 

+2

 

26-27

Neosapien Guild*

-

+1

 

+2

 

 

+2

 

28-29

Ninja- Dux Ryu

650

+3

+1

 

 

+5

 

 

30-31

Ninja Guild (Terran)

600

+2

+2

 

 

+5

+1

 

32-33

Ninja- Hatsumi-Togakure Ryu

650

+1

+1

 

 

+5

+2

 

34-35

Ninja- Hayes Ryu

650

+2

+2

 

+1

 

 

 

36-37

Ninja- Takahashi

650

+3

+2

 

 

 

 

 

38-39

Ninja- Takasumi

650

+2

+2

 

 

+5

 

 

40-41

Ninja- Thorn ryu*

600

+2

+1

 

 

 

+2

 

42-43

Phoenix Corp (spies)

500

+2

+2

 

 

+10

 

 

44

Priest of Berava

650

 

 

 

+1

 

+3

+1

45-46

Psielf Guild*

-

+3

 

 

+2

 

 

 

47-48

Repossessions Unlimited (thieves)

550

+2

+3

 

 

 

 

 

49-50

Sanctus

400

 

 

 

 

+1

+2

+2

51-52

Shadow Master Guild

650

 

 

 

+4

 

+1

 

53-54

Shadow Master-Oracle

750

 

 

 

+4

 

 

+1

55-56

Shadow Warrior Guild

400

+2

 

 

+2

+10

 

 

57-58

Shadow Warriors- Evashnee

450

 

 

 

+2

+15

 

 

59-60

Shadow Warrior-Sapphire Rose

400

 

+1

 

+2

+10

 

 

61-62

Shadow Warriors-Revenant

550

 

 

 

+2

 

+2

+1

63-64

Shaman Guild

650

 

 

+1

+1

 

+3

 

65-66

Shaman-Manitou

600

 

 

 

 

 

+4

+1

67-68

Sheriffs-Marshals

700

+2

 

 

 

 

+3

 

69-70

Synachi -Warrior

400

 

 

 

 

+10

+2

+1

71-72

T.A.N.C. -Mantis corps

650

+2

 

 

+1

 

+1

+1

73-74

T.A.N.C. -Neurocorps

650

Spec

 

+2

 

Spec

 

 

75-76

T.A.N.C.-Navy

650

 

 

 

+2

 

+1

+2

77-80

Terramancers

400

 

 

 

 

 

+2

+3

81-82

Terran Guard*

-

+1

 

 

 

+20

 

 

83-84

The Garrote (Archers)

400

+1

+2

 

 

+2

 

 

85-86

The Weavers (Mages)

400

 

 

 

+2

 

+3

 

87-88

Tiger-Golden

550

+4

 

 

 

+5

 

 

89-90

Tiger-Mage

550

+2

 

 

+2

 

+1

 

91-92

Tiger-Scarlet

550

+4

 

 

 

+5

 

 

93-94

Vampires: Children of the Flame*

400

+2

 

 

+2

+5

 

 

95-96

Wardens

400

 

 

 

 

 

+2

+3

97-98

Yogi

400

 

 

 

 

 

+5

 

99-00

Zenchi

400

+2

 

 

 

 

+2

+1

*These guilds are exclusive and will only train selected races.

 

Determining Life Points, Height and Weight

1- Locate the race and roll 4d6 to determine bonus height in inches.  Add this to the height listed.   

2- Then roll a d10 for a body type, and determine your characters weight, based on the height.  2.1- Optional: choose height and roll body type or, Roll height and choose body type.

3- Next, take the weight then add the result to the Constitution bonus, to determine your characters total life points.  Life points do not normally increase; how does one condition eyeballs, and vital organs to take additional damage?

Optional: Gender weight reduction: if one gender is smaller than the other, reduce the weight by the appropriate amount as well as the life points. (Fate decides)

Optional: Hit location: See below for life point allocations to specific areas of the body. Take careful note that the vitals are especially vulnerable and that the average damage to a vital location, from an edged weapon, is enough to kill a living target; that’s where protection factors come in to play.

Optional: Recommended for use with hit location: Strength Bonus: Add the strength score to the life points. Con bonus: Multiply the con score by 10 and add that to the subject’s starting life points.

Damage from poisons/chemicals/diseases:  The subject’s life points are not divided in to hit locations. Any damage inflicted is subtracted from the whole.  Protection factors do not decrease these types of damages.

Examples of life points:

Common: Alorian, Ht: 6’1”, Med build, Wt: 182lbs, Con: 18: 182 + 18 = 200 life points.  This algorithm can be adjusted by Fate, see optional guidelines.

Hit location: Alorian, Ht: 6’1”, Med build, Wt: 182lbs, Stg: 27; Con: 18: 182 + 27 + 180 = 389 life points. This algorithm can be adjusted by Fate, see optional guidelines.

 

The height of a subject is typically proportionate to the weight.  Characters such as a giant and dwarf are stocky in build with height differences.

