Generating a character is a multi-step taught anything can still possess a
process, but at its completion each natural intellect. player will have their Adventurer ready Willpower (WP): If Resilience is your to strike out against the abyss! character's ability to deal with physical pressure, then Willpower is its mental Step 1: Choose Race equivalent. Willpower is their ability to Humans are not alone on Kairos, with deal with mental assault and resist Laisaur and Troglodytes commonly temptation. found in the Adventurers. When Speed (Sp): This is the character's generating characters, each player must swiftness and agility - this is what select one of these races, and this race allows them to dodge incoming blows will determine certain skills available and to race into (or away from!) to your character. The races and racial combat. skills available to them are explained Luck (L): Whether divine favour, in detail on pages XX-XX. cunning schemes or honest good chance, the Adventurers seem to Step 2: Allocate possess some incredible reserves of luck that allow them to survive the Characteristic Points strangest encounters. Each player, having chosen their race, Awareness (Aw): This is your has twelve Awesome Points (AP) to character's ability to take note of their spend on their Adventurer's surroundings and see the details and characteristics, which are as follows: patterns in what happens around them. Finesse (Fin): This is your character's ability to wield their weapons with When generating a character, you must skill, rather than sheer brute strength, spend at least 1 AP on each of these as well as their ability to perform characteristics, and no character may trickier or more complicated actions start play with more than 3 in any with their hands. single characteristic. Strength (Str): As the name implies, this is the Adventurer's sheer brawn - their ability to press attacks and lift loads. Resilience (Res): This is your character's ability to take hits without falling unconscious or sustaining too serious an injury, as well as their ability to resist a few poisons, etc. Intellect (Int): This is your Adventurer's natural intelligence, and will allow them to learn complicated Step 3: Choose Skills theories or deal with new information Finally, each character may spend an with ease. Note that this is your additional 8 AP on skills from their character's natural intelligence, and so racial and/or Adventurer skill sets for even characters who have never been the points listed. Humans Humans are arguably amongst the most common life forms on Kairos, and easily amongst the most varied - at least in terms of ideology! Due to being the most common race in Magna Thule, they have also been the most common race amongst the Adventurers, and have been drawn from every walk of life, from soldier to sorcerer, priest to princess, merchant to monk. Humans must choose from one of the three following 'sub-races' when generating a new character: Civilised Human Drawn from Thule, Luxantium or perhaps even Amon Tor or the Gedrosi Lands, civilised humans are those who have spent their entire lives