2. Creating your Character

Quicklinks: Character Creation Steps / Lifepath / Characteristics / Professions

It is time to create your adventurer. The following is a system for developing them. This system creates reasonably competent characters, but who they are is up to you. Suggestions are provided in each step for choices that can help you build the most exciting hero. You should have a blank character sheet handy and maybe another sheet of paper for notes. You can download digital versions at www.sagaborn.com/SagaBornBRP.

Character Creation Steps:

These steps will lead you through the path to create a character.

  1. Lifepath: This is first because it allows you to figure out story elements with your hero. Knowing the hero’s species, profession, and history will help inform the mechanical choices you will make later.
  2. Characteristics: These are the abilities that build a base for everything else. Look at your Profession and skills and make sure your highest characteristics match up with those skills.
  3. Assigning Skills: You get points for your Profession skills as well as a pool of points for your personal skills. You start with 250 Profession skill points and INTx10 personal skill points to distribute. SagaBorn D100 is completely skill-based, so make sure you build the skills for the style of play you want! But don’t worry, everytime you use any skill successfully, you have a chance to level it up at the end of the game night.
  4. Talents: These extraordinary abilities allow you to customize your character even further. While there are no classes in SagaBorn D100, these talents may have familiar names to each Path. You are only limited to the amount of Talent points you earn, branching out and becoming the hero you wish. At character creation, you start with 3 Talent points.
  5. Equipment: You have starting equipment and gold based on your Profession. Resources and money can be rare in Atheles, so you may not have the fund to buy everything you want. What better reason to go adventuring!
  6. Finishing Touches: Appearance, personality, and more can be figured out now, but if you are undecided, just give some generalizations and build it out later on.

Lifepath

Where do you start in the world of the Dark Return? Who is your SagaBorn hero? You can roll the dice using the charts below or use them as a guide to build the Sagaborn character you wish to play. These are not the only options, but they are a great starting point for characters who live in Atheles in the lands around the city state of Kowal.

These charts give brief explanations, which are further defined later in the book. For more information, please refer to the index for a listing of references and page numbers.

Species, Biology, and Heritage

The peoples of Atheles are many and varied. Those who currently reside in this world may have evolved here, traveled here from the stars, or were pulled by cosmic forces. Here they are divided by species, biology, and heritage.

Species: Those of the same species can procreate and share a common origin, though there is often great biological diversity within a species.

Biology: Refers to the biological differences that exist within a given species.

Heritage: Refers to the skills and knowledge passed down in a person’s culture. While a heritage is based on abilities common to a species, it is not necessarily exclusive to that species. For example, a dworv raised by fauns may have a Fey heritage. Everyone’s story is individual, and you’re free to choose.

Species Lifepath

If you decide to choose for yourself rather than rolling the dice, note that the chart below represents the rarity of each species and heritage in Atheles.

Choose your species or let fate decide:

Table L1

Roll 1d10 
1-6Terian: Species born and evolved in Atheles. Proceed to Table LT1.
7-9Fey: Species originating from other worlds. Proceed to Table F1.
10Elven: A specific species originating from another place, though conflicting origin myths abound. Proceed to Table E1.

Terian

Terians, which include both terans, dweran, and dworves, originated on Atheles and have a close connection to the world. The dworves evolved first, but were put to sleep for many millennia and have only recently (in the last 4000 years) been awakened. Terans evolved when Atheles was inhabited by elves and eldar, who ignored terans until they gained enough technology and strength to become a nuisance. The terans grew in population until they became the most dominant race in the world. Dweran are the offspring between dworv and teran.

Choose your terian biology or let fate decide:

Table LT1

Roll 1d10 
1-7Teran: The most common biology in Atheles, they are resilient and skilled. Proceed to Table LT2.
8-9Dworven: The oldest people of Atheles, the dworves are stout, strong, and ingenious crafters. Proceed to Table LT3.
10Dweran: A person of both Teran and Dworven descent. Proceed to Table LT4

Teran

Lifespan: 65 years average        Height: 5’ 8” average                 Weight: 180 lb average              Speed: 30

Common Names (teran names are as varied as water drops in the ocean): Martyn, Rikard, Sundaiya, Margery, Hurst, Wez

Terans are a diverse and prolific race. Their average lifespan is 65 years, though it is said those of the Aradan kingdom lived longer, with magic and advanced medicine responsible for fewer diseases and debilitating injuries. Terans spread across Atheles more quickly than any other race. The average teran family has 3-5 children, causing their population to thrive. The teran population was decimated after the war 700 years ago, but is now growing again, repopulating the cities and lands of their ancestors.

Biology: Terans thrive in almost all environments, but have no special abilities or genetics beyond that.

Choose your Cultural background or let fate decide*:

Table LT2

Roll 1d12 
1Tiren: The Kingdom of the Rising Sun. Tirians are an open-minded but militaristic culture. Proceed to Table LT5.
2Uthgard: The Dragon Kingdom. Uthgard is a center of learning and engineering but has a long history of nationalism and invasion. Proceed to Table LT5.
3Free Lands: The Free Lands are not a country, but are pockets of city-states or nomad tribes left on their own during the hard times since the Great War. This could be the independent city-state of Kowal or the Free Lands around Ferryport. Proceed to Table LT5.
4Wastelands: The magic blasted lands of the old Aradan Kingdom are home to vicious beasts and nomad tribes. Life is brutal here, and its inhabitants are forged by its difficulties. Proceed to Table LT5.
5Endamas: The kingdom of the Westlands. Once a large kingdom that stretched from mountains to sea, Endamas is still powerful, though smaller. Ruled by the fortress city of Bordon, its elected king and parliament are a rare democracy. Proceed to Table LT5..
6Ish: The Great Empire of Ish has stood for millenia. Ish is prosperous and its people enjoy a renaissance of culture and education, but the government holds an iron fist over those who practice magic. Religion holds great power in this region. Proceed to Table LT5.
7Mideon: The grasslands of Mideon are home to many smaller kingdoms which have struggled with one another for years. This is also home to the border keeps, ancient fortresses holding the beasts of the North at bay. Proceed to Table LT5.
8Norhan: A kingdom ruled by the Council in the grand city of Seahaven. Norhan offers its people a stable life in a land of abundance. Due to the size of the kingdom, many smaller cultures vie for influence and control. Proceed to Table LT5..
9Vanad: The Island kingdom of Vanad is known for its fierce people and seafaring. It is ruled by families that constantly struggle for power, both in their own lands and over the lands they raid. Proceed to Table LT5.
10Nomad: There are many empty lands in Atheles, perfect for traveling tribes seeking food and other resources. Proceed to Table LT5.
11Zhou: The Eastern continent over the Inner Sea, the people of Zhou have traded with and migrated to Atheles for hundreds of years. Proceed to Table LT5.
12A non-teran culture: Even though you are biologically teran, you grew up among another species. Roll or choose Table L1 to determine which. (If you roll Terian, you grew up in a Dworven culture). Then proceed to roll on that species’ culture chart to see where you grew up. Proceed to Table LT5.

