It is during this step that you will start to develop what your character is all about and what their
strengths are going to be. This is the beginning of what you path will be. The Foundation gives your character
the most essential Attributes and Skills as well as an initial rating for each one.
First, Roll a D10 on the Foundation Table. Next, roll a D10 on the resulting table. This will give you the archetype you will start with. Each Archetype has a set of points allocated for Attributes and Skills. Don't worry, you will still be responsible for assigning additional points in each area later on. This whole process isn't automated or random! Alternatively, if you already have an archetype that you want, you may just chose the archetype and move to the next section.
Roll a D10: FOUNDATION TABLE:
1-2 |
Clever Table |
3-4 |
Courtly Table |
5-6 |
Soldier Table |
7-8 |
Outsiders Table |
9-10 |
You Pick the Table |
Roll a D10: CLEVER TABLE:
1-2 |
Prowler |
3-4 |
Tracker* |
5-6 |
Marksperson |
7-8 |
Swashbuckler |
9-10 |
Enforcer |
Roll a D10: COURTLY TABLE:
1-2 |
Noble |
3-4 |
Sage |
5-6 |
Knight |
7-8 |
Spy |
9-10 |
Wizard* |
Roll a D10: SOLDIER TABLE:
1-2 |
Leader |
3-4 |
Priest* |
5-6 |
Warrior |
7-8 |
Scout |
9-10 |
Battle Mage* |
Roll a D10: OUTSIDERS TABLE:
1-2 |
Barbarian |
3-4 |
Gadgeteer |
5-6 |
Mystic* |
7-8 |
Adventurer |
9-10 |
Entertainer |
* Reroll if the character is a Construct
Adventurer
The Adventurer thrills in taking risk for personal gain. You start with the
Merit Seldom Sleeps (2pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
5 |
|
4 |
Intelligence |
0 |
Strength |
1 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
0 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Investigation,
Medicine,
Occult,
Archery,
Survival,
Animal Ken
Barbarian
The Barbarian uses size and strength to overcome. You start with the
Merit Physically Impressive (2pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
5 |
|
4 |
Intelligence |
0 |
Strength |
1 |
Presence |
0 |
Wits |
0 |
Dexterity |
0 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
1 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Crafts,
Athletics,
Brawl,
Survival,
Animal Ken,
Intimidation
Battle Mage
This Battle Mage concentrates solely on spells for combat. You start with the
Merit Magic Ability 4.
STARTING ATTRIBUTES:
Priorities |
4 |
|
5 |
|
3 |
Intelligence |
0 |
Strength |
1 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
0 |
Stamina |
0 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Enigmas,
Occult,
Archery,
Athletics,
Weaponry,
Empathy
Enforcer
The Enforcer is a lawperson or criminal thug enforcing their bosses will. You start with the
Merit Intimidation (3pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
4 |
|
5 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
0 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Investigation,
Brawl,
Larceny,
Weaponry,
Intimidation,
Streetwise
Entertainer
The Entertainer lives to entertain an audience and woo crowds. You start with the
Merit Enchanting Voice (2pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
4 |
|
5 |
Intelligence |
0 |
Strength |
0 |
Presence |
1 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
0 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Academics,
Politics,
Athletics,
Empathy,
Expression,
Socialize
Gadgeteer
The character utilizes gadgets for a variety of situations. You start with the
Merit Mechanical Aptitude (1pt.).
STARTING ATTRIBUTES:
Priorities |
5 |
|
4 |
|
3 |
Intelligence |
1 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
0 |
Manipulation |
0 |
Resolve |
0 |
Stamina |
1 |
Composure |
1 |
STARTING SKILLS: +1 in each skill:
Crafts,
Investigation,
Science,
Larceny,
Streetwise,
Subterfuge
Knight
The Knight is a warrior in service to a kingdom. You start with the
Merit Expert Rider (1pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
4 |
|
5 |
Intelligence |
0 |
Strength |
1 |
Presence |
0 |
Wits |
0 |
Dexterity |
|
Manipulation |
1 |
Resolve |
1 |
Stamina |
0 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Politics,
Ride,
Weaponry,
Animal Ken,
Intimidation,
Socialize
Leader
The Leader commands others and makes tactical and strategic decisions. You start with the
Merit Supporter (2pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
4 |
|
5 |
Intelligence |
1 |
Strength |
0 |
Presence |
0 |
Wits |
0 |
Dexterity |
0 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
1 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Academics,
Science,
Ride,
Expression,
Intimidation,
Persuasion
Marksperson
The Marksperson is a ranged combat specialist. You start with the
Merit Crack Shot (2pt.).
