AoA: CHapter 3 -Character Creation

This chapter will outline how to design new characters and to build upon existing characters as they earn more experience in the form of Experience Points (EXP). AoA characters are highly customizable, based primarily on how Players choose to distribute their EXP. 


A big part of Role-playing Games is, of course, playing a role! When creating a new character, Players will want to think about what type of character they want to portray. Players may want to write a back-story with some personal details before selecting their character’s Ethnicity, Class, and other details, though that is not required. The following questions may be useful for players to consider when building a new character:


While Arden is also home to a variety of creatures and animals which may appear as NPCs to interact with or battle against during a game, Players themselves cannot take on the role of any creature that is not sentient. All Players will build characters that are one of the Aban (the various humanoid cultures of Arden), or a member of one of the Animal-Folk races. All of the peoples  and Animal-Folk in Arden have life spans and growth cycles which are human-like. Characters can be of virtually any age, appearance, or size that the Player determines, so long as the character is physically capable and reasonably independent. Character information is listed at the top of the Character Sheet so that Players can easily keep track of details.


Character Ethnicity & Cultural Background

Each ethnic group possesses certain distinct physical characteristics, but these will not directly impact a character’s stats. Instead, the culture a character was raised in will influence some of the character’s beginning stats. For example; a PC’s lineage may be Heltzeme, but if they were raised in Thule they will have the Stat enhancement of any other native-born Thulian as a result. The age, size, and height of the character, relative to those of their ethnicity, may also modify the PC stats. The average ranges are highlighted in bold:

Culture: The PC’s culture will determine their beginning stats. Player’s may also utilize the default Alignment scores for their Character as indicated below, but are also allowed to customize Alignment; See the ‘Character Classes’ subheading). 

Age: Age can affect a character's starting stats. PCs that are very young or very old compared to other characters from the same ethnicity will make adjustments to their initial Spirit and Intelligence stats as indicated below.

Height: Each ethnic group in Arden has a slightly different average height. PCs that are very tall or very short compared to other characters from the same ethnicity will take adjustments to their initial Dexterity and Wit stats as indicated below. 

Size: Each race has a different average weight. PCs that are very heavy or very slight compared to other characters from the same ethnicity will take adjustments to their initial Strength and Vitality stats as indicated below.  

Character Classes

Class is a largely representational category of character classification. It is a shorthand term which identifies the type of training that characters can undertake or possess an affinity for, as well as an indication of what kind of personality the character may have.Class types may be used in-game to describe PCs and NPCs in informal or even pejorative ways, but that does not indicate that the societies of Arden universally operate from a ‘class’ or caste system (though some might).


You may recognize the 12 character classes in AoA as being loosely derived from Jungian archetypes - the “basic forms of consciousness” which are said to direct behavior as proposed by psychoanalyst Carl Jung. Although that concept has been debunked as an overly simplistic view of real human psychology, these archetypes are often used in fiction as an intriguing way of identifying basic character traits. Specific personality traits are associated with characters of any given class & culture of origin, but these are simply suggestions; Players are welcome to portray their character’s personality and alignment in any way they and the GM agree to, incorporating or ignoring these suggestions as they see fit (see the suggested alignment scores in the table below). 


Proficiency bonuses, however, are required and are assigned to the character according to Class as shown below (more information about Proficiencies is outlined in Chapter 4).

A character's class also determines the specialties (job or field of expertise) a character begins with, as well as the starting weapon and armor choices (Players will select one of each)The following descriptions and review of these classes may help Players decide which is best suited for their character:








Alignment

Alignment scores provide a measurable way in order to facilitate certain social encounters. The numerical difference between a character’s Alignment and those of another character or NPC aids in creating a unique ‘Hit Point’ pool used for social interactions, which identifies how many times a Player must make a successful roll in order to achieve their desired results in tense social situations. Alignment is measured by a character’s propensity towards order or freedom, and towards social interests or self interests. These paradigms are not a measure of how good or evil a character is; instead, they indicate the character's general motives: 


Order & Freedom

This paradigm represents perspectives ranging from the desire for total freedom and the desire for complete control. This part of alignment determines a character’s affinity for or opposition to structure, rules, and ‘by-the-book’ thinking. Someone with an affinity for order prefers to stick to a firm plan, while those who lean towards Freedom prefer to react spontaneously to situations as they evolve. 


Social & Self

This paradigm represents how interested a character is in helping others when there is no clear gain, versus how interested they are in earning something for themselves (or a cause they particularly value). A socially minded person may give up personal advantages, where a self-interested person may seek their own interests exclusively.

Alignment scores are assigned by the Player to their character at creation and typically do not change mid-game. Players may generate their alignment scores manually or they may use the default Paradigm scores defined by Culture and Class assignment. 


If a Player wishes to take an action that obviously conflicts with that character’s alignment, GMs may require a Player to alter their alignment score by spending their Break Points (The various Functions of Break Points are described in Chapter 4). The cost of a forced realignment is one Break Point per Motivation Point. If the character cannot afford the realignment, the GM may disallow the action. Such a change to alignment is permanent, unless additional BP is spent to revert it. 


