February 27

Arcidia: Flesh and Bones – Character Generation

Character Generation Overview

Character generation is a simple 10 step process. All 10 steps are outlined here to assist the player in creating their new character. You will find all the steps detailed after the outline.

Step One – Your Role within the party

Each character has a role to fill in the party. This is how the character pays their way in the world. How they contribute to the town, village or city. These roles are to make sure the party is balanced and for roleplay and storyline; they provide structure to the party’s behavior and potential connections to other NPCs. Flesh and Bone is a story-based game, so use these as background points and jumping off points for individualized stories, and not to limit what the character can do. Example roles: Bodyguard, Ship’s Captain, Healer, Hunter, Soldier, Trader, Steward, Housecarl, Shop Merchant, Caravan Guard, Holy Warrior, Street Thief.

Step Two – Assign your Core Attributes

Flesh and Bone uses a point allotment system as part of the character generation. In the allotment system; all your starting Core Attributes start at 2. You then have 6 points to assign with no more than 4 point being added to one Core Attribute.

Body sets the overall cap for Keep Dice on all physical actions. Keep Dice are explained in detail in the combat challenge section on page 86. Having a high Body means a character is more competent with physical challenges and most combat encounters. Path of Sword usually have higher Body scores.

The Mind Core Attribute  sets the cap for Keep Dice for most mental and social actions. Having a high Mind means a character is more likely to succeed during intellectual and social challenges. Path of Magic are likely to have high Mind ratings.

Spirit sets the cap for Keep Dice for supernatural actions. Having a high Spirit makes a character more likely to come out ahead during struggles of willpower, such as resisting psychic effects, or enduring interrogation. This also is Luck. Path of Divine often have high Spirit scores.

Step Three– Divide each Core Attribute’s value between its two Derived Abilities.

Derived Abilities are combined with Skills (see page XX) to determine base dice pools.

Body: The physical power and control of the character.

  • Brawn: Physical power, mass, muscle power.
  • Coordination: Hand-eye coordination, grace, reflexes.

Mind: The ability to recall data and use facts. Mental acuity.

  • Reasoning: To puzzle though something. To find a hidden, logic-based clue. Common sense.
  • Intellect: Learning and remembering. To recall or remember a piece of information or data. Knowledge and learned information skills.

Spirit: Personal willpower and Luck.

  • Will: Personal mental fortitude. Your personal presence and confidence.
  • Power: Raw magical aptitude. Your ability to fight off mental stability issues. Luck.

Step Four – Pick your Race.

There are 6 Races in Flesh and Bone. Each race has their own talents, advantages and disadvantages.

  • Humans – Humans possess exceptional drive and a great capacity to endure and expand.  Add 1 point to any 2 non-joined derived attributes.
  • Eldar Race (Elf) – the elves are the first born of the mortal races, given souls by the primal earth goddess. Add 1 to Coordination and Intellect.
  • Dwarf – Stone folk, the Dwarven people are a sturdy race and are known for their masterwork, stonecutters, artisans, and engineers and sure footing. Add 1 to Brawn and Reason.
  • Orc – Do to the constant wars the Orcs waged endlessly on the humans, elves, dwarves, and other folk of Arcadia, they were far better prepared to face the forces of the Locust Lords. Add 1 to Brawn and Will.
  • Bird folk – The Bird folk are one of the most varied among sentient creatures, though despite their differences of appearance, they are each able to produce fertile offspring with another Bird folk. Derived attributes are variable based on bird type.
  • Serpentas – The odd of all the Races. Serpentas are humanoid with scaled skin and snake like heads. Add 1 to Reason and Power

Once you have picked your characters starting race you need to add in the racial bonuses to your derived abilities. Then you pick their starting Racial Talent. You get to pick 1 racial Talents.