Table???, Life Points, Height and Weight

Race

Height

Weight

(1-2)

Ex light

Weight

(3-4)

light

Weight

(5-6)

Medium

Weight

(7-8)

Heavy

Weight

(9-10)

Ex Heavy

Alorian

5ft + 4d6 inches

100 lbs + 1.5 lbs per inch

120 lbs + 3 lbs per inch

130 lbs + 4 lbs per inch

140 lbs + 6 lbs per inch

150 lbs + 8 lbs per inch

Amazon

6ft + 1d12 inches

120 lbs + 2 lbs per inch

125 lbs + 3 lbs per inch

130 lbs + 4 lbs per inch

135 lbs + 6 lbs per inch

140 lbs + 8 lbs per inch

Amazon-Ann

6ft + 1d12 inches

130 lbs + 3 lbs per inch

140 lbs + 4 lbs per inch

150 lbs + 5 lbs per inch

160 lbs + 7 lbs per inch

170 lbs + 9 lbs per inch

Aquarians

5ft + 4d6 inches

100 lbs + 4 lbs per inch

130 lbs + 7 lbs per inch

150 lbs + 10 lbs per inch

170 lbs + 13 lbs per inch

190 lbs + 15 lbs per inch

B.S.C.

6ft + 4d6 inches

120 lbs + 5 lbs per inch

140 lbs + 8 lbs per inch

150 lbs + 10 lbs per inch

170 lbs + 13 lbs per inch

190 lbs + 15 lbs per inch

Chameleon Drake

5ft + 4d6 inches

130 lbs + 2 lbs per inch

150 lbs + 4 lbs per inch

170 lbs + 6 lbs per inch

190 lbs + 8 lbs per inch

210 lbs + 10 lbs per inch

Dwarf

3ft + 1d12 inches

80 lbs + 8 lbs per inch

100 lbs + 10 lbs per inch

120 lbs + 13 lbs per inch

130 lbs + 17 lbs per inch

140 lbs + 19 lbs per inch

Elf

3ft + 1d12 inches

60 lbs + 1 lbs per inch

80 lbs + 2 lbs per inch

90 lbs + 3 lbs per inch

100 lbs + 4 lbs per inch

110 lbs + 5 lbs per inch

Flymen

6 inches + 1d12 inches

1 lbs + 0.25 lbs per inch

1.4 lbs + 0.4 lbs per inch

1.5 lbs + 0.5 lbs per inch

1.6 lbs + 0.7 lbs per inch

1.7 lbs + 0.9 lbs per inch

Giant

7ft + 2d12 inches

320 lbs + 8 lbs per inch

350 lbs + 10 lbs per inch

380 lbs + 13 lbs per inch

390 lbs + 17 lbs per inch

440 lbs + 19 lbs per inch

Gnome

3 ft + 1d6 inches

70 lbs + 5 lbs per inch

90 lbs + 6 lbs per inch

100 lbs + 7 lbs per inch

110 lbs + 8 lbs per inch

120 lbs + 9 lbs per inch

Human

5ft + 4d6 inches

100 lbs + 3 lbs per inch

110 lbs + 4 lbs per inch

120 lbs + 5 lbs per inch

130 lbs + 7 lbs per inch

140 lbs + 9 lbs per inch

Human- Synachi Indian

5ft + 4d6 inches

100 lbs + 3 lbs per inch

110 lbs + 4 lbs per inch

120 lbs + 5 lbs per inch

130 lbs + 7 lbs per inch

140 lbs + 9 lbs per inch

Human-Half-elf

3ft + 4d6 inches

75 lbs + 2 lbs per inch

95 lbs + 3 lbs per inch

105 lbs + 4 lbs per inch

115 lbs + 5 lbs per inch

125 lbs + 6 lbs per inch

Human-Half-giant

7ft + 3d6 inches

240 lbs + 5 lbs per inch

250 lbs + 8 lbs per inch

260 lbs + 11 lbs per inch

270 lbs + 14 lbs per inch

280 lbs + 16 lbs per inch

Human-Ravishem

5ft + 4d6 inches

100 lbs + 3 lbs per inch

110 lbs + 4 lbs per inch

120 lbs + 5 lbs per inch

130 lbs + 7 lbs per inch

140 lbs + 9 lbs per inch

Human-Tibetan

4 ft + 4d6 inches

90 lbs + 2 lbs per inch

100 lbs + 3 lbs per inch

110 lbs + 4 lbs per inch

120 lbs + 5 lbs per inch

130 lbs + 6 lbs per inch

Neosapien

5ft + 4d6 inches

100 lbs + 3 lbs per inch

110 lbs + 5 lbs per inch

120 lbs + 7 lbs per inch

130 lbs + 9 lbs per inch

140 lbs + 13 lbs per inch

Vladd

5ft + 4d6 inches

120 lbs + 3 lbs per inch

130 lbs + 4 lbs per inch

140 lbs + 5 lbs per inch

150 lbs + 7 lbs per inch

170 lbs + 9 lbs per inch

Warchild

3ft + 1d12 inches

75 lbs + 1 lbs per inch

85 lbs + 2 lbs per inch

95 lbs + 4 lbs per inch

105 lbs + 7 lbs per inch

115 lbs + 8 lbs per inch

Weremen

5ft + 4d6 inches

130 lbs + 4 lbs per inch

140 lbs + 5 lbs per inch

150 lbs + 6 lbs per inch

160 lbs + 7 lbs per inch

170 lbs + 10 lbs per inch

 

