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CHAPTER 5 - characters

To play the Ascendance Role-Playing Game, you need to create a character first. There is a series of steps required to make in order to successfully create one. This chapter will guide you through the creation process step by step, from the original concept to filling out every detail on your Character Sheet. You will find printable sheets in the end of this book, for both characters and vehicles. The steps you need to take to make your character are as follows: Character Concept Rolling Your Attributes Race Skills Perks & Flaws Equipment Traits Finishing Touches

Attributes

Your characters Attributes is what defines him in the world as a being. To determine your Attributes, there are dice rolling methods that will do so. You will find these below. After having rolled the dice, you must distribute the results to your Attributes, according to the method you have chosen. Some methods produce average characters for a normal game, while others produce more powerful characters for an above average game.

ROLLING THE DICE

The most common method of rolling the dice for your Attributes is to use three dice, called the 3d6 method. You roll the dice seven times (as many as the Attributes) and then assign them as you see fit. The 2d6 Method Roll 2d6 seven times, writing down the results Distribute the results in all seven Attributes This method produces normal characters, giving you the chance to create your character the way you see fit, making for strong characters, intelligent ones, etc. This method usually produces characters that are strong at a couple of Attributes and weak in a couple of others. It is the most commonly used method in the Ascendance setting.

Concept

The first part of the character creation is the concept. Every player needs to find the kind of character that they want to play. In the first part, concepts such as your characters profession, position in the society and background can be decided to help you with the next steps. Of course, you may skip this step and let the next steps determine the concept of your character.

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The Free Method Start with a 5 in all Attributes Distribute 25 points in the way you see fit Although not typically a rolling method, this method gives a lot of control and completely removes the random element from the Attribute distribution process. This may be good because it ensures you get no bad rols, but it also removes the extremely high, lucky rolls. Distribution Points If you wish to give players a bit more control, you can add Distribution Points on all the above methods. The way these points work is that they can be added to any existing rolls, on a one-to-one basis. Usually yuo may add from 1 to 6 points in this way, depending on how powerful you want your players to make their characters. IF you want to add some more variety to the Attribtue rolling methods, you may have them add 1d6 Distribution Points, instead of a fixed amount.

If you want to have a different kind of campaign where players are more powerful, or maybe one with less powerful characters, you may try different rolling methods. Some are outlined below. GMs should feel free to make their own, if these ones do not meet the needs of a campaign. Also note that if a player is not satisified with the character he rolled, he should talk this over with his GM and they should come up with a solution for the player to enjoy playing that character. However, everyone should be careful not to abuse this and take the fun out of the game. After all, ba drolls are part of the game, too. The 3d6 Method Roll 3d6 seven times, using only the 2 highest dice and write down the results Distribute the results in all seven Attributes This method makes for slightly more powerful characters than the normal method, since players will ignore low rolls and only keep the high ones, at the same time being able to distribute as they see fit. The Double 2d6 Method Roll 2d6 twice for each Attribute separately Put the numbers in the Attributes in the order they are rolled Even though this method limits you to rollign for each specific Attribute, it helps build your character, since you get to make two rolls for each Attribute and keep the best one. The Harsh Method Roll 2d6 once for each Attribute separately Put the numbers in the Attributes in the order they are rolled This method will generate potentially average characters and will also not give the players any control over what kind of character they wish to play, since they must keep what they roll.
GIVING PLAYERS MORE CONTROL

campaign power

Before making the decision on which Rolling Method to choose, first the GM will need to decide what kind of campaign he wishes to run. Attributes are very important in the Ascendance setting. IF the GM wants a high-powered campaign, he should ensure his Players are powerful enough to fit in it. On the other hand, if he wishes a low-powered campaign, he should choose a Rolling Method above that helps in this regard.

attribute limits

One final thing to be aware of is the limit in Attributes when assigning points in this part of the character creation process. Character Creation Attribute Limit = 12 Minimum Attribute Limit = 1 Attributes may increase later in the character process when you choose your race, if it increases an Attribute (or decreased also). In this case, they may exceed 12, but not when you assign points.