STARTING ATTRIBUTES:
Priorities |
4 |
|
5 |
|
3 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
0 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
1 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Crafts,
Medicine,
Archery,
Brawl,
Stealth,
Animal Ken
Mystic
Mystics use magic and the occult to understand the universe. You start with the
Merit Magic Ability 7.
STARTING ATTRIBUTES:
Priorities |
5 |
|
3 |
|
4 |
Intelligence |
1 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
0 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
1 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Crafts,
Enigmas,
Occult,
Survival,
Expression,
Persuasion
Noble
The Noble belongs to the ruling class or aristocracy. You start with the
Merit Socially Aware (2pt.).
STARTING ATTRIBUTES:
Priorities |
4 |
|
3 |
|
5 |
Intelligence |
1 |
Strength |
0 |
Presence |
1 |
Wits |
0 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
0 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Politics,
Ride,
Weaponry,
Persuasion,
Socialize,
Subterfuge
Priest*
The Healer mends wounds and aids in combat, martially and magically. You start with the Merit Magic Ability 4.
STARTING ATTRIBUTES:
Priorities |
5 |
|
3 |
|
4 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
0 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Medicine,
Occult,
Science,
Survival,
Expression,
Socialize
Prowler
The Prowler clings to shadows, silently climbing walls. You start with the
Merit Catlike Balance (1pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
5 |
|
4 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
1 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Enigmas,
Athletics,
Larceny,
Stealth,
Streetwise,
Subterfuge
Sage
The Sage’s weapon is knowledge and wisdom. You start with the
Merit Occult Library (2pt.).
STARTING ATTRIBUTES:
Priorities |
5 |
|
3 |
|
4 |
Intelligence |
1 |
Strength |
0 |
Presence |
1 |
Wits |
1 |
Dexterity |
0 |
Manipulation |
0 |
Resolve |
0 |
Stamina |
1 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Academics,
Politics,
Science,
Ride,
Expression,
Subterfuge
Scout
The Scout forges ahead of his comrades to gather information. You start with the
Merit Good Night Vision (2pt.).
STARTING ATTRIBUTES:
Priorities |
4 |
|
5 |
|
3 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
0 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
1 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Investigation,
Medicine,
Archery,
Larceny,
Stealth,
Empathy
Spy
The Spy utilizes subterfuge and deceit to gain information from anyone. You start with the
Merit Gifted Liar (3pt.).
STARTING ATTRIBUTES:
Priorities |
4 |
|
3 |
|
5 |
Intelligence |
0 |
Strength |
0 |
Presence |
0 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
1 |
Resolve |
0 |
Stamina |
0 |
Composure |
1 |
STARTING SKILLS: +1 in each skill
Academics,
Politics,
Stealth,
Persuasion,
Socialize,
Subterfuge
Swashbuckler
The Swashbuckler is an idealistic sword fighter who tend to be flamboyant. You start with the
Merit Flirt (2pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
5 |
|
4 |
Intelligence |
0 |
Strength |
1 |
Presence |
1 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
0 |
Stamina |
0 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Crafts,
Athletics,
Brawl,
Larceny,
Expression,
Persuasion
Tracker
The Tracker can follow the trail of anyone or anything, even cold trails. You start with the
Merit Acute Sense (1pt.).
STARTING ATTRIBUTES:
Priorities |
5 |
|
4 |
|
3 |
Intelligence |
0 |
Strength |
0 |
Presence |
1 |
Wits |
1 |
Dexterity |
0 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
1 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Enigmas,
Investigation,
Science,
Archery,
Survival,
Streetwise
Warrior
The Warrior is a fighter through and through. Warfare is their life. You start with the Merit
Unflappable (3pt.).
STARTING ATTRIBUTES:
Priorities |
3 |
|
5 |
|
4 |
Intelligence |
0 |
Strength |
1 |
Presence |
1 |
Wits |
0 |
Dexterity |
0 |
Manipulation |
0 |
Resolve |
1 |
Stamina |
1 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Medicine,
Brawl,
Ride,
Weaponry,
Animal Ken,
Intimidation
Wizard
The Wizard controls magic to cast a variety of different spells. You start with the
Merit Magic Ability 7.
STARTING ATTRIBUTES:
Priorities |
5 |
|
4 |
|
3 |
Intelligence |
1 |
Strength |
0 |
Presence |
1 |
Wits |
1 |
Dexterity |
1 |
Manipulation |
0 |
Resolve |
0 |
Stamina |
0 |
Composure |
0 |
STARTING SKILLS: +1 in each skill
Academics,
Enigmas,
Occult,
Stealth,
Empathy,
Subterfuge
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