Character Creation

=Character Creation= This section is Dedicated to creating your first Annon T'yr Character, or even several others and is a great reference as to what each Attribute entails. When creating a character, think of what you want this character to do and figure in a general end result. This can change depending on what may happen with this character, but this gives you an idea of what direction they'll be heading.

With 3 six-sided dice in hand, we'll go over each section of your character sheet and explain how it all works.

Stats
Stats are the bread and butter of your character, Denoting how strong he or she is, how fast and sneaky, and how well they notice things. There are 6 stats in all that stem into several Abilities.


 * Smarts - How intelligent your character is.
 * Agility - The ability to move quickly and react to actions.
 * Looks - How attractive you are to those around you.
 * Brawn - How Strong you are.
 * Covert - The more you have, the better you are at blending into places and not be noticed.
 * Faculty - This says how perceptive you are of your surroundings.

Each character starts with 5 in each section with 15 Stat points to distribute across the six various stats. There are ways of increasing each skill later on, but this is just the beginning. Keep in mind that Races have their own bonuses to stats and Abilities.

After you put in your stats, your abilities have their own scores dependent on the score you put into the stat associated with. For each point you place in it's respective slot outside of the initial 5, you gain 2 ability points to distribute within it's stat tree.

Smarts
Smarts are how intelligent you are, and below are the abilities and a description of each one. Probably one of the more important stats, it also is the main contributor in your Energy Score as well as Regeneration.


 * Street Smarts - How well you adapt to life with society, and how well you communicate with those around you. You can also derive much of the local lore of a town by how you can Gather information from it's citizens. By increasing this, you have a better idea about navigating a town or city without much trouble, and without having to ask for directions as much. This makes finding a Tavern or a particular Shop a lot easier.


 * Schooling - This is how well you learn things, Reading and writing are derived from this ability. A low Schooling score reduces your character to only understanding pictures, where as a high score allows you to read complex manuals and understand them.


 * Clue - Or commonly known as Getting a Clue. Just like good old Sherlock Holmes, this ability is how well you can put two and two together and identifying clues left behind. The higher this score, the better you are at gathering information in discussions as well.


 * Tech - Short for Technology, and this Ability is based on how well you're able to understand and use it. As simple as using a toaster to more complex machinery like an Energy Cannon or Land Walker.

Agility
Agility is the determining factor on how fast and reactive you are in situations.


 * Speed - This is how fast you move, and how soon in combat you act. The higher your score in speed, the more likely you'll be at the top of the list. Another part is your land speed. Every 10 points placed into this Ability is 10 more feet per second you can traverse. More on land speed in another section.


 * Reflex - Can you dodge a speeding arrow? How about someone swinging at you? The higher this stat, the more likely you'll be able to catch yourself from falling from a vast distance, able to dodge better with bonuses to defense rolls, and if you can walk a narrow ledge of a cliff.


 * Ride - It takes an agile person to be able to hold on and take the brunt of riding a Horse or even (possibly) a Dragon. With a low score in this, the better chance of being flung off your mount, or losing control of the direction in which it's heading.

Looks
This is how well you're noticed or not in certain settings.


 * Attract - With a high score in Attract, the better chance of changing the course of your interactions with the opposite sex or gain a better deal by being just dashing.


 * Luck - Ever feel lucky when you find that item you're looking for? With a high Luck, your options in items increase within shops and more likely to gain better rewards at the end of combat.

Brawn
We've already talked about how smart, now let's talk about how strong you are. This stat tells you how much damage you make with a melee attack, and is the main stat for how much Health points you have and a contributor in Regeneration.


 * Lift - This is how much in ten-pound increments you can lift and carry. So 10 points would equal 100 lbs you can carry. This also is how much you can carry on you. Each container, however, has it's own capacity in pounds and cannot carry more than it's capacity.


 * Endurance - How long you can go without needing to take a break or rest. Naturally, you'll be able to walk for a few hours without needing a rest, but after that initial 2 hours, you'll need to take a break from travelling and rest for at least half an hour for each hour walked. every 5 points is another 20 minutes you can go without needing to stop and rest, and every 10 points is 10 minutes less time you need to take to recover. If you have a mount, the time between resting is doubled and the time needed to rest is dependent on the mount itself.

Stealth
This stat is how sneaky you are, and how well you can get past someone against their Faculty score.


 * Blending in - Can you hide in a crowd? How about in plain sight? The chances of hiding increases with this ability against an opposed Search score.


 * Pickpocket - Scamps are the kings of Picking someone's Pocket, and this score is how well they do it against an opposed Focus score. With a combined Luck score, the more likely you'll be able to pickup better items and a larger cache of the local money.

Faculty
Sight, Smell, Touch, Taste, and Hearing. How well you're able to decipher the clues from them are decided with this Stat.


 * Search - Take a look around. The better this score, the more things you're able to find and the more detail you're able to pick up on. You'll also be able to notice if someone is following you or not, or hiding in the shadows if successful against an opposed Blending in Score.


 * Focus - Focusing is tricky, but it also has a lot of uses. The more Focus you have, the better you are at noticing if something is off, and how well you're able to cast the spells you know. You'll also be better with ranged weaponry with having more accuracy by focusing on your target.

