Character Creation

Before character creation begins, the GM and players should agree on a power level for the campaign. This power level determines how strong and influential the characters are, and thus the types of stories that the group wants to tell.

Mechanically, the power level of the campaign sets the highest skill level that a character may begin play with, as well as the total number of skill point, stunts, and refresh.

Power Level Skill Points Highest Skill and Base Stress Stunt Points Description
Commoner 13 2 4 Drawn from the ranks of unskilled laborers, farmers, and the general peasantry that constitute most of the Empire’s masses, commoners are challenged to face mundane threats on a local scale. Supernatural forces are beyond their ken and may be truly terrifying to encounter.
Expert 22 3 6 Experts might be merchants, mercenaries, or trained scholars, usually coming from the Empire’s middle class. They can face regional threats and may begin to brush with minor supernatural threats.
Heroic 30 4 8 The leaders and champions of the Empire are exceptional individuals that constitute some of the best humanity has to offer. Whether titled nobility or simply highly accomplished individuals, heroic characters face threats to nations and peoples, and can expect to inevitably encounter dangerous supernatural threats.
Mythic 35 5 10 Mythic individuals rise above the rest of humanity, not only shaping history but gaining immortality through stories and legends of their deeds. They found nations and religions, battle armies, thwart the machinations of terrible archdemons, and carry out the will of Heaven.

Characters always have 7 Aspects, regardless of the power level of the campaign.

Skills

Players may allocate their skill points to any number of skills, so long as they do not exceed the power level of the campaign in any one skill, or have more skills at a higher level than at a lower level.

Aspects

Players should select an Aspect related to each of the following categories. Using these Aspects the player and GM should have a basic grasp of the character’s history and a strong understanding of the character’s motivations and behavior. An Aspect may be a description, a phrase, a title, an item, a reputation, or any number of things relating to the character.

Background: Culture of origin, parents, circumstances of birth…
Early Life: Early influences, defining moments, heroes and role models…
Adulthood: Occupation, life experiences, life events…
Goal: Dreams, ambitions, what your character wants to accomplish or see come to pass…
Fear: Phobias, shameful secrets, impending dooms, what your character wants to avoid…
Virtue: Positive moral and ethical qualities, codes of behavior, personal values…
Vice: Negative moral and ethical qualities, character flaws, temptations…

Stunts

Players may select a number of stunts based on the power level of the campaign. Any stunt points left at the end of character creation set the character’s Refresh, so you don’t want to spend all your stunt points.

Character Creation

The Edge of Night Basileus