* Your cultural background and your current location may be different. You may choose or roll twice to determine where your ancestors came from and where you currently reside. This book mainly focuses on the Eastern lands of Atheles in the Kowal region, but your campaign can take place anywhere!

Dworv

Lifespan: 150 years average      Height: 4’5” average                  Weight: 195 lb average              Speed: 20

Common Names: Dorgen, Remli, Dara, Hogren, Stemp

The dworves were the first sentient people on Atheles, but were put into a long magical sleep by the gods, awakening just 4,000 years ago. The dworves of Atheles are a very industrious culture, believing the only time a person’s hands should be still is when they have passed from this world. While several dworven cultures exist, the one that is best known in Atheles is the dworves of Greyhelm, a grouping of cities at the base of the Swordspyne Mountains in the East.

Dworves stand just over four feet tall and are almost as wide. They have large eyes, though in the daylight, their heavy lids often give the impression they are squinting. Since they work throughout their lives, often reaching a venerable age of 180, they are typically muscular and deft of hand. They have a great mechanical aptitude, and can figure out most mechanical devices with deductive reasoning.

Biology: Dworves have Dark Vision up to 60’.

Choose your dworven culture or let fate decide:

Table LT3

Roll 1d10 
1-6Free dworv: Free dworves reject the religious structure of Greyhelm society. They often live in teran settlements or nomadic families. Proceed to Table LT5.
7-9Greyhelm dworv: The religious dworves of the mountains in the kingdom of Greyhelm. Greyhelm was isolated from Atheles for hundreds of years, until recently. Proceed to Table LT5.
10Dragon dworv: The hairless dworves of the far South. They are called Dragon Dworves due to their constant struggle against the dragon-like creatures of their homeland. Recently, Easterners have seen dragon dworves on pilgrimage from that faraway kingdom. Proceed to Table LT5.

Dweran

Lifespan: 85 years average        Height: 5’ 3” average                 Weight: 225 lb average              Speed: 25

Common Names (they often borrow names of their parent heritages): Grogrem, Val, Semmy

Very rarely, a teran and a dworv produce a child together. While they may choose to be identified as either of their parent’s heritage, they are also known as Dweran. On average, they stand close to 5’ tall and are broader and more muscular than most terans. Dweran are rare, and an adventurer might only come across one or two in all their travels.

Biology: Dweran have Dark Vision up to 30’.

Choose your dweran culture or let fate decide:

Table LT4

Roll 1d10 
1-8Teran Culture: You grew up in a teran community. Proceed to Table LT2.
9-10Dworven Culture: Rarely, dwerans grow up in dworven communities.Proceed to Table LT3.

Terian Heritage Bonus

Choose your Terian heritage bonus or let fate decide:

Table LT5

Roll 1d10 
1-3Craftsman: Gain +3% knowledge on one of the following: stonework, woodwork, or metalwork. Proceed to Profession Lifepath.
4-7Skilled: Gain 5 personal points to spend on skills. Proceed to Profession Lifepath.
8-10Wanderer: Gain +3% to Survival. Also once per day, you may reroll a failed Knowledge check. Proceed to Profession Lifepath.

Fey

While part of the same species, many of the different fey biologies cannot reproduce together. The fey have beliefs that this is due to the many facets of magic. Others believe it is due to evolution of the different types in different parts of the multiverse. They fall under the fey species due to other close biological similarities.

Choose your fey biology or let fate decide:

Table F1

Roll 1d10 
1-6Elfling: Proceed to Table F2.
7-8Feral elfling: Proceed to Table F3.
9Faun: Proceed to Table F4.
10Orog: Proceed to Table F5

Elfling

Lifespan: 130 years average      Height: 3’ average                     Weight: 65 lb average                Speed: 20

Common Names (these are shortened as Elflings often have very long names): Teela, Hass, Willow, Pherilyn, Espa, Elia, Xyla. (and example of the longer name is Tellasnayalanix)

Elfling adventurers are usually on their Calling—a period spanning most of the elfling’s life, when they leave home to travel the lands and fulfill their life’s purpose. An elfling has a difficult time staying in one place for very long, as they are driven by an insatiable need to explore. In a campaign based in one location, an elfling might encourage the group to move, explore, or do anything other than stay in that one place. If the campaign is located in a massive city like Seahaven, the elfling will be content enough to explore all the small areas and dark alleys of the city before wanting to move on.

Despite their size and tendency toward merriment, elflings should never be used as mere comic relief. They see themselves as integral players in the game of living on Atheles, and are rarely petty or trifling. Even when acting as a thief, an elfling would not be motivated by selfishness. Rather, elflings see themselves as agents of the chaos of Creation, so stealing or otherwise disrupting the established order may be considered their divine duty. An elfling might steal from one place only to move the stolen item somewhere else where the victim might find it—just to observe the resulting confusion. This is serious business to an elfling.

But this doesn’t mean they take life seriously, either. They have a great appreciation for jokes, gags, and laughter. This can sometimes annoy other party members, but their charisma and usefulness usually helps keep them wanted by adventuring parties.

Their selflessness is also a boon for any party. They rarely hesitate to risk themselves for others. They do this not for heroics or morality, but rather for the adventure of it, and perhaps to sate their boundless curiosity.

If elflings travel with companions for a prolonged period of time, they will form a bond with them and come to see the group as their nomadic family: those whom the Universe chose to share in their Calling. The elfling will always protect and help those with whom they have bonded. While this is endearing for companions, their propensity to get themselves in trouble can often swing the balance in the other direction. Having a poor understanding of—or distaste for—teran laws of ownership and control, they often run afoul of constables and nobles.

Due to their fey blood, iron causes discomfort in Elflings. They can use and wear it, but it may cause soreness, itching, or a skin irritation. Their connection with Atheles allows them less pain than other fey.

Biology: Elflings are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.

Choose your elfling background or let fate decide:

Table F2

Roll 1d10 
1-4Tallgarden: You grew up in the elfling community of Tallgarden, a strong, peaceful community with close ties to the terans in nearby Kowal. Proceed to Table F6.
5-8The Vale: You are from the rolling hills and mound homes of Vale. The idyllic Western lands surrounding the Vale are a sharp contrast from the brutal lands of the East. Proceed to Table F6.
9-10Nomad: Some elfling families have no roots and instead allow their wanderlust to carry the tribe across all the lands. Proceed to Table F6.

