Character Creation Artwork by Dean Spencer

Character Creation

The following steps will bring your character to life. Complete them in any order, so long as every step is completed:

  1. Choose your Path. Regardless of which you choose, you'll begin with 3 Life Points and a score of 4 in each Trait.
  2. Apply Your Path’s Starting Bonus. This is the first real boost to your Traits.
  3. Calculate Your Life Points. Add your Path's Life Point Bonus to your starting 3 Life Points. For example, a +3 bonus gives you 6 Life Points total.
  4. Claim Your Starting Talent. Each Path provides a unique Starter Talent that gives special bonuses during roleplay or combat. Rules for the acquisition of additional Talents can be found below.
  5. Gear Up. Choose one Treasured Possession that means the world to your character. It provides a bonus to applicable rolls. Then, list any Common Items you carry.
  6. Prepare for Battle. Create up to four 3. Character Creation#Weapons and assign their Range based on the examples provided. Add 3. Character Creation#Armor if your character wears it.
  7. Attain Power. Choose two starting Powers if your character would possess them. If you'd rather not, leave your Power Trait at 0 and put those 4 starting dice into other Traits instead. However, if you decide not to assign Powers to your character during Character Creation, you can't add dice to your Power Trait until Level 6.
  8. Select a Folk. Every character in Ilhdeinia belongs to one of the realm’s distinct Folk. Each provides a cultural background for reference, and unique Folk Talents. Take 1 Folk Talent in addition to your Path's Starter Talent at Level 1.
  9. Starting Items. Navigate to Character Wealth to determine your Starting Wealth, then prepare for battle by creating weapons, selecting armor, and adding any final items to your inventory from that section.
  10. Check the Languages section to determine how many languages your character knows.
  11. Give your character a name and fill in any personal details that make them unique.

Divine Patronage

Every character in Ilhdeinia with the expectation to wield magick should find at least one deity to pledge themselves to and read up on their teachings, domains, and expectations. This spiritual connection significantly impacts roleplay. See Beliefs for more.

Even characters who don't plan to use Sjōvneva benefit from divine patronage, as the gods of Ilhdeinia actively influence mortal affairs and offer guidance, protection, and purpose to their faithful followers.

Afflictions

Players should consider whether their character is already suffering from a supernatural Affliction, such asGhoulism, Vampirism, or Therianthropy. While most players will likely avoid starting with these conditions due to their potential drawbacks, some may wish to explore the unique roleplay opportunities they provide.

If you choose to start your character as Afflicted:

  • Consult the relevant Affliction section to understand all benefits, drawbacks, and requirements.
  • Discuss your choice with your GM to ensure it fits the campaign’s tone and story.
  • Be prepared for the additional complexity these conditions bring to roleplay.
  • If your desired affliction is not present, please talk to your GM.

Leveling Up

Your character will get stronger as your game progresses. After significant Milestones, your GM will tell you it's time to level up. When you level up:

  • On EVEN LEVELS (2, 4, 6, etc.), add one extra die to your Traits, and gain access to a new Power.
  • On ODD LEVELS (3, 5, 7, etc.), you gain 2 Maximum Life Points (up to a Maximum of 50) and gain a new Talent.
  • Every TEN LEVELS (10, 20, 30, and so on), you gain an extra Action to use in combat.

Player characters are capped at Level 40, at which point their character has reached their maximum potential and will no longer level up. While Paths, Talents, and other bonuses may alter the following, a Level 40 character will have attained at minimum:

  • 78 Trait Dice
  • 20 Talents
  • 45 Life Points
  • and 25 Powers.

Mastered Traits

A Trait score cannot be raised higher than 10 dice. When a Trait reaches 10, it becomes a MASTERED TRAIT and gains Exploding 6s. Whenever you roll a 6 on a Mastered Trait, you can immediately roll an additional die per 6. For example, you roll a Mastered Trait and get a 6. You add a success and roll an extra die. That extra die is another 6. You add a second success and roll again. This time, you roll a 3. The chain ends. In total, that single 6 generated 2 successes.

In addition to this, once you've capped all nine Traits, you continue gaining Talents at every level instead of alternating between Traits and Talents at even/ odd levels.