Step Five – Choose your Heroic Path

Your Character Destiny Path will set the type of character and the set cost of Talents and abilities. There are 3 type of Heroic Paths. The Path of Sword, this is your Fighters and Rogue type characters. The Path of Magic, this is your Mages, Sages and Scholars. The Path of Divine, this is your Clerics, Shaman and Paladins.

Path of Sword: Path of Sword are Warriors and Fighters, Headstone and always first into combat, explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment. They get discount cost on Weapon and Armor Talents.

Path of Magic: Path of Magic are people with a deep understanding of magic and the arcane. They are the constant students, learning and studying. This is your classic Mages and magic welding backgrounds. They get discount cost for Spells and arcane talents.

Path of Divine: Path of Divine are masters of the divine powers and understand of the Gods, both new and old. This is your classic Clerics and Divine magic welding backgrounds. They get discount cost for divine spells and divine talents.

Once you have picked your starting path, rank the other 2 path in their importance to your character’s personal growth. They will become your second and Third paths. This will set the cost of buying all talents from those paths.

Step Six – Role Skills

Flesh and Bone is a classless system that lets the player tell the story of their characters. As there is no classes for the player should pick skill related to their Role and picks 4 skill that are part of that role.You will get 3 Skill point has your Role Skills.  Your role skills should support your role. If you picked a role of Hunter, you should have that allow you to be a hunter. Lore Animals or Survival, as an example, would be in line with your roles as towns Hunter. But Engineering would not fit into this very well.

After you have chosen your Background skills, you have 3 additional skill points to assign to any skills. You may assign a second rank to one of your starting skills, or take the first rank of any new skill. You may not start with more than two ranks in any skill. If you are planning on playing a starting character that cast spell, divine or arcane, this is where you can assign points to their skills, Divine Art and Magical Arts, respectively. Assign 3 additional skill points to any skill

Step Seven –   Starting Talents

your starting Core Attributes to your Body, Mind and Spirit. Based on their numbers, that is the starting Talent Points used to purchase your Starting Talents.

There are 3 Core Attributes. Body Mind and Spirit, are the used to determine the Talent point used to purchase you’re starting Talents.

 

  • Body = Path of Sword
  • Mind = Path of Arcane
  • Spirit = Path of Divine

 

 

Once a path has been chosen it cannot be changed.

As an example:  You’ve just built out your character out as follows, 4 to body, 3 to mind and 5 to Spirit.  With this build you could pick 4 points of talents from Body talent list, 3 points of Talents from Mind and 5 points of Talents from Spirit.  

When purchasing Talents there is a very simple formula that is applied. Your Primary Path Talents are at the cost of the talent minus 1, your secondary path talents are at cost plus 1 and the final path is cost plus 2.

Talent Cost

Talent Cost
Primary -1
Secondary +1
Tertiary +2

NOTE: The club requires no Talents. Anyone can strike with a club or torch.

You may sell back Talents from your 2nd or 3rd talent pools at a price of 2 for 1.

Step Eight – Choose your Quality

You get one Quality which represents the knowledge a character has with a concept.  This is a simple one-line statement about your character’s core concept. This is the base of your character. In situations where your core concept would apply, this quality awards a bonus die of 1d10.

Step Nine – Calculate Your Pools

Your Reaction Pool is used to defend against attacks in combat, to determine order of action and to power your spells. To determine a character’s Reaction Pool, add together Coordination, Intellect, and Will, then divide the total by two (round down).

Your Stability Pool is a Damage Tracker for Horrors your Character has faced in the world. This Derived Ability Pool that is calculated by adding the characters Brawn, Reason and Will then divide by 3 round normally.

Step Ten – The Details

If you haven’t already done so, give your character a name and come up with a few more details about their background. You now have plenty of sources to draw from in the form, but consider filling in some of the relationships your character has with the rest of the party. Are you sloppy or clean? Do you have a habit that the others hate? Is there some detail that you obsess over?

Category: Flesh & Bone, Game Mechanic, Rules | Comments Off on Arcidia: Flesh and Bones – Character Generation