Common: Life Points

List the number of life points for your character.  This is the amount of damage the subject can take before dying. When the subject’s life points reach 0 the character will die.  If the life points are restored within 4 minutes, brain damage will not have set in, and the subject can be revived with a successful First Aid CTA.

 

Optional: Hit Location: Life Point allocations

                Divide the characters total life points in to these body sections.  That is the number of life points that region has; when the location falls below 50% of the allotted life points the location no longer functions and the subject rolls Metabolic shock.

                Roll a different colored set of percentile dice-or a d20, with those for shot, to perform both rolls at once. 

If the location is a vital area, signified with a v and the damage exceeds 50% of the area’s life points, then the subject must succeed a metabolic shock or pass out for 1d4 seconds.  In these instances, Fate can create a table for bleeding damage if they wish to. When the life points reach 0 for a vital region, the character will die.  If the life points are restored within 4 minutes, brain damage will not have set in, and the subject can be revived with a successful First Aid CTA.   

Some races will have listed a hit location table for the specific body types of the race for instance Alorians have one that includes wings. For others it may include extra arms or other appendages.  In these special instances, a unique hit location chart will have to be created for the unique being.  For example, a hydra will have a very interesting hit location table as would a six armed winged warrior with a tail.  Provided are two hit location tables, one for normal bipeds and the other for beings with wings.  The character sheet has a compact form of the lit location table for normal bipeds.

 

Table???, Humanoid hit location and life point division

Roll

1d100

Roll

1d20

Location

Life point

Percentage

1 - 19

1-5

Chest/back (spinal)

25%

20 - 35

6-9

Lower abdominal/back (v)

15%

36 - 51

10-12

Stomach

15%

52 - 62

13

Leg (right)

10%

63 - 73

14

Leg (left)

10%

74 - 78

15

Arm (right)

5%

79 - 83

16

Arm (left)

5%

84 - 94

17

Head (v)

10%

95 - 96

18

Arterial-other (v)

2%

97 - 98

19

Throat (v)

2%

00

20

Heart (v)

1%

 

Table???, Winged humanoid hit location and life point division

Roll

1d100

Roll

1d20

Location

Life point

Percentage

1 - 19

1-4

Chest/back (spinal)

25%

20 - 35

4-7

Lower abdominal/back (v)

15%

36 - 51

8-10

Stomach

15%

52 - 57

11

Leg (right)

5%

58 - 62

12

Leg (left)

5%

63 - 68

13

Wing (right)

5%

69 - 73

14

Wing (left)

5%

74 - 78

15

Arm (right)

5%

79 - 83

16

Arm (left)

5%

84 - 94

17

Head (v)

10%

95 - 96

18

Arterial-other (v)

2%

97 - 98

19

Throat (v)

2%

00

20

Heart (v)

1%

If the subject has a tail, reduce the tail percentage by 3% and list the tail

The character sheet does not reflect wings: if hit in a leg region, roll again (high-low), for wings or legs.

 

 

Age

                Aging for as character is the primary limiter on what they can achieve.  Characters with a limited life span can only learn and allocate so much Merit to any skill or ability.  The time required for Merit allocation and the length of time the subject lives are hand in hand.  The longer lived races tend to have more knowledge and hence more Merit. Should the age and merit limitations be removed characters would rise to legendary levels of power. 

 

Table???, Race/Age information

Race

Life span

Age of Adulthood

Alorian

90

12-13

B.S.C.

110

20

Chameleon Drake

125

20

Dwarf

150

50

Elf

150

40

Flymen

50

5

Giant

150

50

Gnome

160

60

Human and Variants

110

15

Human-Half-elf

175

20

Human-Half-giant

125

20

Priest of Berava*

Special - up to 500

Special: 420

Vladd

120

30

Warchild

160

70

*The priest’s of Berava are a legendary order of ancients.

 

__________________________________________________________________

 

Ability Scores

 

                 Above each table are the descriptions of the columns.  Check the list carefully; a good deal of information is listed above the table.

                The ability scores define a characters reality.  They tell us how smart and skillful a subject is as well as how far one can jump, run and so forth.  The tables have been modeled to fit the game and provide a great deal of information without becoming too cumbersome. In most cases, you will only have to use the ability score tables when creating a character and do the math once.

