Character Creation for Noobs

Ability Score Descriptions
Strength Raw physical power or might
Vitality Resilience to physical attacks. and the power and coordination of the body as a whole.
Dexterity Finesse, nimbleness and quickness of the hands.
Agility Speed, quickness of movement and reflexes.
Intelligence Ability to think and be clever, and one’s knowledge of things.
Wisdom One’s awareness, concentration and intuition.
Charisma Strength of character, amiability and being able to read others’ behaviour.
Spirit Sense of the world beyond the physical realm and the ability to perceive its subtle changes.

We’ll be using the 18 point system to assign ability scores. Players all start with their scores set to 0 and distribute the points as they wish, with no final score being higher than 6.



Classes are meant to give a certain feel to a character by describing what sort of combative abilities the person is proficient in. Classes and how to create one are described on the Basic Classes page.



Choose a race of magical origins and describe two unique traits or abilities that fit the background of your race. It doesn’t need to be accurate, but it should not be so extreme that it might make your character too strong or much stronger than the other players.


Skill Points

All level 1 characters first select 8 skills from the list of skills available. These are effectively all the skills the character is trained in. The player may then distribute 20 + INT/WIS points into any of the 8 skills they selected, increasing the skill level for each point placed there. At each level up, the player may distribute another 5 points into these trained skills.

Starting Skills = 8 Starting Skill Points = 20 + Intelligence/Wisdom Level Up Skill Points = 5 Skill Points to Obtain a New Skill = 3

The maximum number of points you can ever have invested into a skill rank is:

Max Skill Ranks = Current Character Level + 4


Health Points

1) Base HP = 40 (Leader Classes); 45 (Attacker Classes); 50 (Defender Classes); 2) Add your Toughness Skill Total Starting HP = 40/45/50 + Toughness + Class Bonus
Level Up HP Gain
1) Add your Class bonus HP to your Total HP


Class Abilities

Based on the idea of what your class does, come up with an interesting ability or trait and with help from others, translate the idea into something you can put into your character. At each new level you can add an additional ability like this.

Selecting a Mark Type

In combat, each character may elect to mark a creature whenever that player successfully lands an attack on it. While a creature is marked by you, whenever another player lands a standard attack (non-instant) on that creature, you may pay 1 Hero Chip and immediately make a basic melee, ranged or spell attack against it if you can that automatically hits with defense scores not subtracting from the final damage. This is an excellent way to boost the damage output against a creature that your party wishes to focus on. However, if any standard attack misses the target, all marks on it are removed. Additionally, a player may only make this attack once per turn.

Furthermore, each mark confers a special bonus that the player may choose from one of the following below:


  • target receives -1 to attack scores
  • target receives -1 to movement
  • decreases the target’s AC by 1
  • the target takes 2 damage at the start of its turn
  • you may discern one defense score of the target each time it is hit with a standard attack
  • there is a 1/6 chance of the target being knocked prone each time it is hit with a standard attack
  • you may have 2 marks active
  • allies get +1 to their defenses if attacked by target while you are adjacent to it


  • target receives -1 to attack scores
  • the target’s resistances are reduced by 5
  • you may discern one defense score of the target each time it is hit with a standard attack
  • 1/6 chance to remove an active card the target owns each time it is hit with a standard attack
  • 1/4 chance to gain a HC each time it is hit with a standard attack
  • you may have 2 marks active, with the second mark costing 1 HC to place


Armor Class (AC)

Wearing armor gives the benefit of reducing physical damage taken from any source. The Armor Class (AC) value is usually dependent on the armor a character wears or sometimes by other magical influences. Certain classes are proficient with heavier armors and can thus soak up more damage than those that can only wear lighter armors.

The downfall of wearing heavier armor is usually that it can be cumbersome and may give major penalties to mobility.

Physical damage taken by any character is reduced by an amount equal his/her AC.

Armor Class = Helmet Armor + Body Armor + Shield Armor + Misc. Armor Bonuses

There are 9 types of damage in the game, placed into 3 categories.

Worldly Physical, Psychic, Poison
Magical Arcane, Holy, Unholy
Elemental Fire, Cold, Electric

A large number of mundane and magical creatures will contain damage resistances, which reduce the damage of attacks of that type. Through various means, players may also obtain resistances to one or more of these damage types.

When calculating the final damage output, simply subtract the creature’s resistance to that damage type from the total damage dealt in the attack. Keep in mind that a negative resistance equates to a vulnerability to that damage type.

For example, a magma lord with 5 fire resistance is hit with a fireball that does 15 fire damage. As a result, the magma lord only takes 10 fire damage (15 fire – 5 fire resist). The frost beast with -5 fire resistance is hit with the same fireball for 15 fire damage. The frost beast ends up taking 20 fire damage (15 fire – (-5) fire resist).


The movement of a character is simply the number of spaces he/she may move in a single move action. Most characters will have a base speed of 5-7 but other factors, such as the weight of one’s armor, spells, or the character’s race/class/etc may also affect this value.

The initiative is the bonus which is added to a 1d20 roll when determining a player’s or monster’s turn order. The higher the final initiative value, the greater the chance of going before others. Your initiative bonus is often equal to either your Dexterity or Agility score, but may also be affected by a list of other factors.

Movement = 5/6/7 + Armor Penalty + Misc. Bonuses Initiative Bonus = Dexterity/Agility + Misc. Bonuses
Ritual Points per Day

While spells certainly have their use obliterating foes in the heat of battle, they also play a utility role in other situations the party may find themselves in. Subtly using a sleep spell on the vigilant guards to enable the party a safe and hasty escape, or casting a light spell to reveal the hidden nooks and crannies of an abandoned crypt are just a few examples of these types of spells.

Only a limited number of spells can be cast outside of combat before having to rest again. This number is affected by one’s Charisma or Spirit and one’s level. This is calculated as shown below.

Ritual Spells / Day = 3 + CHA/SPI + Character Level


Playing Surface

All players enter battle with a set of 4 cards selected from his/her collection of cards. At the beginning of each battle phase (3 rounds) each player shuffles up these 4 cards and sets them face down on the table.

At the beginning of each round, all players flip at least 1 card up from any of the face down cards. Once a card is flipped the player has the option of using it on their turn. If the card is used on their turn, it either becomes placed in an active slot if it has an active function, or is discarded and cannot be used until the next battle phase begins.

Special rules apply to each role with regards to how cards are flipped or discarded. These details are described here:

Defender: Reveal 2 cards at the start of the round, and then choose 1 to turn face up.

Attacker: Turn 1 card face up at the start of the round. Face up cards are discarded at the end of the turn, whether or not they were used.

Leader: Instead of flipping one card at the beginning of each round, 3 cards are flipped at the beginning of the battle phase.


Characters receive Instant cards which can be used at any time throughout battle.

Defender – 2 Instant / battle phase Attacker – 2 Instants / battle phase Leader – 3 Instants / battle phase
Hero Chips Per Round

Hero Chips, which act as the currency in battle for this game, are acquired at the beginning of each round, or through the effects of some cards that give Hero Chips. They can be used to increment any attack score or defense score for you or your opponent by +/- 1 per Hero Chip spent.

The number of Hero Chips given at the beginning of each player’s turn is based on the character’s primary role.

Defender – 2 Hero Chips / Round Attacker – 2 Hero Chips / Round Leader – 3 Hero Chips / Round

Character Creation for Noobs

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