Health
Also known as Hits, Hit points, Health Points, and HP is how much damage you take before you're knocked out of the game. This is decided by rolling 1d6 (1 six-sided dice) and adding to it your Brawn Score. The Stronger you are, the more health you have. If your Health reaches Zero, your character is deceased and either an experienced Mage with the ability to restore your health, or creating a new character will keep you in the game.

Energy
Energy is the lifeblood of the skills you gain in your adventures. This includes Chi/Ki skills, Magic, and other things. The Energy score is the max amount of energy that can be used at one time and on it's own depletes when used.

Standard combat actions, such as a Basic Melee attack or the use of a ranged weapon, does not reduce the energy score, nor does movement or the use of Items.

If not in combat, Energy regenerates at a rate of 1 point per 10 minutes, or a full night's rest.

Your starting energy is your Smarts score plus 2d6 (two six-sided dice) and can be increased later on.

Regeneration
Also known as Regen. Regeneration refills the Energy score but cannot exceed the max energy score as a way to replete the amount used. The Regen score is the total of the main stats Smarts and Brawn added together.

Regenerating takes a full Combat action, and forfeits the round until your next turn.

Occupations
Also known as Classes. Every character starts off as a Town Folk, and as they grow can choose to become a different Class through training. For more Details, see the Occupations section.

Attack
There are two different scores to look at when it comes to Attack: Physical Attacks and Ranged Attacks.

Physical Attacks
Physical Attacks use the Brawn score to determine damage dealt in combat, and is also a determining factor on if an attack lands or not. In addition, a weapon may have individual score figures to include into the attack roll, dependent on what limitations or additions of the amount of brawn that may be figured into the combat roll.

Ranged Attacks
Ranged Attacks rely on the Focus Ability in order to properly target and land a hit an enemy, and the damage score is also determined by the amount of force put into the attack, i.e. the Brawn Stat. In addition, a weapon may have individual score figures to include into the attack roll, dependent on what limitations or additions of the amount of brawn or the required amount of focus to properly utilize a ranged attack, as well as figured into the combat roll.

Defense
The Defense Score is the amount of points your armor reduces from the damage you take from a successful strike against your character. Some skills may increase your Defense score temporarily, or a spell may also increase your Defense temporarily.

The Defense roll is an opposing roll against an attack roll, and whatever roll on the 3d6 is higher is the successful hit or defend. The Defense score is added to the 3d6 roll on a defending roll, where as the Brawn score added to a physical attack is added to the attack roll and the Focus Ability Score is added to a Ranged attack roll.

Skills
Skills are special actions that are purchased with Levels from your Occupation tree. These skills can use energy to use, or gives you access to various different things such as gaining valuable resources or creating different items. The maximum amount of SKills you can have on one character is 45, and any more skills must replace a previously learned skill.

Some skills replace other skills already by being tiers of that particular skill, like Smithing or Brewing Potions as an example. Read each skill individually in order to plan out how your character will grow, and to reduce the need to lose prior skills learned.

Occupations, other than Town Folk, Also have their own Specific Skill, Stat, and Ability Requirements as well as special rules if you choose not to be that particular Occupant.

Each Occupation has their own skill tree.

Experience points and levels
Will be referred to a different page.

Karma
Karma, The Cause and Effect of Actions Taken. This decides your Alignment.

The Two Factors are Yin and Yang.


 * Yin - Positive, Without Conflict, Helpful, Healing.
 * Yang - Negative, Causing Damage and Harm to others.

Each Major Action is given a score, which in turn is added to their respective sides of the symbol. Some actions may give more to a particular side, or some to both.

A character starts off as a Neutral Inexperienced or "Innocent" at 0 (Zero) Yin and 0 (Zero) Yang. As the player makes choices and each side gains score, this will determine if your character is good or bad. The more Yin, the Better you are. The more Yang, the more Evil your character will be. It is possible to remain neutral by keeping both Yin and Yang equal to each other.

Equipment
The Equipment section has several different slots to place wearable items. Each piece of Equipment that isn't a container either gives additional points to stats, reduces the amount of damage you take, or states if it has a particular enchantment or not.

Containers state how much in pounds it is able to hold.


 * Helms - What you wear on your head.
 * Armor - this spans from either being just chest/torso armor, or even expanding to your arms.
 * Legs - your boots and other leg items and armor.
 * Belt - Accessories and containers that may be equipped to your belt.
 * Backpack - What kind of bag you're carrying on your back, if you have one.
 * Gauntlets - Armor for your wrists/arms if not added by your Torso armor, as well as other arm accessories.

Shops carry items and equipment, and a list will be provided in the Items section.

Items List
Where you list all of your items you gain in your adventure go.

Magic
The ability to use Magic is gained through the Mage Occupation, but the spells themselves are added to this list. Spells are also bought in the same way that skills are bought. Some spells have certain requirements, such as a particular amount of Tin or Tang Karma or physical components. Read each spell before purchasing.

In addition, A Mage can only have two Elements and gains access to a third combination element of magic. Read more under Magic.

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 * Annon T'yr Wiki
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 * What Is Annon T'yr?
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