                Typically, once a score is established, you do not adjust that ability score, but rather you adjust the skill or ability that relies on that ability score.  (See skills, chapter 7)

                The starting Strength score, and any adjustments, can be found within each race, as are starting adjustments for any other ability scores. Also, check with the guild, job or organizations to see if there are any further adjustments to the ability scores before figuring out the final stats for the character.

 

Agility

                Select the proper dodge ratio for the type of combat system to be used.  Hit location or Common.

Evasion- Hit Location: This is the beginning factor in determining how well a character physically evades dangerous situations.  Triple the agility score for the base Evasion when using Hit Location system.  The evasion is used to determine a host of defensive combat aspects.

Evasion- Common: This is the beginning factor in determining how well a character physically evades dangerous situations.  Double the agility score for the base evasion when using the common system.  The evasion is used to determine a host of defensive combat aspects.

Actions per second: Without an exceptional agility, subjects receive 1 action per second to start.  See Skills, Combat Aggression.  One action dice is rolled per action a second.  A subject with three actions rolls three action dice.

                Optional: Action dice.  Normally a d10 is used to determine when a character acts within a second.  In the cases of larger and slower creatures, the action dice can be changed from a d10 to d4, d6 and d8 to model slower movement.  With the addition of each action per second the subject throws an additional dice of the same type to determine when they act.

                In the case of the slowest creatures roll a d4; the subject cannot act before segment 6 unless they win advantage of course.  A roll of a 1 on the d4 indicates segment 7.  This same mechanic can be applied to any sized creatures.

                Note: the action dice principle may be reversed for very small creatures as well, enabling them to act first each second. IE a roll of 4 on a d4 would indicate attack segment 4.  Should a subject become very speedy, Fate may mix up the action dice, to assure the subject takes actions in the lower segments. The adjustment of the action dice is strictly up to Fate’s discussion. 

 

Table ???, Agility

Agility

Actions per second

Subjects

500-1,000 lbs

Action dice

Subjects

1,000-5,000 lbs

Subjects

5,000 lbs and up

5-10

1

1d4

1d4

1d4

11-16

1

1d4

1d4

1d4

17-20

1

1d4

1d4

1d4

21-23

1

1d6

1d4

1d4

24-29

1

1d6

1d4

1d4

30-33

2

1d8

1d6

1d4

34-35

2

1d8

1d6

1d4

36-40

2

1d8

1d6

1d4

41-45

3

1d10

1d8

1d6

46-50

3

1d10

1d8

1d6

 

Constitution

Bonus Life points: Add the con score to the life points generated by the weight of the subject.

Healing per day: the amount of life points recovered by a subject, per day, without the aid of medical treatment.

Metabolic shock: this is a characters resistance to physical trauma.  Success typically indicates the subject is unaffected, still alive, or at least conscious; failure indicates unconsciousness.

Cogency: The Con score. This is the starting number upon which a characters total cogency is founded.

                Restoring Cogency: Normally, Cogency is restored at a rate of 1/8th Cogency per hour of rest/sleep, after a full meal of course.  If food is not consumed the Cogency returns at ½ the normal rate.

                Resting Cogency replacement: one cogency point is restored per ½ hour of rest that is non-movement type resting.

                Cogency replacement: Cogency can be replaced by some abilities.  A being can only take as much cogency per segment as his/her/it/lym’s astron allows.  See the Astron.

                Increasing Cogency:  Begin at subject’s current score: (Prog: 100), example, 20 cogency costs 2,000 and 21 cogency costs 2,100, for a total of 4,100 to advance two cogency points.  Otherwise, cogency is only increased when done so by abilities and typically, this adjustment will be temporary. 

Fate vs Chemicals, Disease and Poison: Drugs and disease are difficult to resist once within the subject.  Fate is to determine if a target can resist, or endure, the effects.

 

Table???, Constitution

Con

Healing

Lp/day

Metabolic Shock

Cogency

Fate Vs Chem Disease/poison

5

1

35%

5

5%

6

1

36%

6

“ “

7

1

37%

7

“ “

8

1

38%

8

“ “

9

1

39%

9

“ “

10

2

40%

10

“ “

11

2

41%

11

“ “

12

2

42%

12

“ “

13

2

43%

13

“ “

14

2

44%

14

“ “

15

3

45%

15

“ “

16

3

46%

16

“ “

17

3

47%

17

“ “

18

3

48%

18

“ “

19

3

49%

19

“ “

20

4

50%

20

10%

21

4

52%

21

11%

22

4

54%

22

12%

23

4

56%

23

13%

24

4

58%

24

14%

25

5

60%

25

15%

26-30*

6

65%

26-30*

16 – 20%

31-35

7

70%

31-35

21 – 25%

36-40

8

75%

36-40

26 – 30%

41-45

9

80%

41-45

31 – 35%

46-50

10

85%

46-50

36 – 40%

*Max score for mortals

**Bonus at character creation.

 

Dexterity

Shot roll or To-Hit: divide the dex score and round up. Typically, this base is added to any use of a weapon, it is the characters natural ability to control the weapon; skills build off of this score.  Whenever a shot roll exceeds 100%, it decreases from the target’s ability to evade.  See Skills-Combat: Hand held weapons and See Combat: Shot rolls.