Feral Elfling

Lifespan: 90 years average        Height: 3’ average                     Weight: 65 lb average                Speed: 20

Common Names (feral elflings tend to only have short names): Asher, Vex, Nyna, Astar, Belax

Feral elflings were caught between worlds during the Disappearance. They lived in a harsh, dream-like world, fighting for their lives against both the environment and the demons that dwelt there. Unlike their cousins, feral elflings have little problem with violence, due to the extreme measures it took to survive during the Exile, as they call the Disappearance.

They have not adjusted well to life on Atheles, finding its inhabitants soft and weak. They do not get along with others, though some tribes have slowly begun to tolerate contact from the outside.

Physically, they are nearly identical to their elfling cousins, but with more wide set eyes, a paler skin tone, and their characteristic sharpened teeth and tribal scarification.

Due to their fey blood, feral elflings can not use iron without hurting themselves. If a feral elfling wears or uses iron, they take 1d4 damage per hour. Steel causes discomfort, such as itching or soreness, but no real damage. Unlike their western cousins, their time spent in the In-Between caused feral elflings to develop a stronger aversion to iron and steel.

Biology: Feral elflings are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.

Choose your feral elfling background or let fate decide:

Table F3

Roll 1d10 
1-5Your people returned from the In-Between and found themselves in the North two decades ago. They are mostly reacclimated to Atheles but have trouble adjusting to civilization. Proceed to Table F6.
6-7Your people returned to Atheles in the Wastelands of the South. Their new home in Atheles is barely less dangerous than the In-Between. Proceed to Table F5.
8-9Your people recently returned from the In-Between and are unfamiliar with this strange land, though their people have legends of a home they left behind many generations past. Proceed to Table F6.
10You returned to Atheles from the In-Between very recently. You found yourself alone, hungry, and afraid of these strange new lands. Proceed to Table F6.

Faun

Lifespan: 100 years average      Height: 5’ 6” average                 Weight: 155 lb average              Speed: 30

Common Names: Di, Cera, Ella, Jaas, Ora

Fauns are a reclusive race found in the Eastlands. They live in small communities deep in the forests, where they trade amongst themselves and with teran settlements when the need arises.

They stand about six feet tall and resemble terans. They have more body hair than most other races, pointed ears, and small horns. Their feet end in two large, flat toes, although they can still wear standard boots and shoes. They live an average of 100 years, though the loss of their habitat and disease has shortened their lifespans in recent centuries. Physically, fauns tend to be androgynous, and their culture recognizes three sexes. They have no terms for gender and often struggle with other cultures’ strict classifications and beliefs.

As a culture, they revere nature-based magic and talents.

Biology: Fauns are harmed by Cold Iron, while steel causes discomfort. They also have Dark Vision 60’.

Choose your faun background or let fate decide:

Table F4

Roll 1d10 
1-5Sylvan: Your family was isolated deep in the mountain forests during the Disappearance and is unfamiliar with happenings of the world outside your village. Proceed to Table F6.
6-8Warband: Your family fought in the Great War before being trapped in the In-Between. To survive those centuries in the In-Between, your band’s fierce side emerged. Proceed to Table F6.
9-10Nomad: Your tribe spent the centuries lost, traveling the limbo of the In-Between, doing its best to avoid the harsher regions. After returning to Atheles, your family has continued its nomadic lifestyle. Proceed to Table F6.

Orog

Lifespan: 150 years average      Height: 7’ 6” average                 Weight: 400 lb average              Speed: 30

Common Names: Ooda, Tul, Guo, Ot, Dod, Gue

Orogs are a large bipedal people who resemble tortoises. They are rare in the world found mostly in the southern, warmer lands.

They stand a head taller than even the tall elves, and their girth lends them to being much larger than most other denizens of the world. While this causes some inconveincience in normal housing accommodations, they have in general grown used to their size disparity. They have a large shell that gives them an added natural armor, but this makes wearing other species armor almost impossible. They often choose to wear minimal clothing, but decorate their shells with personal markings and color.

Biology: Orogs are slower in cold weather (below 40 degrees F), halving their movement. They gain +1 AV due to their shell and thick skin. Orogs are also almost always classfied Large in size.

Choose your orog background or let fate decide:

Table F5

Roll 1d10 
1-4Ten Towns: You come from the Ten Towns, a settlement in Ish known for its high Orog population. Proceed to Table F6.
5-8Wastelands: You come from a tribe in the Wastes, traveling out to seek a better life. Proceed to Table F6.
9-10Outcast: You were outcast from your homeland. Proceed to Table F6.

Choose your views of other species or let fate decide:

Table F6

Roll 1d10 
1-2Isolationist: The other cultures bring trouble to themselves with war and violence. It’s best to be left alone. Proceed to Table F7.
2-3Hurt: You have been affected by the violence of others and hold a grudge. Proceed to Table F7.
4-6Optimist: Fauns and other cultures, especially terans, should work together. Proceed to Table F7.
7-10Mindful: You judge every other creature by its own merits. Proceed to Table F7.

Fey Heritage Bonus

Choose your fey heritage bonus or let fate decide:

Table F7

Roll 1d10 
1-3Ancient fey: Mind influencing spells are difficult against you. May use the spell Animal Friend as a Standard Action. Proceed to Profession Lifepath.
4-7Chaos fey: You are fearless. Fear based spells are difficult against you. Proceed to Profession Lifepath.
8-10Wasteland fey: Gain +3% to Survival (Misc. Mod.). Proceed to Profession Lifepath.

Elven

Lifespan: 250 years average      Height: 6’ 6” average                 Weight: 195 lb average              Speed: 30

Common Names: Azera, Ranariel, Entroth, Navarth, Solana, Vindalass, Orfindel, Gilandras

Elves have tall, slender bodies averaging 6’5” in height. They may have many different skin and hair colors. Their ears are pointed and their features are far more angular than terans and dworves. They live an average of 250 years.

The elves vary greatly in culture, but they share some similarities that players should keep in mind. Until recently, elves had not been seen in Atheles for 700 years. When they arrive in teran-populated areas, they are often looked upon with shock and fright. They have an aura that seems alien to terans. This effect fades with time, but wherever they travel, their appearance might cause problems.

During the Disappearance, all elves were pulled into the In-Between, a limbo between worlds. Time moves much slower there, and only 350 years passed for the elves during the 700 years that elapsed in Atheles. During their time in the In-Between, they could see events in Atheles flash by but were unable to interact. The elves now returning to Atheles have found themselves in an unfamiliar world—the home of their ancestors, which they know only from stories passed down by their elders. They find terans strange, and Atheles, which is much more “solid” than the limbo in which they were born, is overwhelming.