If the GM wishes to have players make the characters they want, he may even combine some of the rolling methods as the group wants. Doing that will definately make for more powerful characters and sometimes this is what the players and the GM may want. However, as a GM you should be careful not to go too far with this. Too powerful characters will usually take all the fun out of the game, because after all this is what it is. A game. Very powerful characters will take little joy in advancing, since they are already very strong. Most of the times, it also takes the fun out of that unique character who rolled very high. All in all, adding Distribution Points to already powerful rolling methods will probalby result in some extremely powerful characters.

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race

STRANGE RACES Some playable character races like the Mutants and the KalThian have some very specific and maybe a little complicated rules. Specifically, the Mutants get some Mutation Points, which they spend on character creation on certain abilities, discussed in detail in Chapter 4. The KalThian, though, are a lot more complex. What you create as a character is their temporary form, called a Frail, which lies trapped in their icy homeworld. After this, you will be able to possess a machine of war, usually a mech and play through it. The more powerful your character, the more powerful the mech you may possess. Of course, this ability carries certain perils, which are discussed on the KaThian entry in the Race section on Chapter 4.

The next choice a character has to make is the Raxe and sex of the character. Being male or female (or perhaps some alien race that has no discrnible sex) is purely a cosmetic choice and does not affect anything in the game mechanics. It does affect roleplaying, of course. The race, however, affects many things both concerning the game mechanics and the roleplaying of your character in general. Note here that when you select your race, you immediately increase or decrease your Attributes by that races modifiers (see the table below). In this case, Attributes may exceed 12. You will find here a brief description of each of the playable character races and a table showing their Attribute Modifiers and Traits.

human, Citizen
Those who live inside the human cities have learned that you need a little bit of everything to win the war. They are the most numerous and those whoa re most likely to become anything in the world of Ascendance.

pla yable race s

There are three different main racial distinctions made in the Ascendance setting, as far as their origins go. There are humans, identified by the place where they grew up in, such as the military, slums, etc. Then, there are also those humans who have somehow been changed, whether by some mutation or alien blood running in their veins. Finally, there are aliens, completely different from humans.

human, Slummer
The unforgivign slums have a very high mortality rate. But those who do survive are the strongest and usually the most cunning. As one Slummer once said: life is not taken for granted, its earned here in the slums.

human, military

These humans grew up inside a military bunker, or joined the army at an early age. They have been trainde in most kinds of combat and some of them even turn to other aeras, such as mech piloting. One thing is certain. When force is needed, these are the guys to call

human, Upper Class


Some of the humans are born with certain privileges and they have the luxury of growing up in a rich and healthy environment. Although this means they do not develop their physical part as much as others, they tend to be more intelligent.

Roll vs TN Human, Military Human, Citizen Human, Slummer Human, Upper Class Mutant Sunblooded Infested Deathscorn KalThian Rebel
Table 5.1: Races.

STR CRD +1 -1 +3 +1 -1 -5 +1 -1 +1 -1 -5

STA +1 -1 +2 +1 +4 -5

REA +1 -2 +1 -1 -5

INT -1 -1 +1 -2 +3

WIL -1 -1 +1 -2 +1

PER Special -1 +1 -1 +1 -2 -1 +2 Determination 1/session Determination 1/session Determination 1/session Determination 1/session Mutation Destiny, Suntouched Infected, Transform DR 2, -2 Avoid, Pain Resistance Possess, Mindshock

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Once humans, mutants have actually evolved now and are more than that. Their own DNA has transformed and all have gained some kind of power they can control (at least partially). Those who master their mutation can be formidable, indeed, because Mutants also have innate physical superiority over humans. However, they usually lack a little in the mental stats, since the mutation usually interferes with a persons sanity and rational thought.

