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NAME: AGE: KITH: ACUIT" CHA ISMA

CULTU E: A!!INIT": #$CATI$N: G ACE % $&ESS

' EATH Total(%ool

A*aila-le

S)ent

In*este+ Weariness SKILLS TALENTS

Armour:

Claw Damage:

Tail Damage:

In*este+(in(!lig,t Notes:

HEALTH Current Max. Scars

3 2 1 0
H$A D
S)ent Ex)erience:

Soaring Flying Skimming Grounded

3 2

Fast Flying Fast Skimming

Unusual(Treasures:

Uns)ent Ex)erience:

Ca)ital #alue

1. Age Category (Group / Guide choice)


Attri1. !atchling 6ledgeling *oarling :ordling *o+ereign 3/.///0 7/8/9/10 .///0/11 8/9/10/12 //0/11/13 2pns. Ar"r. -reath !ealth 0 0 1 2 3 0 0 1 2 3 1 7 0 18 18 32 1 7 0 18 -urden %3 %1 %1/3 %1/0 %1/2/ 5p 4 0 200 800 1200

.. >ocations
Gain in each of.... )adiant )a"pant )egnant )e+enant *a+ant *i1ilant
!eal, #iplo"acy, $%pression, 6light, any t'o other skills. Athletics, (elee, (arks"anship, 6light, any t'o other skills. -eastkeeping, )esilience, *ur+i+al, 6light, any 2 other skills. #iplo"acy, $ducation, )esitionce, 6light, any 2 other skills. A'areness, #iplo"acy, $ducation, 6light, any 2 other skills. #eceit, #iplo"acy, $%pression, 6light, any t'o other skills.

2. <ith #rake :ind 2yr"

Cla's 3 #"g. 2 #"g. 2 #"g.

;ail 2 #"g. 1 #"g. . #"g.

Ar"our 2 1 3

*kill -onus (elee A'areness 3

8. Attri1utes ? ,ools
Distribute your attributes as shown with your age, and then figure starting breath and health. If you are not a hatchling, re ert your attributes to their would!be hatchling le els to figure base "ealth and #reath. Health: Prowess + Charisma / 2 ro!nd down "reath: #race + $c!ity / 2 ro!nd down $fter getting this numbers, ad%ust for age &see the age chart'.

In addition, each Kith has their unique talents... Drake: Trinkets Lind: Scrying Wyrm: Hoardmark

3. Culture (=ndi+idual, Guide, or Group choice)


Choose four of these skills, and gain in each. !eartlander Con&ueror !ierophant ,urifier )akathan
Co""erce, #eceit, #iplo"acy, $%pression, !eal Athletics, A'areness, (elee, )esilience, *ur+i+al A'areness, Co""erce, #eceit, #iplo"acy, $ducation A'areness, -eastkeeping, (elee, )esilience, *ur+i+al A'areness, Co""erce, Crafts, $%pression, )esilience

8. Capital (;reasure@)
1reasure is )iled into a grou) hoard, with benefits as )er 2age 34. "atchlings don0t ha e any treasure, though. $ fledgling starts with +, ca)ital worth of treasure, a soarling 5,, a lordling 6,, and a so ereign 47,.

8. *tarting $%perience
If you are a soarling or older, you will ha e additional starting e()erience to s)end, as )er the normal *uroboros rules. If a Fledgeling, you do not. If you are %ust hatched, in theory, the Guide can ha e you reduce attributes and skills to the alue of +, (), to indicate relati e weakness. In general, )lay starts just before fledging, and this is ignored- for .baby/ dragons, though, that0s the rule.

7. Affinity
6la"e, 6rost, *park, 2ind, or 2ild

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