 

Table???, Dexterity

Dexterity

Base

“To-Hit”

8

+4

9

+4

10

+5

11

+5

12

+6

13

+6

14

+7

15

+7

16

+8

17

+8

18

+9

19

+9

20

+10

21

+10

22

+11

23

+11

24

+12

25

+12

26

+13

27

+13

28

+14

29

+14

30

+15

31

+15

32

+16

33

+16

34

+17

*35

+17

36-40

+18-20

41-45

+21-22

46-50

+23-25

* max for mortals

 

Intelligence

CTA Bonus: This bonus is added to the CTA of any skill to increase its effectiveness.

Bonus argument thrust: This is the effectiveness of an argument and a bonus to how many points are scored.

Verbal advantage: Like physical combat, verbal combat begins with advantage, which is based on the intelligence of the subject. 

 

Table???, Intelligence

Intelligence

Bonus Chance to Accomplish CTA

Bonus Argument Thrust

Verbal Advantage

8-9

-

8-9

None

10

-

10

+1/2

11

+1%

11

+1/2

12

+2%

12

+1/2 

13

+3%

13

+1

14

+4%

14

+1

15

+5%

15

+1

16

+6%

16

+1 ½

17

+7%

17

+1 ½

18

+8%

18

+1 ½

19

+9%

19

+2

20-25

+10%

20-25

+2 ½

26-35*

+15%

26-35

+3

36-40

+20%

36-40

+3 ½

41-50

+25%

41-50

+4

*The limit of intelligence for mortals is 30.

 

Strength

Strength is an important ability score as it provides a good deal of information about the physical being of the character

Strength damage adjustment (Sda): This is the extra damage done by a physical attack from the character with Total (100%) exertion. 

Common: A plus 27 strength add 27 points of damage to physical or hand held weapons.

Hit Location: Use 10% of this damage adjustment (round down). IE: a 27 strength, or 2.7 only adds 2 point of damage to each physical attack.

Lift: ten times the strength score in lbs.  See Skills: Lift and Carry, chapter 7.

Payload: Divide by lift ¼ to get the max payload.  See skills: Lift and Carry: payload hindrance, chapter 7

Sprint: See skills: Running, chapter 7. After 90 lbs, to determine the sprint velocity, divide the subject’s lift by 39.13. 63 mph is the max speed a biped can sprint without the benefit of an ability that enhances running speed.

Increasing Strength: For increasing strength guidelines see general abilities, strength, chapter 11.  In general the strength will be increased within each skill to reflect the merit allocated to the practice and development of the strength in that particular skill.

 

Table???, Strength

Strength

SDA

Lift

lbs

Payload

lbs.

Sprint

(Mph)

1

+1 lpd

10

2.5

1

2

+2 lpd

20

5

2

3

+3 lpd

30

7.5

3

4

+4 lpd

40

10

4

5

+5 lpd

50

12.5

5

6

+6 lpd

60

15

6

7

+7 lpd

70

17.5

7

8

+8 lpd

80

20

10

9

+9 lpd

90

22.5

14

10

+10 lpd

100

25

14.2

11

+11 lpd

110

27.5

14.3

12

+12 lpd

120

30

14.5

13

+13 lpd

130

32.5

14.6

14

+14 lpd

140

35

14.9

15

+15 lpd

150

37.5

15

16

+16 lpd

160

40

16

17

+17 lpd

170

42.5

17

18

+18 lpd

180

45

18

19

+19 lpd

190

47.5

19

20

+20 lpd

200

50

20

30

+30 lpd

300

75

20.5

40

+40 lpd

400

100

21

50

+50 lpd

500

125

21.5

60

+60 lpd

600

150

21.7

70

+70 lpd

700

175

22

80

+80 lpd

800

200

22.5

90*

+90 lpd

900

225

23

Enhanced Strength

 

 

 

 

100

+100 lpd

1000

250

25

120

+120 lpd

2000

500

51

125

+125 lpd

2500

625

63

150

+150 lpd

5000

1250

63

200

+200 lpd

10,000

2500

63

250

+250 lpd

15,000

3750

-

300

+300 lpd

20,000

5000

-

500

+500 lpd

40,000

10000

-

1,000**

+1,000 lpd

90,000

22500

-

1100

+1,100

100,000

25000

-

*Max normal strength

**Max organic strength, this includes special abilities.

 

Will

               

Willpower:   Double the will score: Will power can be spent in three manners all limited by the astron. See Ego.

                With skills: the first of which is with a skill.  In some cases, you spend willpower to make a skill function. The willpower usage is based upon the concentration required to use the skill.

                The willpower, times the Merit allocated for a skill, determines the force of that skill. 

                Fate rolls: The second manner of using willpower is to affect fate rolls including metabolic or psychic shock, excluding the pure powers fate rolls, such as Venderant Nalaberong, Godpower etc.