Talent Upgrades

Once your Maximum Life Points reach 50, Odd Levels no longer grant additional Life Points. Instead, you may Upgrade an existing Talent, akin to the leveling of Talents within Factions and Disciplines. Work with your GM to improve a Talent you already have. For example, Increasing a +1 bonus to +2, removing or loosening a usage limit (e.g., "once per Encounter" could become "once per Round"), or expanding the Talent's scope to cover additional situations.

Your GM has final say on what constitutes a fair upgrade.

Paths

Paths determine where your skills lie at the beginning of your adventure. There is a Path tied to each of the 9 Traits, as well as a Pathless option for those who prefer a blank slate.

Your Path gives you bonuses to specific Traits, but doesn’t lock you into playing a certain way. Think of them as starting points, not predetermined routes.

Artisan

You're clever and resourceful, using your knowledge of magic or science to bring ideas to life.

  • Key Trait: Sage
  • Starting Bonus: Add 1 die to Sage, then add 1 to either Awareness or Survival
  • Starting Talent: Battle Partner — When combat begins, pick an ally to partner with. You automatically enter Shared Combat with them, and gain a +2 bonus on one roll per Round.
  • Life Point Bonus: 2

Brute

You're powerful and intimidating, excelling at dealing damage, taking a beating, and utilizing your raw strength.

  • Key Trait: Endurance
  • Starting Bonus: Add 1 die to Endurance, then add 1 to either Might or Survival
  • Starting Talent: Battle Fury — When you drop below half your maximum Life Points, you gain a +2 to all Endurance and Might rolls until the current Encounter/ Scene ends.
  • Life Point Bonus: 4

Courier

You're lightning-fast, fighting primarily by staying one step ahead of your opponents.

  • Key Trait: Swiftness
  • Starting Bonus: Add 1 die to Swiftness, then add 1 to either Subterfuge or Survival
  • Starting Talent: Haste — You can move to anything "Near" without using an action and to anything "Far" in a single action. You can also use Swiftness instead of Might when wielding melee weapons.
  • Life Point Bonus: 2

Hunter

You're a master tracker whose reflexes and experience allow you to anticipate attacks others don’t see coming.

  • Key Trait: Awareness
  • Starting Bonus: Add 1 die to Awareness, then add 1 to either Sage or Swiftness
  • Starting Talent: Uncanny Reflexes — Once per Encounter you can automatically dodge one attack without rolling.
  • Life Point Bonus: 3

Nomad

Deeply connected to the world around you, you thrive in the wilderness and live off the land with ease.

  • Key Trait: Survival
  • Starting Bonus: Add 1 die to Survival, then add 1 to either Endurance or Might
  • Starting Talent: Natural Survivor — When making Endurance rolls to Endure, 1s no longer subtract from successes. You can also use your Survival score instead of Swiftness when determining your place in Initiative.
  • Life Point Bonus: 3

Pathless

You can become anything you want, limited only by your imagination, the story world, and your GM.

  • Key Trait: Selected by Player
  • Starting Bonus: Add 2 dice to any of the 9 Traits
  • Starting Talent: Create a Starting Talent with your GM
  • Life Point Bonus: 3

Performer

You're deeply charismatic, using your skills to entertain, inspire, seduce, persuade, and demoralize.

  • Key Trait: Charm
  • Starting Bonus: Add 1 die to Charm, then add 1 to either Power or Sage
  • Starting Talent: Captivating Performance — Once per Round, you can use your Charm instead of Might, Power, or Swiftness for a single attack roll.
  • Life Point Bonus: 2

Shade

You're stealthy and cunning, excelling at moving subliminally against your enemies.

  • Key Trait: Subterfuge
  • Starting Bonus: Add 1 die to Subterfuge, then add 1 to either Charm or Swiftness
  • Starting Talent: Vanishing Act — Once per Encounter, become undetectable for a single Round. No Awareness roll can detect you during this time. You also gain a +1 to any roll you make while undetected.
  • Life Point Bonus: 3

Spellweaver

You wield magic or advanced technology to bend reality to your will.