When playing an elf, it should be remembered that many have spent their lives in a strange, dreamlike place, and are now confronted with a new world with unfamiliar physics. Although the elves are powerful, they are not super-powered and may even suffer some disadvantages—which might offer a number of roleplaying opportunities. For example, elves with low Wisdom might have a hard time understanding the world outside their own culture. They might readily accept magic as normal, even mundane, but using it casually in a teran tavern could cause the locals to rise up against the “demons” and their “wicked ways.”

Due to their fey blood, elves cannot use iron without hurting themselves. If an elf wears or uses iron, they take 1d4 damage per hour. Steel causes discomfort such as itching or soreness, but no real damage.

Biology: Elves are harmed by Cold Iron. They have Dark Vision 60’ and require little food or water. They also need only 4 hours of sleep (but still require standard rest to regain health and mana)

Choose your elven background or let fate decide:

Table E1

Roll 1d6 
1Losvari, the lost elves: The Losvari fought in the Great War on the side of Aradan. They were trapped in the In-Between after the war and have just recently returned. Proceed to Table E2.
2Anavari, the wilde elves: The Anavari are mainly found in the bushlands between Ish and Endamas, but some tribes have migrated to the Wastelands and further north. Proceed to Table E2.
3Kaelvari, the forest elves: The western wood elves. Their time during the Disappearance was more peaceful than most. Proceed to Table E2.
4Alostrovari, the sea elves: The elves of the sea. They are rare in the East, but some can be found along the Western coast of the Inner Sea. Proceed to Table E2.
5Evantari, the high elves: The Evantari believe themselves above the others. There are no settlements of Evantari in the East, but some may have come here to hunt the Orovari. Proceed to Table E2.
6Orovari, the dark elves: These pale skinned elves have been at odds against the other elven cultures as far back as their written history reveals. Since the Return, they have united the clans and begun to migrate south from the cold exiled lands in the far North. Proceed to Table E2.

Elven Heritage Bonus

Choose your elven heritage bonus or let fate decide*:

Table E2

Roll 1d6 
1Alostrovari: Seafaring (once per day, when on a boat, you may reroll a skill check). Proceed to Profession Lifepath.
2Anarvari: Forager (once per day, when in the wilderness, you may reroll a skill check). Proceed to Profession Lifepath.
3Evantari: Dazeless, mind controlling spells are difficult against you. Proceed to Profession Lifepath.
4Kaelvari: Fleet of Foot (in the forest, you move across difficult terrain at normal speed). Proceed to Profession Lifepath.
5Losvari: Demon Sense (+10% knowledge checks about the Navirim, the In-between,  and its inhabitants). Proceed to Profession Lifepath.
6Orovari: Gain +3% to Survival (Misc. Mod.) and +3% knowledge checks about nature. Proceed to Profession Lifepath.

*Your heritage bonus does not have to match your background. For example, you could be a Losvari elf who was raised by the Orovari.

Profession and Archetype Lifepath

Here you decide what skills, special abilties, and training your character has had. Your characters abilities are defined by their profession which defines their main Skills, and Talents which can fall into different character Archetypes. After Character Creation, your Skills and Talents grow as you use them and as you adventure. You can let chance guide your path, or you can choose your Skills and Archetype to fit the hero of your imagination. You can also make your character by choosing (or randomly rolling) a Profession and choosing an Archetype that compliments your Profession Skills, or vice versa, choosing an Archetype (Warrior, Expert, Mage) and them picking a Profession that is applicable. Each Profession will have a suggested Archetype and Characteristics, which are listed in the Professions List (page $$)

Profession

Your profession could be your current work, an old trade, or even just training you received when you were younger. Your profession decides your main skills as well as your starting equipment.

Choose your profession or let fate decide:

Roll 1d100ProfessionRaritySuggested Archetypes
1-2ArtistRareExpert
3-4AssassinVery RareExpert, Warrior
5-6AthleteRareWarrior
7-11BeggerCommonExpert
12-17CrafterVery CommonExpert
18-20CriminalCommonExpert
21-23DetectiveCommonExpert
24-26EntertainerCommonExpert
27-29ExplorerCommonExpert, Warrior
30-37FarmerVery CommonExpert
38-40GamblerCommonExpert
41-46HerderVery CommonExpert, Warrior
47-54HunterVery CommonExpert
55-60LaborerVery CommonExpert, Warrior
61-64Lawkeeper / GuardCommonWarrior
65MageVery RareMage
66-68MerchantCommonExpert
69NobleVery RareExpert, Warrior
70OccultistVery RareMage
71-72PoliticianCommonExpert
73-74PriestCommonExpert, Mage
75-77SailorCommonExpert
78-80ScholarCommonExpert, Mage
81-84ServantVery CommonExpert
85-89SoldierVery CommonWarrior
90-91SpyRareExpert, Warrior
92-95ThiefCommonExpert
96-99WarriorVery CommonWarrior
100Witch HunterVery RareMage, Warrior

Archetype

Talents can fall under 4 categories, three of which are Archetype paths. Since Talents give you special abilities, you should pick Talents to help realize the character you wish to play. While you could be a Ranger archetype with a profession in Gambling, your skills would not match up and may make it more difficult to play your character.

Archetypes fall under three paths, Warrior, Expert, and Mage. Warriors are fighters and soldiers, but also includes the Archeon who is specialized in neutralizing magic. Experts are Rangers and Rogues, but also includes the Factor, a charismatic skill focused hero. And finally the Mages, the most rare, are the wizards and warlocks, using mana to weave magic.

Choose your archetype or let fate decide:

Roll 1d10RarityArchetype
1-5CommonWarrior – you may not be trained, but you have a strong arm and know how to defend yourself.
6-9CommonExpert – you may be a craftsperson or a farmer; your abilities lie in skill.
10RareMage – a user of magic, rare and often mistrusted.

History Lifepath

Follow along and roll for each table to help create a backstory that fits in the Dark Return setting.

Friends and Enemies

Who is the most important person in your early life?

Table H1

Roll 1d6 
1Family
2Friend
3Enemy
4Mentor
5Religious Figure
6Political Figure

Family

Where is your family now?

Table H2

Roll 1d6 
1They are wealthy and powerful.
2They have a bountiful life and security.
3They have lost everything and search for ways to survive.
4They make enough to scrape by, but are happy and supportive.
5They are no longer of this world.
6I do not know my family.