                Willpower is the one adjustment that may be used before-or after-the fact, to affect a specific instance: fate roll, opposing fate roll.  Example, the character has a fate of 10% Vs the attack and a Willpower astron of 10.  A player could spend 10 points and have the fate roll pushed up to 30% or the player can wait till the dice are rolled and should he or she fail, and the roll is near 10% the player can use Willpower to make the roll after the fact providing the score to be reached does not exceed the amount of willpower allowed by the astron.  A Metabolic shock roll induced by overpowering the astron by the use of willpower cannot be adjusted with the use on more willpower.

                Physical skill: The third manner is when ever attempting to perform a physical skill with which physical strength is required.  The exertion levels are: Slight (20%), Minor (40%), Partial (60%), Full (80%) and Total (100%).  As the exertion level increases, so does the expenditure of strength- and concentration- required to maintain the effort for the duration, whatever that may be.  Tied in to the exertion level is the drain of willpower to use the skill.  Note: Anything short of total exertion drains less than a point of willpower to use.

                It is perfectly normal for a skill to take 20% of a single willpower point to use, it may take more than that to enhance, but the initial cost to use the ability will be slight of a full point.  Willpower points can only be split up into the five units. (20, 40, 60, 80, 100)

                When a characters willpower is expended, it does not affect the will score.  After the willpower has been spent, it returns to the level defined by the will score, unless otherwise enhanced.

                Restoring will: Will is restored with rest, sleep and food, just as Cogency. Normally, will is restored at a rate of: 1/8th willpower per hour of rest/sleep, after a full meal of course.  If food is not consumed, the willpower returns at ½ the normal rate while asleep.

                Resting willpower replacement: one willpower point is restored per ½ hour of rest, which is non-movement type resting.

                Willpower replacement: Willpower can be replaced by some abilities.  A being can only take as much willpower per segment as his/her/it/lym’s astron allows.  See the Astron.

                Increasing Willpower:  Begin at subject’s current score: (Prog: 100), example, 20 willpower costs 2,000 and 21 willpower costs 2,100, for a total of 4,100 to advance two willpower two points.  Otherwise, willpower is only increased when done so by abilities and typically, this adjustment will be temporary. 

Psychic Shock: Double the will score: This is the sole providence of the mind.  It is the ability to resist mental trauma.  Success indicates a subject is conscious, or better yet not insane. Failure can result in: insanity, unconsciousness, even amnesia.  See gaming situations, chapter 12.

Fate: This is for a character’s starting Fate rolls; it is not added to the fate Vs Disease and chemicals.  See gaming situation Fate rolls, chapter 12.

Will damage adjustment (Wda): equals the will score. 

                Common: A 15 will adds 15 points of damage to any spell/ability. 

                Hit Location: Use 10% of this damage adjustment (round down).  IE: a 15 will = 1.5 which only adds 1 point of damage.

 

Table???, Will

Will

Willpower

Psychic

Shock

Fate

Rolls

8

16

16

4

9

18

18

5

10

20

20

5

11

22

22

6

12

24

24

6

13

26

26

7

14

28

28

7

15

30

30

8

16

32

32

8

17

34

34

8

18

36

36

8

19

38

38

8

20

40

40

9

21

42

42

9

22

44

44

9

23

46

46

9

24

48

48

9

25

50

50

10

26

52

52

10

27

54

54

10

28

56

56

10

29

58

58

10

30

60

60

11

31

62

62

11

32

64

64

11

33

66

66

11

34

68

68

11

35*

70

70

11

36-40

72-80

72-80

12

41-45

82-90

82-90

13

46-50

92-100

92-100

14

* Limit of Will for mortals

 

Wisdom

Bonus Merit:  When characters receive Merit, they calculate, and add in, bonus Merit points on top of the normal allocation, based on the wisdom score.  This bonus comes whenever Merit is awarded by Fate.

Acuity: this is the character’s ability to utilize observations. This is used in several perceptive instances.  It is used as a base for surprise CTA’s, Detection CTA’s and perception CTA’s.  Acuity may be permanently increased see skills, observation and combat surprise, chapter 7.

                IQ: the Acuity plus Ego.  IQ: is used as the basis for some mental skills, remembering information, noticing details, picking up on unseen clues, and in some cases, with Fate’s aid, formulating a breakthrough. Once the IQ is established it may only be adjusted by additions to the Ego score.

               

Table???, Wisdom

Wisdom

Bonus Merit

Acuity

Verbal

Attacks

8

No bonus

8%

1

9

No bonus

9%

1

10

+1%

10%

2

15

+5%

15%

2

20

+10%

20%

2

25

+12%

25%

2

26-30*

+13% to 15%

 

3

31-40

+15% to +20%

 

3

41-50

+20% to +25%

 

4

* Limit of Wisdom for mortals.

 

Ego

Advantage: This is the determination of who acts first in a combat situation, See skills Combat aggression.