  • Key Trait: Power
  • Starting Bonus: Add 1 die to Power, then add 1 to either Awareness or Sage
  • Starting Talent: Empowered Prodigy — Begin with 3 additional Powers.
  • Life Point Bonus: 2

Warrior

You're a skilled and formidable fighter who dominates the battlefield with their strength.

  • Key Trait: Might
  • Starting Bonus: Add 1 die to Might, then add 1 to either Endurance or Survival
  • Starting Talent: Crushing Blow — Once per Round, you can double the damage dealt by a single attack.
  • Life Point Bonus: 3

Items, Weapons, & Armor

Your gear is an extension of your character's abilities. Each COMMON ITEM you carry gives you a +1 bonus to relevant dice rolls. These items don't increase your Trait scores themselves, but give you extra dice when you use them. For example, a rope would help you climb a tree (+1 to Swiftness) but won't help you spot a hidden door. These bonuses can push your total dice rolled above the Trait cap of 10.

You can carry as many Common Items as your GM allows.

Example Item Example Bonus
Lantern +1 to Awareness rolls based on sight
Grappling Hooks +1 to Swiftness rolls while climbing
Lock-picks +1 to Subterfuge when picking locks

A TREASURED POSSESSION on the other hand is something deeply important to your character. It grants a +2 bonus instead of +1. If another character uses your Treasured Possession, they don't get the +2 bonus as the item is only special to you (and is treated as a Common Item in their hands). As always, your GM will stop unreasonable uses of this item.

Example Treasured Possession Example Bonus
Grandfather's Pocket Watch +2 to Awareness rolls related to time
Lucky Coin +2 to any Charm roll
Old Family Sword +2 to Might rolls when wielding as a weapon

Weapons

You can select a weapon from the table below or create one of your own, using the following examples as a guide to determine its proper assigned range. Regardless of type, all weapons can either impose a Tribulation or deal 1 point of damage per success.

Example Weapon Type Assigned Range
Knives, Clubs, Staffs, Mauls, Swords, & Improvised Weapons Close
Short Bows, Shotguns, Pistols, Ray Guns, Grenades, & Thrown Weapons Near
Spears, Javelins, Long Bows, Rifles, & Rocket Launchers Far

Armor

While not required, Armor improves your defenses but reduces your mobility/ response time. Only one type of armor can be worn at a time.

Armor Type Endurance Bonus Swiftness Penalty
Light +1 to Endurance -1 to Swiftness
Mid-Grade +2 to Endurance -2 to Swiftness
Heavy +3 to Endurance -3 to Swiftness

Talents

Talents are unique abilities that define your character. When creating a new Talent, work with your GM to forge one that fits both the vision for your character and the game's balance. Your GM has final say on what works.

New talents cannot:

  • Permanently increase Life Points.
  • Add more than a +2 Bonus to any Roll.
  • Allow you to move beyond Far in a single action.

Talent bonuses can however push the total dice rolled above the Trait cap of 10. If you're finding it difficult to develop a Talent, the following can be adopted, or used as starting points to create your own:

  • Elemental Affinity: You connect deeply with one element (fire, water, earth, or air). Gain +1 to all rolls involving your chosen element.
  • Heightened Senses: When Impaired, you may still roll half your Awareness dice to sense the world around you.
  • Lucky Streak: Luck follows you. Gain a +1 to Charm rolls in games of chance or when making guesses.
  • Magical Adaptability: At the start of each session, you can swap up to three Powers on your character sheet for others you don't currently have.
  • Silent Movement: You gain +1 to Subterfuge rolls when moving quietly.

A Player Character can possess no more than 20 Talents. After reaching the maximum number of Talents, you can instead upgrade previous Talents as referenced in Leveling Up.

Acquiring Talents

Ilhdeinians can gain access to Talents through their Path and Folk as seen above, but also through a Discipline or Faction.

Characters who have chosen to dedicate themselves to a specific Discipline gain access to that Discipline's Talents. Combat styles, scholarly pursuits, crafting traditions, and more. Discipline Talents can be selected at Level 3 (or Level 1 at GM discretion). If you later choose to replace this Discipline in place of another, all Talents from it will be lost.