Religion

In the SagaBorn system, no powers or benefits come directly from the gods, so this is a roleplaying choice. There are many different churches and beliefs, so each of the options below can be viewed from many angles. A monotheistic church may believe that the Creator is the only god and the others are angels. Another church may believe the Creator is more a force of nature than a personal god and that Arias is the only true god. The beliefs of the people of Atheles are many and varied.

Choose your religious belief or let fate decide:

Table R1

Roll 1d10 
1-3Monotheistic
4-7Polytheistic
8-10Agnostic

The deities of Atheles are based on the ancient beliefs of the elves. Even if your character does not believe in the deities as gods, or you are monotheistic, you might still have a patron god that you pray to. Each culture has a different take on each god, but they all share common themes.

Choose your patron deity or let fate decide:

Table R2

Roll 1d20 
1-2The Creator: maker of the universe
3-4Tanthias: god of order and light
5Arias: goddess of love
6-7Lunare: goddess of nature
8-9Sartas: god of travelers
10Rindlebok: the trickster
11-12Rom: god of war
13Volinus: The god of weather
14Moorukk: god of Death
15-16Trund: god of the earth and forge
17Claravis: goddess of magic
18Arcist: god of magic
19Kala: goddess of fate
20Orum: god of time

Magic

How does your character feel about magic and its return to Atheles? Elves, fauns, and elflings do not roll on this chart, as their cultures celebrate magic. Dworvs add +4 to their roll.

Roll 1d10 
1-2You are afraid of magic. The thought seems alien and chills you to your core.
3-4You are opposed to magic and its use. You believe magic is an abomination and should be weeded out and destroyed.
5-6Magic makes you uncomfortable.
7-9Magic has not been part of your life, so you have little opinion about it.
10+You are open-minded about magic and those who use it.

Name

Pick a name for your character and write it at the top of your character sheet.

Age

Determine your character’s age.

Choose your age or let fate decide:

Roll 1d10 
1Young, you are a teenager of your species.
2-6Young adult, you are considered to have passed into adulthood, but are still young for your species.
7-9Adult, you are of an average age for your species.
10Elder, you are old for your species.
SpeciesBiologyLifespan (years)
TerianTeran65
TerianDweran85
TerianDworven150
ElvenElf250
FeyElfling130
FeyFeral Elfling90
FeyFaun100
FeyOrog150

Passions (Optional)

Choose or let fate decide:

Table P1

Roll 1d10Passions
1Devotion (Diety). See Table R1
2-3Fear (type or individual). Proceed to Table PF1
4-5Hate (group or individual). Proceed to Table IG1
6Honor
7-8Love (group or individual). Proceed to Table IG1
9-10Loyalty (group or place) Proceed to Table PL1

Fears

Choose or let fate decide:

Table PF1

Roll 1d20Fears
1Darkness
2Fire
3Water (drowning, being on boats, rivers, etc)
4Heights
5Confined Spaces
6Dying
7The Dead
8Storms
9Rodents
10Insects
11Snakes
12Magic
13God/Gods
14Pain
15Demons/Navirites
16Horses
17Underground
18Birds
19Being Lost
20Flying

Individuals and Groups

Choose or let fate decide:

Table IG1

Roll 1d20Individuals and Groups
1Family
2Mother
3Father
4Brother
5Sister
6Other Family
7Childhood Friend
8Family Friend / Acquaintance
9Boss
10Lord / Lady
11King
12Country
13Church
14Institution School
15Institution Company
16Institution Group
17Rival Group
18Guild
19Enemy
20Romantic Partner

Loyalty

Choose or let fate decide:

Table PL1

Roll 1d6Group or Place
1-2Community
3-4Location
5-6Individual. Proceed to Table IG1

Choose or let fate decide:

Table PL2

Roll 1d6Community
1Neighborhood
2City, Town, or Village
3Church
4Guild
5-6Adventuring Group

Choose or let fate decide:

Table PL3

Roll 1d6Location
1Neighborhood
2City, Town, or Village
3Church
4Natural Area (Forest, Lake, Mountains, etc.)
5Country / Kingdom
6Home

Characteristics

The next step is to roll and assign Characteristics. These Characteristics give you a bonus to all Skills, so be sure to assign them to ones relevant to your Profession and desired play style.

To get your Characteristic Points:

  • Roll 3D6 and write the result down. Do this 4 more times so you have five total unassigned stats. Then, assign each of these rolls to one of the following characteristics Strength (STR), Constitution (CON), Acumen (ACU), Dexterity (DEX), and Social (SOC). Enter the results in the appropriate places on your character sheet.
  • Roll 2D6+6 for the Intelligence (INT).
  • For SIZ: Elfings roll 1d3+3, Dworvs roll 2d6 +4; Terans, Elves, Fauns, and Dwerans roll 2d6+6, and Orogs 1d3+19.

These numbers provide the statistics of your character, determining what characteristics the character is strong or weak in.

•     If you wish, redistribute up to 3 points between your characteristics.

•     No characteristic (other than SIZ) can begin at more than 19 points.

•     If you aren’t satisfied with the characteristics you have, and your StoryGuide approves, you can start over.

Point-based Character Creation (Option): Usually, characteristics are rolled randomly. Instead, players can purchase characteristic points from a pool.

  • All characteristics (STR, CON, INT, ACU, DEX, and SOC) begin at 10.
  • You have 24 points to spend on characteristics. This is the equivalent of the ‘normal’ power level for a campaign. No initial characteristic can be raised to higher than 19.
  • Each point of STR, CON, or SOC costs 1 point up to 15, and 2 points for 16-19.
  • Each point of DEX, INT, and ACU costs 1 point up to 13, 3 points up for 14-16, and 4 points for 17-19.
  • You can choose to lower your starting characteristics below the starting value of 10, to a minimum of 3.
  • For each point of STR, CON, or SOC you reduce below 10, you get 1 point to spend on other characteristics.
  • For every point of DEX, INT, and ACU you reduce below 10, you get 2 points back.
  • For SIZ: Elfings roll 1d3+3, Dworvs roll 2d6 +4; Terans, Elves, Fauns, and Dwerans roll 2d6+6, and Orogs 1d3+19.
  • Only with a StoryGuide’s permission can you raise or lower a starting characteristic beyond the range of 7–19.

Characteristic Rolls

Here’s where you determine your characteristic rolls. By now you should know what your final characteristics are, but if not, hold off on this step until you’ve finalized them. Each has a place on the character sheet.

•     Multiply STR×5 for your Effort roll.

•     Multiply CON×5 for your Stamina roll.

•     Multiply INT×5 for your Intellect roll.

•     Multiply ACU×5 for your Luck roll.

•     Multiply DEX×5 for your Agility roll.

•     Multiply SOC×5 for your Charm roll.