The Astron: The power a character can channel on a segment to segment basis, otherwise known as the astron.  For all the willpower or cogency, available to a character, this one feature is the primary limit on its usage.  See using spells and abilities, cogency.

                The astron functions differently for Willpower and Cogency.  It allows double the amount of willpower as it does cogency on a segment by segment basis.

                Increasing the Astron: The astron can be permanently increased: Begin at subject’s current score: (Prog 100): from 6 to 8 costs: 700 Merit for 7, and 800 for 8: total 1,500 Merit to open the astron two points.

Ability units (Au’s):  Every Spell/ability/trait etc requires Au’s to memorize or use.  (See using spells and abilities, chapter 10)

 

Table???, Ego (Wisdom plus Intelligence)

Ego

Advantage

Astron

Ability Units

Au’s

10-20

None

3

5-10

21-25

+1/2

4

11-12

26-30

+1/2

4

13-15

31-38

+1/2

4

15-17

39-40

+1

5

18-20

41

+1

5

20

42

+1

5

21

43

+1-1/2

5

21

44

+1-1/2

5

22

45

+1-1/2

5

22

46

+2

6

23

47

+2

6

23

48

+2

6

24

49

+2-1/2

6

24

50

+2-1/2

6

25

51

+2-1/2

7

25

52

+6

7

26

53

+6

7

26

54

+7

7

27

55

+7

7

27

*56-70

+7-1/2

8

“ “

71-85

+7-1/2

9

“ “

86-95

+8

10

“ “

96-00

+8

11

“ “

* The limit of ego for mortals is 60.

 

The senses

          The senses, often overlooked, the senses and the ability to use them properly can have a large impact on almost any situation.  When one sense is damaged, the others will compensate for it naturally.  This compensation can be reflected in a 50% increase in the range/sensitivity of the other remaining senses for the most part.

 

1: Sight (Vision)

          Normal vision is limited by the atmosphere but on clear days, the subject may see a mountain as far as 300 miles away, and discern a drake or aircraft at up to 15 miles.  The subject cannot see in dark situations, no reading.

Damage/loss: The effects of blinding are severe to say the least.  Without special abilities and or training, the subject is unable to engage in combat effectively.  See combat with the invisible or while blind??? 

Any damage done to the head of a target has a 5% chance of blinding the target (Fate rolls). In all cases, there is a separate physical effects Fate roll for the blinding.

         

2: Hearing (Auditory)

          Normal hearing is limited to 10 decibels (db) at a range of 1ft.  If the subject is further away than a foot, the sound db’s must increase.  Human ears can detect freq. from 20 Hz to 20,000 Hz; however, the typical limit is 30Hz to 15,000 Hz.   See Skills, Listening.

 

3: Smell (Olfactory)

          The sense of smell is very useful in detecting a variety of substances.  The limitations are the range and the minuteness of the scent traces.  Normal senses/tastes can only detect a limited intensity, typically down to 3; however, some normal senses of smell and taste are increased down to the lowest intensity of normal scent, level 1.  See Skills, detecting scents.  When confronted by overwhelming orders a handkerchief or cloth will filter out the intensity level of the scent by 50%. See Skills, Detection Scents/tastes.

 

4: Taste:  

A sense so closely related with smell the same levels/types apply as well as the so called damage.  This damage will be most hampering to any Amazon attempting to discern the components in a poison.  The strong tastes can be used to cover various poisons hidden within food, drink.  See Skills, Detection Scents/tastes.

 

5: Touch (tactile):

A sense that when developed can be as useful as hearing in many cases.  The sense of touch is one that is used in detecting the slight changes in pressure, texture and temperature down to a minute level.  Of all the normal senses the sense of touch is most finely developed. Typically the sense of touch can detect a sensation down to level 4, highly developed senses of touch can detect down to level 1.  The sense of touch at level 1 enables a subject to “hear” with the sense of touch, and with a sense level of 0, the user can detect minute changes in the environment such as avalanches, earthquakes and storms hours before they occur. See Skills, Tactile Sensitivity.

 

 

Auras

                Auras are a reflection of the beings inner personality in regards to their benevolent or malevolent nature.  It is primarily based on the willingness of another to cause harm.

Compassion: is the determining factor for a subject’s aura.  The level of compassion determines how a subject treats those around them. The scale goes from Scarlet (0) upwards.  In this instance, the word, “harm,” means stealing, lying, cheating, physically and mentally assaulting etc.

 

Select a nature: you may slide one number in either direction in times of stress without problems.

 

Table???, Aura

Roll

2d6

Aura

Compassion level

2

Platinum (10)

Will not allow any harm to be done

3

Gold (9)

Will only cause harm if no other option is available

4

Silver (8)

Will only cause harm if threatened

5

Bronze (7)

Will only cause harm if severely provoked

6

Blue (6)

Will only cause harm if provoked

7

Green (5)

Will cause harm to benefit greatly

8

Violet (4)

Will cause harm for slight benefit

9

Amber (3)

Will cause harm for no benefit

10

Grey (2)

Will seek to cause harm for any reason

11

 Red (1)

Will seek to cause harm for no reason

12

Scarlet (0)

Will seek to cause harm to anyone for pleasure

 

Aura flux: A person can shift up to one color in any direction, from their base aura, without chance of going against ones aura.