Additional Character Information

The following information is also indicated on each character sheet.


Level: Experience Points are awarded during gameplay by the GM upon the completion of an Adventure. PCs receive a level bonus of +1 to each Proficiency and +1 towards their Speciality Skill/ Potential every 5 levels.

Player Name: The Player’s name (not the character’s). This may be useful if the GM retains Character Sheets and other relevant game materials in between sessions on behalf of their players.

Character Name: Players should give consideration to their character’s background when naming them. Their family background and culture may influence what their name sounds like. Cultural information on various areas of Arden is available in Chapter 1. Some characters also may go by a nickname; this may mean that they go by only their surname or a nickname based on a skill or other feature of that character. Or they may choose to go by a codename in order to keep their real identity a secret.

Gender: Although a character’s gender has no direct bearing on their Abilities, their gender may influence how they are perceived by society, which can affect their personality or how they choose to behave. 


Hair: Rather than simply selecting a hair color, Players should also consider the style of the character’s hair, or if they have hair at all (e.g. short, brown, messy, bald, etc.). 


Eyes: Your character’s eye color can be blue, brown, green, or something more unusual like red, black, or whatever other color or pattern Players choose. 


Appearance: The appearance of your character may have an effect on how they are perceived. A pleasant appearance may make social interactions easier. An imposing physical build can make it easier to intimidate others, etc. 


Hometown: Characters may have a place to call home. This could be the town they grew up in, or it may just be the place they currently live. Often, a character’s hometown will affect parts of their personality and demeanor. 


Description: A brief additional description of your character’s background can be written here. 


Experience Points & Character Stats

In a campaign setting, Experience Points are awarded by GMs for completing game sessions (Adventures), and other specific challenges. As character’s ‘level up’, Players will earn a Stat point per every level which they can spend on the PC stat of their choice. Additionally, PC’s will receive an additional point towards Proficiencies and their Primary Speciality every 5 levels. 100 EXP will be equal to 1 level. The amount of EXP earned depends on the session, but typically players earn 10 EXP per Encounter. 


Character Statistics consist of seven primary attributes or ‘Stats’. These Stats determine the basic strengths of PCs. Stat Points are added together in 21 different combinations to create character Ability Scores,  Hit Points, and Kinetic Abilities.  In other words; the scores generated by these combinations form the abilities that PCs use to act.


STR: The Strength score represents basic physical strength, and adds to the Attack, Agility, Defense, and Endurance Abilities, as well as Action Point score and Kinetic Power.

VIT: The Vitality score represents physical and mental stamina, and adds to the Defense, Speed, Evasion, and Reason Abilities, as well as Health Point score and Kinetic Duration.

DEX: The Dexterity score represents physical and mental quickness, and adds to the Agility, Precision, Evasion, and Will Abilities, as well as Break Point score and Kinetic Range.

SPR: The Spirit score represents confidence and vigor, and adds to the Perception, Charm, Endurance, and Speed Abilities, as well as Break Point score and Kinetic AOE.

WIT: The Wit score represents rational thinking ability and wisdom, and adds to the Attack, Precision, Perception, and Knowledge Abilities, as well as Health Point score and Kinetic Element score.

INT: The Intelligence score represents a character’s intellectual capacity, and adds to the Charm, Knowledge, Will, and Reason Abilities, as well as Action Point score and Kinetic Condition score.


KI: Kinetics, or Ki (pronounced ‘Key’), is a unique stat that combines with the other 6 PC stats to make up the various components of Kinetic Abilities. 


Kinetics

Kinetics is a unique, magic-like ability to manipulate energy. Kinetic Abilities allow characters to manipulate matter and energy in a variety of ways that can be used offensively, defensively, or to clear puzzles and other challenges. Kinetics are controlled by Players through one of six different Kinetic Techniques which they will choose for their character:


Enhancement - This Kinetic ability is used to increase the strength, amount, or effect of existing matter, objects, or energies. 


Transformation - This Kinetics type allows characters to alter the substance of the selected target(s) to that of a different type of matter or energy.


Creation - Creation type Kinetics allows its users to generate actual and/ or illusory objects or energy fields, for a specified amount of time. 


Dissipation - Unlike Enhancement, the Dissipation technique has the ability to decrease the strength, density, or function of pre-existing matter, objects, or energies.


Manipulation - As one of the most direct Kinetic types, characters who use the Utilization technique are able to telekinetically manipulate or move matter, objects, and energy fields.


Transmission - Transmission type Kinetics allows the user to emit a beam of matter or energy. Although seemingly a simple Kinetic ability, a beam can produce a variety of complex effects.


Many different types of matter, objects, and energies can be manipulated by Kinetic Abilities. More details on these skills can be found in Chapter 5.

Updated 8/4/2023