Characters who pledge loyalty to a specific Faction (whether a guild, military order, secret society, etc.) may gain access to Faction Talents. Like Folk Talents, Faction Talents can be selected at Level 3 (or Level 1 at GM discretion). If your character shifts loyalties or otherwise leaves the Faction, you will lose all Talents associated with that Faction. Faction Talents are detailed in their respective faction entries throughout the campaign setting.

Custom Disciplines and Factions can be created, as well as Talents that are character specific and not aligned with any one Discipline or Faction. HOWEVER, custom Talents cannot be used to copy/ clone a Talent that is specific to a Discipline/ Faction to gain its benefits without commitment.

Powers

Powers can be used no matter which Path you follow, and can even be added to weapons by Enchanting them. Like weapons, any power can be created, so long as the GM agrees and a Range/ Definition is settled on.

The number of successes you roll determines how strong your Power's effect is. With one success, you might pull a weapon to yourself using Telekinesis. With ten or more successes, you could lift an entire ship. The final outcome always depends on both your dice roll and your GM's judgment.

As per the rules in Combat, when you use a Power offensively, each success deals 1 point of damage. If you're using a Power to impose a Tribulation, you need to roll enough successes to overcome your target's Opposing Roll. If you roll more successes than they do, your Power takes effect and they gain the Tribulation.

At the end of this section are a few examples of Powers that work equally well as the result of magic or advanced technology. These powers can either be added directly to your character sheet, or used as inspiration to create your own Powers.

A character can possess no more than 25 Powers, though they may alter the Powers listed on their sheet at any time.

Enchantments

You can add Powers as Enchantments to any weapon. Enchanting a weapon allows it to take on the abilities of the Power, but does not increase its damage per success. For example, a sword enchanted with Fire Mastery deals 1 point of damage per success, but can also set the environment/ enemies on fire, imposing the Burning Tribulation.

You can Enchant or Disenchant a weapon at any time, including during combat, which counts as a single action. When you use a Power to enchant a weapon, you can't use that Power separately until you remove it from the weapon. An Enchantment stays active even when the weapon is sheathed or after an Encounter ends.

Example Power Range Description
Arcane Bulwark Close Create an energy barrier that blocks attacks. On a successful Opposing Roll, all damage is negated.
Fire Mastery Near Generate and control flames/ plasma. Can be used to impose the Burning Tribulation, or deal damage.
Heal Wounds Far Restores yours or another’s Life Points by 1d6 per success.
Invisibility Close Bend light around yourself to become unseen, requires Power rolls after taking an action to move.
Telekinesis Near Move objects with your mind/ gravitational manipulation. Can be used to impose the Grappled Tribulation.
Teleportation Far Instantly transport across space by folding reality up to Far.

Crafting NPCs

GMs can create NPCs using the same system as player characters. For major NPCs, Enemies, BBEGs and the like, consider building them up to Level 15+. Give them Trait Scores, Talents, and Powers (if appropriate) that match their importance in your story.

Minor characters can be simpler, with just the essentials needed for their role in the adventure. If you find yourself in need of a quick NPC on the spot, the table below can be used to determine Trait Scores and Life Points. Simply decide how dangerous you want the NPC to be, then use the corresponding row from the table.

Key Traits should be chosen to complement the NPC's role. For example, a guard might prioritize Might and Endurance, while a spy would prioritize Subterfuge and Awareness. For Talents and Powers, you can choose appropriate ones from their sections, or create simple ones that better suit the NPC.

Danger Level Trait Scores Life Points Talents & Powers
Minor All Traits at 4, one key Trait at 5 8 N/A
Moderate All Traits at 6, two key Traits at 7 20 One Talent and One Power
Serious All Traits at 8, two key Traits at 9 40 Two Talents and Three Powers
Deadly All Traits at 9, three key Traits at 10 70 Three Talents and Five Powers

Bonds & Nemeses

You can choose another character (player or NPC) with whom you've built a meaningful relationship and mark them as your BOND. This special connection allows you to take a single action, once per Encounter, to aid your Bond (regardless of the order set by Initiative). Only one Bond can be held at a time.

