Creating a Character in Archons Decisive Factor System | World Anvil
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Creating a Character

Here are the default rules for creating a character. There is a list of classes here that you can use to have your equipment, skills, and attributes already laid out as well as a path for you to take talents as you level up. If you find a class you like, you can use it for inspiration or follow it exactly as you see fit, or you can create your own from scratch if you feel comfortable poring over the manual to find what you need.   But remember that a character is more than just a set of numbers on a page. Make sure you spend time Developing Your Character.  

Domains

You start the game with 3 Domains, based on the archon you are descended from. These Domains represent your supernatural influence, and they allow you to acquire supernatural abilities and magical spells related to the themes of those Domains.   If you did your own custom world creation, use the archons from that session. If not, here is a list of archons to draw from. Each archon also lists several classes that they sponsor, each of which provides a starting setup of skills, equipment, and Domains to get you going. You are free to build your own character without following any class structure, but those new to the game or who desire inspiration can use any class they find as a template to building their own character.   

The Limit

Player characters have a limit, the maximum their skills and attributes can be raised to. That limit starts at 3, but it will go up over the course of the campaign as epic struggles force you to grow beyond what you are capable of at the time.   The limit prevents you from investing more than that number of attribute points in a given attribute or skill points in a given skill, but that doesn't mean it's the highest you can go. Most races have attributes they are exceptional in, and these are treated as being 1 higher than the points you have invested in the attribute, even above the limit. Conversely, these races typically have attribues they are deficient in, and those are treated as being 1 lower than the attribute points you have invested, and can be no higher than 1 less than the limit. Additionally, there are various talents that give you a +1 bonus to a skill. That +1 bonus can put you over the limit, though you cannot go more than 1 above the limit no matter how many talents are giving you a bonus to that same skill.   Beyond that way, certain spells and magic items can grant temporary or even standing bonuses to skills or attributes.  

Race

There are many races in this world Each race has its own strengths and weaknesses. Many of them have a pair of dominant attributes and a pair of lessened attributes. Those that are dominant get 1 added to their value, even if this puts them above the normal limit. Conversely, their lessened attributes are 1 lower than the usual, potentially lowering those attributes to 0 if no points are invested in them. Each race also comes with a small set of innate abilities that are a part of every member of that race, as well as having access to a list of talents they can take as they level up. These talents are not required, but if you find a class template lacks the options you desire, you can take them instead of your class talents.  

Attributes

You have 10 attribute points to divide among 6 attributes. You can't have fewer than 1 attribute points in an attribute, nor more than your limit (which at the start is 3). Each race modifies one or more attribute scores up or down by 1, allowing for the possibilitly of an an attribute 1 higher than the limit or as low as 0, potentially.  

Strength

This determines how muscular, brawny, and mighty you are. It determines your accuracy with certain heavy weapons.   Your Physical Power is equal to your Strength, and it determines your damage with most physical weapons.  

Agility

This determines how fast, nimble, graceful, and deft you are. It also determines how accurate you are with all but the heaviest of weapons as well as how good you are with touch-casting spells.   Half of your Agility rounded up is your Speed, which is the number of zones you can move in combat.  

Stamina

This determines how healthy you are and how able to endure injury, disease, poison, wounds, and more.   Twice your Stamina plus 10 is your Health, which is the amount of damage you can take without getting an injury.  

Intuition

This determines how charismatic, perceptive, stealthy, and generally roguish you are. In gauging your sensory talent.   Half your Intuition rounded up plus 1 is your Range, which is the number of zones away you can affect targets with ranged attacks, social skills, and spells as well as spot concealed targets.  

Logic

This determines how intelligent and knowledgeable you are as well as your ability to deduce information and recall it when needed.   Your Logic plus 5 is your Spirit, which is a measure of your mental, emotional, and spiritual energy. Social skills can raise or lower your Spirit, and casting magic drains it.  

Soul

This determines how strong your willpower is, used in resisting magic and social skills.   Your Magic Power is equal to your Soul, and it determines how powerful all of your spells and magical effects are, and it is lowered by each magic item you attune to. Once it reaches 0, you cannot attune to any more magic items.  

Derived Statistics

The following 4 numbers are calculated based on your attributes and change as those attributes change.   Speed: This is how many zones you can move in in combat, and is calculated as half of your Agility, rounded up.
Range: This is how many zones away you can affect targets with social, magical, or ranged weapon attacks, and is calculated as half your Intuition, rounded up, plus 1.
Health: This is how much damage your body can sustain before you take an injury, and is calculated as twice your Stamina plus 10.
Spirit: This is how much much stress your mind can take before it has trouble functioning, and is calculated as your Logic plus 5.
Magic Power:This is how powerful your spells are and is calculated as being equal to your Soul, less the cost of any attuned magic items you have.
 