Derived Characteristics

Now it’s time for the derived characteristics: damage modifier, hit points, power points and experience bonus. If you’re using optional systems, you should also determine your initial fatigue points and sanity points. Write the results on your character sheet.

  • Damage Modifier: Add STR+SIZ and find the damage modifier corresponding to your character’s total on the Damage Modifier table.
  • Hit Points: Add CON+SIZ. Write that number in the Hit Points box on your character sheet and write it below. This is your character’s maximum hit points. If your character loses hit points, mark them off, and erase the marks as hit points are healed or otherwise restored.
  • Spirit Points: These fuel magic spells, talents, and special abilties.
  • Experience Bonus: Your character’s experience bonus is equal to 1/2 their INT, rounded up.
  • Move (MOV): Your character’s MOV measures how fast they are. Most medium creatures have a movement speed of 25’.
  • Horror: Your ACU multiplied by 5 is your Max Horror Resistance total. In play, add gained Horror, which lowers your Horror Resitance. When your character reaches 0 Horror Resistance, they are considered unplayable.

Assigning Skills

Professions and Skills

To determine the starting skills for your character, reference the profession chosen during your Life Path. Professions are described fully later in this chapter. Your StoryGuide may restrict available professions, so ask before making this choice. Some professions provide special advantages, such as the use of magic. Note these on the character sheet.

Once a profession has been chosen, determine the character’s professional skill point pool. This represents what your character has learned in that profession, whether through training or on-the-job experience. As always, skill points are added to any bonuses granted from previous steps and to the skill’s base chance.

The campaign’s power level determines the initial skill point pool. Your StoryGuide should have decided by now what kind of game they will run, and how powerful and competent player characters should be.

  • Professional Skills: Allot 250 points to professional skills. No skill should begin higher than 75%.  If a combination of bonuses increases the skill to more than 75% before this step, do not add any additional skill points.

For an original profession, allot the power level’s number of skill points, as above. Your StoryGuide may have some restrictions on how these skill points can be spent.

  • Personal Skills: Once all professional skill points have been allocated, multiply your character’s INT×10 to determine their personal skill point pool. Spend these skill points on any skills you like, with your StoryGuide’s approval. Add points spent on a skill to its base chance, profession bonuses (if any), professional skill point allocations, and skill category bonuses (if any). The total must not exceed 75%.
  • Skill Category Bonuses are added to each skill as well. This is discussed below under Definitions.

Calculate the final rankings for all character skills from base chance, professional skill pool, personal skill pool, and the optional skill category bonuses. You might want to shift some points around at this time but try to keep the professional skill points and personal skill points separate.

Talents

Talents are special abilities a character is either born with or gains through training. Talents are a way for players to customize their character, moving beyond their Profession skills. There are Archetype Talents which place a character on a specialized path. These Talents have prerequisites, but a character can have Talents in any Archetype they want, as long as they have the prerequisite Talent. Other Talents or more generalized, with only a point cost.

Players gain 3 points to spend on initial Talents when creating a character. The cost for each Talent is shown in parentheses beside each description. As characters go up in level, they gain additional Talent points from the StoryGuide as rewards. These points can be spent right away or saved up and spent on a higher-cost talent later.

Languages

A character gets starting languages dependant on their INT. They get INT/6 rounded up as starting languages. You have a 90% understanding of starting languages. More languages can be learned during your adventures, and after a month of studying any language (this can be a downtime activity) and a successful Research check (this can be aided by anothers Teach skill if they are 50% proficient with the language), you will start with a 10% skill in that language.

INT:89 -1415 -18
# Languages123

Languages:

Common is spoken by almost all within the lands of Atheles. It is based on the original tongues of the first terans and has borrowed heavily from Elven.

Dworven is not connected to the other languages of Atheles. It was brought back into the world when the dworves awoke, and they claim it is the closest to the speech of the gods. It is a deep and harmonic language.

Eldar is the ancient language of the eldar, a people who were lost due to the genocide by Kaldrath. Eldar can not be a starting language, and can not be deciphered with any Language spell. There is something mystical about it, and any skill checks relating to it are difficult.

Elvish is the language of the elves, a language as old as the stars they claim. Their language was based on the ancient eldar language, but has long since deviated and become its own. It is a melodic and soothing language.

Fey is the language of the earth, or so the fauns claim. It is soft and whispering. The cultural language of elflings and fauns is Fey.

Goblin is a corruption of the fey language, filled with growls and whines. While some goblinoid creatures can speak common, they prefer their own language.

Ishian is the language of the southern empire of Ish. It comes from the same roots as Common, but while Common was influenced by elven, Ish was not.

Navirite is the speech of the Navirim, the other universe and plane of existence. Some call it the language of demons, while others note that it shares some similarities with Elven.

Northern is the language of Vanadhus, a Northwestern island kingdom that grew in isolation until their culture turned to shipbuilding, exploration, and trade.

Tirian is the language of the kingdom of Tyr. It was heavily influenced by traders and invaders from the lands of Tuya.

Uthgardian is the language of the Northeast. It was the language of Pardalor and has been mostly unused in the 700 years since the original Kingdom of Uthgard fell. Many ancient artifacts, books, and monuments in the North require knowledge of Uthgardian. The new Uthgardian Kingdom has reinstated the language as a sign of wealth and power, with the royalty and nobility using it once again.

Valantian is an ancient lost language of a people who passed from Atheles during the time of the Eldar. Little is known of them, though it is said they came from an advanced island kingdom which sunk into the sea.

Zhou is the language of the most powerful nation across the Ostiana Ocean.

Possessions and Equipment

Most characters have some sort of possessions, whether gear or weapons. Your profession describes your character’s starting equipment, funds, and other notes. All characters have at least a set of clothing appropriate to their profession.

Size and Distinctive Features

You may now choose to determine your character’s height and weight, based on SIZ. Generally, the SIZ range of 10–13 represents the range of average weight and height. A creature of SIZ 8 (normal minimum) is relatively small, and a creature of SIZ 30 is exceedingly large. You can define this as you wish, either through exact numbers for height and weight, or with descriptions such as “Tall” or “Slender.” See Size (SIZ) for more details.

Finishing Touches

This is the final step for various aspects of your character. If you couldn’t think of a name beforehand in Step One, now is the time. Beyond that, you can come up with the rest of this section before play begins or as you get a feel for your character. Add any other information that helps you envision your character. What are some distinctive features or qualities about your adventurer? What are their goals? What do they dream about at night? These features can grow and change as your character grows and changes. This is a game of the imagination; be free!