In addition to this, you can mark another character (or enemy type) as your NEMESIS/ NEMESES. When facing your sworn enemy/ enemies, you gain two additional dice (+2) to all rolls made against them. Dice gained from a Nemesis connection cannot be wagered in Overexertion.

Encumbrance

Characters can carry items equal to their ENCUMBRANCE LIMIT (or less) without penalty. This limit is calculated by adding your Might and Endurance scores together. For example, a character with Might 5 and Endurance 6 has an Encumbrance Limit of 11.

Items fall into one of three weight categories:

Category Weight Value Examples
Light 1 Coin Purse, Small trinkets, Ammunition
Standard 2 Weapons, Torches, Rope
Heavy 3 Armor, Large Weapons, Heavy Equipment

Common Items and Treasured Possessions typically count as Standard weight unless their nature suggests otherwise. Your GM determines an item's category when questions arise.

You are considered BURDENED upon exceeding your Encumbrance Limit, receiving a -2 to all Swiftness and Subterfuge rolls. While Burdened you cannot Dodge.

When carrying more than twice your Encumbrance Limit you are considered OVERLOADED, receiving a -4 to all Swiftness and Subterfuge rolls. While Overloaded you cannot Dodge or Counter.

When carrying more than three times your Encumbrance Limit you are considered IMMOBILIZED, and are unable to move under your own power.

Fear

Each character begins with a Fear Rating of 0. When you encounter something frightening or unnatural, your GM may call for a FEAR ROLL and assign an Intensity based on the Threat Level. You roll Endurance, while the GM rolls the fear Intensity as an Opposing Roll. If you roll more successes, you remain Unafraid or reduce your Fear Rating by 1 (to a minimum of 0) if you have failed a previous roll. If the GM rolls more successes, increase your Fear Rating by 2. If both sides roll the same number of successes, the tie automatically goes to the player.

As your Fear Rating rises, you'll face mounting penalties:

  • Fear Rating 1-2 (Anxiety): -1 to all rolls
  • Fear Rating 3-4 (Distress): -2 to all rolls
  • Fear Rating 5-6 (Terror): -3 to all rolls
  • Fear Rating 7+ (Flight): You gain the Intimidated Tribulation .
Threat Level Intensity Examples
Unsettling 4 Dice A dark corridor, an eerie sound emanating from a room you have yet to enter, etc.
Frightening 6 Dice Corpses. Ghosts, etc.
Horrific 8 Dice Witnessing Death, contending with antagonistic Monsters, etc.
Overwhelming 10 Dice (treated as Mastered) Eldritch Abominations. Reality Breaking Down, etc.

Lasting Injuries

When a character suffers damage from an attack they risk gaining a Lasting Injury and its Effects based on the strike's location and the number of successes rolled.

If the attacker did not target a specific body part when describing their action, the hit's location can be determined by rolling a d6 and consulting the table below. The total number of successes from the attack roll then determines if a Lasting Injury is inflicted, and its mechanical effects.

d6 Injury Location
1 Head
2-3 Torso
4-5 Arm(s)
6 Leg(s)
Lasting Injury Location Successes Required Effects
Broken Bone Anywhere 7 -3 to Might (upper body breaks) or -3 Swiftness (lower body breaks).
Concussion Head 7 -2 to all rolls, except for Awareness & Sage which receive a -3
Deep Cut Anywhere 6 -1 to Swiftness; imposes the Bleeding Tribulation until the Recovery Trait is successfully rolled.
Dislocated Joint Arm(s)/ Leg(s) 7 -2 to Might (upper body dislocations) or -2 Swiftness (lower body dislocations).
Internal Injury Torso 8 -4 to Endurance
Severe Burns Anywhere 7 -4 to Endurance against environmental hazards

Your injuries heal gradually over time. Take the number of successes that caused the injury and double it to determine how many days (in-game) its Effects last. For example, a Deep Cut caused by 3 successes takes 6 days to heal. A Concussion caused by 4 successes takes 8 sessions. Rolls made to heal restore lost Life Points only, they cannot remove the Effects of Lasting Injuries.