Skills

There are 17 skills available to represent the breadth of what your character is capable of. You can invest up to 3 points in them at the start, but as the game progresses you will be able to raise them to increasingly higher levels. You have 15 points in total to distribute.

Athletics

This is your skill for running, jumping, climbing, swimming, and riding.

Crafting

This is a general skill for making items. Pick a number of types of crafting equal to your crafting skill as your specialties, and treat the skill as half its rating rounded up if you lack the proper specialty. Examples include blacksmithing, weapon crafting, painting, carpentry, jewelry-making, or tailoring.

Muscle

This is your skill for pushing, pulling, lifting, and carrying. It is associated with the Strength attribute for short bursts but with Stamina for extended activity.

Fortitude

This is your skill for dealing with medical conditions. If you need to eat a lot of food, shrug off a poison, resist disease, or ditch a physical status, this is your skill. It is associated with

Defense

This is your skill for avoiding damage. It is associated with Agility, though certain equipment can make Strength or Constitution the associated stat instead.

Melee

This is your skill to hit in hand-to-hand combat. It is associated with Agility with all but the heaviest of weapons, which use Strength instead. Strength determines how much damage you do with all but the lightest of weapons.

Ranged

This is your skill for launching projectiles at enemies, anything from throwing weapons to arrows to gunshots to potions. It is always associated with Agility.

Medicine

This is your skill for healing infirmities, diseases, and wounds. It is always associated with Logic.

Knowledge

This is your skill for taking in and remembering useful information. This grants you access to facts but not the ability to necessarily put that knowledge to use. It is associated with Logic for most uses, though with Intuition for street smarts.

Survival

This is your skill for handling wilderness, tracking, wayfinding, trapsetting, and animal handling. It is associated with Intuition for instances when sharp senses are key or when you are getting along with animals. It uses Logic when knowledge, memory, and thinking are more important.

Willpower

This is your skill to resist social skills, and keep your mind focused. It is associated with Soul in all instances.

Warding

This is your skill for defending against magic. It is associated with Soul in all instances.

Influence

This is your ability to convince someone using charm, deceit, intimidation, or debate. Your foes will have their Spirit depleted if they resist your will. It is associated with Intuition in all instances.

Empathy

This is your ability to help others feel better through kindness and understanding. It replenishes others’ Spirit. It is associated with Intuition for most instances., but extended therapy sessions to treat trauma use Logic.

Performance

This is your skill for influencing a crowd, be it with music or public speaking. It uses Agility for dancing, but Intuition for all other uses such as playing an instrument, performing oratory, or acting.

Stealth

This is your skill for sneaking and stealing. It is associated with Agility for pickpocketing and sleight of hand, but otherwise Intuition for remaining undetected while moving.

Perception

This is your skill for telling the difference between important details and unimportant ones.

Magic Skills

While you can invest your points in the physical skills above, consider saving some to invest in your magical potential. For each domain, there is a corresponding school of magic. So for the sky domain, there is the sky magic skill, and for the mercy Domain there is mercy magic.   You know a number of spells in a given style equal to your skill points in that. So if you have 3 points in sky magic you might learn the spells Command Lightning, Command Wind, and Fly (or 3 other spells associated with that Domain). Anyone with skill in magic can cast spells they know at the cantrip tier, but if you gain the proper features, you can cast great, superior, even ultimate spells.   Casting spells uses Intuition by default, though you can choose to touch cast most spells and doing so relies on your Agility rather than your Intuition.  

Equipment

Having the right weapons, armor, and gear You'll start with some basic equipment. By default, this is a quality 3 item, two quality 2 items, a pack of your choosing, and 2d6 aquills in currency.   The guide to equipment is here, but the list is not exhaustive. If you find yourself wanting something not on the list, talk with your GM.  

Talents

You do not start with any talents at the beginning. However, you may learn them throughout the course of your adventures. Talents are abilities that allow you to do things that go beyond just training and raw talent and often grant supernatural ability or incredible aptitude. Talents allow you to cast more powerful spells, perform superhuman feats, enahnce your attributes beyond their normal limits, or simply take your normal skills and do incredible things with them.   As you level up and begin to take talents, you can view the list here.   Each talent will be associated with one of your Domains, and will not function when that Domain is inhibited by its anathema. Certain races have a talent list that they can purchase talents from that require no associated Domain. You cannot have more talents than you've earned through significant milestones.   Talents can push your skill and attribute ratings above their caps, but you may not stack multiple talents to get bonuses far beyond their normal limits. If more than one talent gives you +1 to a given skill, you cannot get your skill more than 1 above the current skill cap, but you may redistribute the excess skill points to other skills. Similarly, only one talent may push an attribute above its limit at a time.   Magical effects are different; magical bonuses stack with talent bonuses. But magic does not stack with itself, meaning if you have multiple bonuses to, say, a given skill from two spells, or a spell and a magic item, only the highest applies.

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