Character Creation (Elemental Powers)

Read the power list and became excited, merely curious, or even directed here by your referee? Ready to make your first character or double-checking after your fourth or fifth? Fortunately for you and everyone else, making characters is relatively straight-forward. So let's make one!

Step 0. Brainstorm!
Before you even really get into the thickets of character creation, it's worth to think of some ideas you might be interested in exploring with this character, whether that be thematically or mechanically. Having even just a vague idea can help speed up the process, although this is not to say that the discovery of a character through its mechanics doesn't have its own merits.

Step 1. Attribute Scores and Bonuses
First, you generate your Attribute Scores. Attribute Scores are the core of your character; it's shorthand to abstract how they approach the world, as well as represent their strengths and weaknesses in a readable (if unspecific) manner. You may generate them by rolling 4 six-sided dice (4d6) and dropping the lowest roll, then you sum the remaining 3. Repeat this process two more times until you have 3 summed numbers. Assign these to each of your Attributes to get your Attribute Scores.

Some groups prefer to use point-buy systems in order to have more consistent characters or to have more control over their Attributes. Official rules for point-buy will be available soon, but for now, you start with 7 in all Attributes and 15 points to spend. 1 point increases an Attribute by 1, to a maximum of 16 in one attribute. See if your group would rather use this instead!

Once you've done this, you can use the table below to see what each of your Attribute Bonus are. Compare the score of the Attribute on the left-hand side and assign the corresponding bonus to that Attribute.

Read more about your Attributes and their bonuses here.

Note: The table continues into higher levels if it ever becomes relevant. 19 is a +4, 20-21 is +5, etc.

Step 2. Calculate Fields
Now that you have your Attributes and their bonuses, you can do a bit of simple math to figure out some of the important details you'll need to use when playing and fighting.

Hit Points (HP)
You have maximum hit points equal to [ 10 + VIT ], where VIT is your Vitality Bonus. Hit points are an abstraction of your endurance after taking damage from attacks. Read more about your HP here.

Supply
You have maximum supply equal to [ 5 + VIT ], where VIT is your Vitality Bonus. Supply is critical to activating your powers. Read more about your Supply here.

Defense
You have a defense equal to [ 10 + your two highest bonuses ]. This is used to help avoid attacks and some effects. Read more about your Defense here.

Chain-break Range
You have a chain-break range which begins at 2:2. This is used for making chain checks, which can make or break a tough fight. Read more about the chain-break range here.

Step 3. Choose a Base Power
Now for the meat of character creation. Choose your first power to begin with. If you have an idea already in mind, this step is simple. Otherwise, it can easily be the most time-consuming aspect. Check the Core Powers section on this page for a list of the most basic ones.

Step 4. Purchase Abilities
After you have selected your base power, you have 5 SP (skill points) to spend on abilities in your base power. Keep in mind you meet all the pre-requisites before you decide on one! You might also want to read ahead to see what you want to get in the future so you can get them when you want them. Planning ahead pays off.

Step 5. Finalize
At this point, you're essentially finished with your creation, but their development doesn't necessarily end here! If you haven't yet, make sure you settle the less mechanically-inclined facets. Here's some things to make sure you know:


 * Your character's name(s)
 * Your character's pronouns
 * Some physical details
 * Some personality details
 * Goals and aspirations, and why

You should feel free to think of more details beyond this meager list, but this is simply something to work off of; like people, characters should build and grow over time.