Definitions

Characteristics

Your character is measured and defined by a set of characteristics, values that represent their physical and mental capabilities. Higher characteristic numbers are usually better (though a high SIZ can work against you for stealth). Characteristic values indicate raw natural gifts your character has. Characteristic values can change over the course of play. Injuries or adverse conditions can decrease characteristics, while training, exertion, and conditioning can increase them.

•     Physical characteristics (STR, CON, SIZ, DEX, and SOC) have a maximum of 21 for heroes.

•     Mental characteristics (INT and ACU) can usually be raised without limits.

•     Under most conditions 3 is the lowest value for any characteristic other than INT, which has a minimum value of 8.

Strength (STR)

Strength measures brawn and raw muscle power. The Effort roll (STR×5) is its characteristic roll. STR helps determine how much a character can lift or carry, push or pull, or how tightly they can hang on to something. In combat, STR limits what kind of weapons a character can wield, as well as helping determine how much extra damage (if any) they inflict with any hit. STR can be increased through exercise, while certain injuries and diseases can permanently reduce STR. A character with STR 0 is an invalid, unable to rise from their bed.

Constitution (CON)

Health, vigor, and vitality are all measured by Constitution. The Stamina roll (CON×5) is its characteristic roll. CON determines how well a character can resist fatigue, poison, disease, drowning, and other hardships, and is a factor in calculating hit points. CON can be increased through conditioning. Diseases, poisons, and some injuries can temporarily or permanently reduce CON. A character dies when their CON falls to 0 for whatever reason.

Size (SIZ)

Size defines height, weight, and bulk. There is no SIZ-associated characteristic roll; on the character sheet the space is used to note your character’s damage modifier. A character’s SIZ, as body mass, helps determine hit points and damage modifier.

Size Chart

SIZRatingHeightWeight (lbs.)ModifierSpecies
1Fine1-11 inches0-20 lbs.+20% to Hide, Stealth, and Dodge SkillsFae
2-3Tiny1’ – 2.9’ (12-35 inches)5-30+15% to Hide, Stealth, and Dodge SkillsBoggart, Miglin
4-6Small3’ – 4.4’ (36-52 inches)16-60+10% to Hide, Stealth, and Dodge SkillsElfling, Goblin
7-19Medium4.5’ – 7’ (54-84 inches)55-225Standard SizeTeran, Dworv, Dweran, Elf, Faun
20-25Large8’ – 14’ (96-168 inches)120-500-10% to Hide, Stealth, and Dodge SkillsOgre, Orog
26-30Huge15’ – 19’ (180-228 inches)250-800-15% to Hide, Stealth, and Dodge SkillsGiant

Intelligence (INT)

Representing reason, mental acuity, and wits, INT measures how well a character learns, remembers, and analyzes information. The Intellect roll (INT×5) is its characteristic roll. INT is critical in determining initial skill values. Possibly the most important characteristic, INT has no fixed maximum and can conceivably rise indefinitely through study and mental exercise. Wounds to the head, prolonged exposure to harmful drugs, or certain types of diseases can reduce INT. A character with an INT 0 has been reduced to a vegetative state, unable to survive independently.

Acumen (ACU)

Acumen is the ability to make good judgments and quick decisions, it is having a keen insight, an shrewdness. It also has a touch of a person’s spirit, giving people a intuition.The Luck roll (ACU×5) is its characteristic roll. ACU serves as the determiner for initial Spirit Points and initial Horror Resistance points. Like INT, human ACU has no set maximum, and can rise indefinitely. Magical influences can reduce ACU (temporarily or permanently) and some magic is fueled by the permanent sacrifice of points of ACU. For magic (see Chapter 4: Magic), ACU is probably the most important characteristic. ACU is the basis for initial mana, so a character with higher ACU will have more mana which allows more spells to be cast. A character whose ACU points reaches 0 goes into a coma and does not wake up until they have gained back one ACU.

Dexterity (DEX)

Dexterity score measures balance, agility, speed, and deftness. Characters rely upon DEX when reacting to an attack, climbing, performing delicate work, or moving stealthily. The Agility roll (DEX×5) is its characteristic roll. Injuries or nerve diseases can reduce DEX, while rigorous training can quicken reflexes and improve balance. A character with DEX 0 is utterly immobile.

Social (SOC)

Social determines how likable or attractive a character is to others, and is based as much on presence, personality, and demeanor as simple physical appearance. The Charm roll (SOC×5) forms its characteristic roll. SOC is used to measure first impressions and indicates how eager others will be to associate with someone, through physical attraction or an appealing personality. SOC can be raised through physical conditioning, cosmetic surgery, or careful application of grooming and etiquette. It could even be improved by a small amount by possession of particularly impressive gear. It can also be reduced through injury or disease. A character with a SOC 0 is either utterly odious, provoking disgust from all who encounter them, or has become so nondescript that they barely register.

Characteristic Rolls

Some challenges do not intuitively map to particular skills. Can a hunter stay awake in a blind all night waiting for their quarry? Can a hardened detective piece together the tantalizing clue hidden in the scraps of evidence? In these situations, your StoryGuide can call for a characteristic roll: a D100 roll against an appropriate characteristic, multiplied by another number. Your StoryGuide decides which multiplier to use based on the difficulty of the task. Standard characteristic rolls use a multiplier of ×5, though extremely difficult tasks may require a multiplier of ×2, or even be based on the characteristic itself as a percentage. For more details on task difficulty and modifier selection, see Chapter 5: System.

Effort Roll (STR×5)

Most feats of strength involve matching STR against the SIZ of the lifted object on the resistance table (see Chapter 5: System). In cases when a SIZ rating is not available or is difficult to determine, use an Effort roll. Effort rolls can also be used as an easy way to determine things such as whether a character can pull themselves up onto a ledge. Are they worn out at the end of a long hike? An Effort roll is a quick way to decide.

Stamina Roll (CON×5)

Based upon CON, Stamina rolls measure endurance. Use a Stamina roll whenever physical or intestinal fortitude is in question. To list a few examples, a Stamina roll might determine whether a character can stay awake all night, or endure seasickness, ill-prepared food, or strong drink with no ill effects.

Intellect Roll (INT×5)

An Intellect roll represents the ability to make clever guesses, informed hunches, or reasonable deductions based upon nothing but observation and raw intellect. When no skill seems appropriate, an Intellect roll can show understanding of a concept or the ability to unravel a puzzle. Memory is also part of the Intellect roll: use an Intellect roll to remember an important detail, retrace steps through a labyrinth, or memorize a lengthy formula.

Your StoryGuide may also allow an Intellect roll if you are stalled, getting you back on track by revealing a hidden meaning of some already uncovered clue, or letting them know that something ‘doesn’t quite seem right’ about a particular person, place, or thing. This type of Intellect roll should only be granted at your StoryGuide’s discretion and is not generally solicited by players.