Going against ones aura: each an every time a character acts out of their Aura they gain a stress point; every ten stress points and the character must roll psychic shock Vs insanity, or change their base aura permanently- no willpower may be used to augment the psychic shock roll in this instance.   A character may only change their aura once every five years without a chance of insanity.

In the case of aura flux’s and insanity, once insane, the subject is unable to maintain an aura for extended periods of time and the color will shift randomly dependent upon fates discretion and stimulus to the subject.  The insanity can only be cured within the affected mind of the person via the psychic plane.  (See Psychic Plane)

                In some cases, the Aura of a character will be used by spells, and other abilities, for targeting.  In some instances, a character will be denied entry to an area based upon their Aura. Aura’s can be detected through various mystic means.

               

 

 

Table???, Persuasion Adjustment-Aura

Roll

2d6

Aura

0

1

2

3

4

5

6

7

8

9

10

2

10

-10

-9

-8

-7

-6

-5

-4

-3

-2

-1

0

3

9

-9

-8

-7

-6

-5

-4

-3

-2

-1

0

+1

4

8

-8

-7

-6

-5

-4

-3

-2

-1

0

+1

+2

5

7

-7

-6

-5

-4

-3

-2

-1

0

+1

+2

+3

6

6

-6

-5

-4

-3

-2

-1

0

+1

+2

+3

+4

7

5

-5

-4

-3

-2

-1

0

+1

+2

+3

+4

+5

8

4

-4

-3

-2

-1

0

+1

+2

+3

+4

+5

+6

9

3

-3

-2

-1

0

+1

+2

+3

+4

+5

+6

+7

10

2

-2

-1

0

+1

+2

+3

+4

+5

+6

+7

+8

11

1

-1

0

+1

+2

+3

+4

+5

+6

+7

+8

+9

12

0

0

+1

+2

+3

+4

+5

+6

+7

+8

+9

+10

This table allows Fate to determine the influence one character will have on another character in regards to auras.

 

The character as a whole: mind, body and soul.

                There are generally three aspects to a being.  Together they comprise every living thing. And even some who for the most part could be considered, un-living.  The metaphysical question of what makes up a being is answered by mystically dissecting and analyzing the basic components.

                Early engineers noted that the astral form, related to the spirit, and the spirit to the soul.  These two energies created by the flesh, or body.  They noted that while the astral form was absent from the body, the soul could still be detected within the body.  However, if the soul were made to vacate, the body would fail and die within a short period of time.  It was also noted that if the astral form was killed the body would die, and the soul would pass on. The final bit of evidence was that if the astral form was absent from the flesh, and the body was killed, there was a chance that the soul would merge with the astral and the coupled energies would become what are called Spirits: ghosts phantoms, poltergeists and technigeists.

                This applies to beings that exist without flesh, mental energy beings as well as other special creatures, all fall under this trinity of existence.

                Every time a being is born, becomes aware, and then dies.  The energy used to initially create the soul is transformed by the beings existence and unique experiences.  This transformed energy is then released where its information merges back into the well it sprang from, enriching the centiverse or the particular deity worshipped by the being.  Deities fashion divine planes to house the souls of their worshippers and are enriched by them nearly as much as they were while the worshipper was alive.

                The three aspects of a being are all subject to mystic effects.  The soul can be tampered with as easily as the flesh by the powerbases.  The spirit imprisoned and even destroyed as well.  

Flesh is the body, the physical aspect of the being, spirit, is the astral or the mental energy, the soul is energy transformed by experience gained from both.

Physicality of the Soul and Spirit:  While not something always needed, it is important to understand that, when free of the body, a soul and spirit have definite physical parameters. The astral form has Psychic life points and specific powers that may be used, See psychic plane.   While the soul, on the other hand, has the same number of life points as its body.  Both the astral, and the soul, can be affected/damaged by the powerbases of specifically targeted.  If a soul is destroyed, it returns to the plane of origin.  Souls cannot actually be destroyed, although they can be made to vacate this plane.  If an astral form is destroyed, the body dies and the soul goes to its proper resting place.

 

Character generation suggestions: The defining aspects of one’s character vary from one style of play to another. Some seek out depth and reality, while others seek out power and prowess; the shades between the two as infinite as ones imagination.  Developing a character, from start to finish, is a combined effort between Fate and the player.  The generation pathways are established to provide a wide assortment of intriguing character basics which can be developed into your hearts desire.

The skills fill out a large portion of the character’s physical attributes after the ability scores have been defined.  Take each section at a time and list the information carefully.  Once the process has been done a few times it becomes quite simple.