Your StoryGuide may also require an Intellect roll if you wish to have your character think or behave in a manner that represents player knowledge vs. character knowledge. If a character is a primitive hunter encountering modern technology, for example, your StoryGuide may require an Intellect roll for them to be able to grasp basic concepts of the item, even if the player automatically knows what it is based on its description.

Luck Roll (ACU×5)

Luck is the knack of being in the right place at the right time, having things work out despite the expectation, or the uncanny ability to escape a random peril unscathed. Does your character just happen to have that one special bit or equipment? Will a friendly passerby lend a hand if they are stranded by the side of the road? Does the hideous creature attack the character or a nearby nonplayer character? Does a character fall through a weak floor, or snag their clothes on a splintered plank and escape plummeting to death? Luck rolls can be used to answer all these questions. Successful Luck rolls can create fortunate coincidences under normal circumstances or save someone from certain doom in an emergency.

Agility Roll (DEX×5)

Whenever a feat of deftness, balance, or agility is called for and no appropriate skill exists, use an Agility roll to measure success. An Agility roll might, for example, determine if a character can keep their balance on a heaving ship’s deck, gather up all the pieces of a broken vase in a hurry, run carrying a precious elixir without spilling any, or grab the vine at the edge of a cliff before falling off.

Charm Roll (SOC×5)

Use Charm rolls to adjudicate interpersonal reactions not covered by an existing skill. Making a good first impression, seducing an acquaintance, or becoming the person a group turns to first for guidance are all good uses for a Charm roll. If a character is standing outside a trendy night club wanting to be let in, a successful Charm roll will get them noticed and waved through the door.

Derived Characteristics

In addition to characteristics (and their attendant characteristic rolls), a character is also defined by a set of derived characteristics, figured from their characteristics. If injuries, magic, or other factors increase or decrease a characteristic, all characteristics derived from that characteristic immediately change to reflect the new value.

For example, your character (CON 16, SIZ 14, HP 15) falls victim to a deadly poison, which reduces their CON value to 10. Your character’s maximum hit points immediately drop from 15 (16+14=30, divided to 15) to 12 (10+14=24, divided to 12). Additionally, their major wound total drops from 8 to 6. If wounds had already brought your character lower than 12 hit points, they would not take any additional damage, but they are limited to the 12 hit point maximum until their original CON is restored.

Damage Modifier (STR+SIZ, see table)

Bigger, stronger characters and creatures are more powerful in physical combat, inflicting more damage than average with each strike. Smaller, weaker beings inflict less damage with their attacks. The damage modifier reflects this advantage, expressed in terms of damage dice added or subtracted from the damage of successful attacks.

A character adds their full damage modifier to all hits with brawling or melee weapons. In the case of a negative damage modifier, subtract the appropriate dice from any inflicted damage. If the total is 0 or less, the blow is too soft to inflict any harm. An attack never does negative damage, so if the modified damage roll goes below 0, count it as 0.

Missile weapons don’t allow a character to use their full damage modifier. If your character’s damage modifier is positive, divide the results in half (round up) when using a thrown weapon or a bow. If the damage modifier is negative, keep the modifier as is. Self-propelled weapons (firearms, energy missile weapons, etc.) do not receive a damage modifier.

To calculate damage modifier, add the character’s STR and SIZ, and find the result on the Damage Modifier table (following).

Damage Modifier Table

STR+SIZDamage ModifierSTR+SIZDamage Modifier
2–12–273–88+4D6
13–16–189–104+5D6
17–24None105–120+6D6
25–32+1D4121–136+7D6
33–40+1D6137–152+8D6
41–56+2D6153–168+9D6
57–72+3D6Each +16Additional +1D6

Experience Bonus (1/2 INT)

The smarter a character is, the faster they can learn, especially under stress. To determine their experience bonus, divide their INT by 2, rounding up. Add the experience bonus to the learning roll for each experience check your character makes to improve a skill or characteristic. Consult Chapter 5: System and Skill Improvement.

Hit Points (CON + SIZ)

Hit points represent your character’s capacity to withstand punishment and physical injury. When you take damage, you subtract hit points from your total. Calculate maximum hit points by adding your character’s CON and SIZ scores.

Your character loses consciousness when their wounds (both lethal and subdual) is greater than their hit points, and if their hit points reach -10, they die at the end of the following round. Lost hit points heal naturally at a rate of 1d4 points per 4 hours of rest, though medical attention can speed recovery. See Damage & Healing.

Spirit Points (Max = ACU)

Spirit Points (SP) represent your character’s vital essence, their reserves of spiritual or life energy. Your character spends power points to cast or resist spells as well as some special abilities. Your character’s maximum Spirit Points are usually equal to their ACU characteristic. Generally, spent SP regenerates at a rate of 1 per hour of sleep or total rest, or 1 for every two hours of normal activity. If your character is engaged in strenuous activity, they cannot regain SP. When your character’s Acumen point total falls to 0, they are completely exhausted and faint until regaining at least 1 power point. You cannot have negative power points.

Unlike hit points, Spirit Points can climb above the maximum for brief times under certain conditions.

Movement Speed(MOV)

Movement is based on the size of a character. This average movement is how far a character can move as a Move Action or Standard Action.

Average Movement Rates by SIZ

SIZ12-34-67-1920-2526-3030-50
MOV (Speed)10’15’20’25’30’35’40’

Movement rates are described further in Movement Rates in Chapter 5: System.

Horror Resistance Points (Max = ACU×5)

As described in Horror, Horror Resistance (HR) represents your character’s mental and emotional fortitude, and their ability to withstand shock, terror, and cosmic awfulness. Your character’s base (max) HR points equal their ACU×5.

Whenever your character is exposed to a horrifying situation or mind-bending strangeness, they must roll D100 against their current HR. If your character fails (or perhaps even if they succeed) they gain Horror.

Each point of Horror gained lowers the heroes Horror Resistance by the same amount (much like Wounds and Hit Points). As the hero gains Horror they become more and more distraught. When they reach Horror greater than their max HR, they become catatonic.

Skill Category Bonuses

If you and your StoryGuide want your character’s characteristics to influence their skill ratings, you should employ this system. As described in the Chapter 3: Skills, each skill is grouped into skill categories. Each category is linked to one or more characteristics that are used to compute a skill category bonus for each category. To find your Skill Category Bonus, find the correct Characteristic and divide by two, rounding up.

Skill Category Modifiers

CategoryPrimary
Combat skillsDEX/2
Communication skillsSOC/2
Dexterous skillsDEX/2
Mental skillsINT/2
Perception skillsACU/2
Physical skillsSTR/2