The Deathless have only one way to increase the ranks. That is by taking captives from the humans and forcing them through the same process that made them what they are, in their hellish dimension. Some escape before this process is completed, while others are not deemed fit for gonig through the process at all. These become the Deathscorn, almost human but not quite anymore.

kalthian rebel sunblooded


Of those that have been somehow mingled their human part with aliens, the Sunblooded should be considered the most privileged ones. Carrying the blood of the Shiraldi inside them (however tainted through the generations), they are always inspired to achieve greatness in life. Most die trying, but this does not stop them from hoping for grandeur. The Sunblooded have the most affinity for divine power.

It was a bold move for some of the KalThian to abandon their leader, Ramhak. Their Frails, the bodies which they inhabit, are kept in isolation in their homeworld, ready to be destroyed if they ever return to them. They paid with their immortality for assisting the humans. Now, possessing highly advanced mechs, they fight alngside the humans and aid them in the war.

ROLE - PLA YING RACE S

infested

Nobody knows what exactly the Zordath are. The only certain thing about them is their unrelenting desire for annihilation. Some say they are parasites, using ancient aliens as hosts. If this is the case, then the Infested are the human hosts, albeit those who have not yet surrendered to the parasite completely. Struggling to find balance between human nature and the thing inside them, the Infested are really dangerous for the rest of the world.

Whatever race you select, you should make sure you have read the appropriate part in Chapter 4, where all the races are outlined in detail. This will give you many hints on how to roleplay your race well. Even though the easiest ones to play are humans and their various sub-races, even they have their own unique quirks. More so, alien races (and those that are almost alien). These have the most difficulty, since they are far from the players that play the characters. However, reading the entries and perhaps even other sources, players can learn a lot about their chosen race.

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SKILLS

assigning points

After selecting your race, you must assign points to your skills. These are what makes your character what he is. They define what he is good at, what he lacks and what he needs to train. On character creation, you get a number of poitns to assign to your character, dependent on his Intelligence Attribute. These points are split among all your Skills, with certain limitations, which are outlined below. To assign these points, though, you must first choose an Affinity.

affinity

Every character ca have a specialty, a field where he is very good at, either because of innate potential or training in that specific area of expertise. The available Affinities in Ascendance are the seven Skill categories. Choosing one of these means your character becomes specialized in it. This gives you certain options to spend your skill points in. Furthermore, you get certain benefits concerning Experience Points when it comes to Skills and Perks. Finally, any Skills in the chosen Affinity can be raised more than normal. The Affinity which you select will make you very powerful in this category. Also, you may opt to not pick an Affinity. This gives you different benefits, allowing you to learn a lot of skills, but never actually become excellent at any one of them. Close Combat Affinity Long Range Combat Affinity Environmental Affinity Technology Affinity Academic Affinity Divine Power Affinity No Affinity Note that the Affinities correspond to Skill Categories and Perk Trees (except the General one).

After having chosen your Affinity, you must assign points to your Skills. On character creation, points are distributed on a one-to-one basis. To continue making your character, you must assign points in two steps. First, you assign points to your Affinity. Once these have been distributed, you get some extra points to distribute in any category you see fit (including your Affinity). The points you get to distribute in your Affinity are fixed, while the points you get to distribute in any category you want have a fixed value and you get bonus points based on your Intelligence Attribute. Smarter players get more points at character creation. To complete the Skills part of your characters creation process, do the following: Assign 20 Points to your Affinity Category Assign 30 + (2 x Intelligence Attribute) Points to any category (including your Affinity) No skill may be more than 6 during this part of the character creation To assign any points in the Divine Power Category, you must have the Divine Power Perk.

PERKS and ffllaws

Perks are the second choice the player has to make that takes the Affinity into consideration. Perks give your character cetrain abilities, or improve existing ones. They reflect a deeper understanding of a field of a skill and represent some kind of devotion to it that gives you these abilities. During character creation, players get to pick one Perk for free and a second one if they have chosen an Affinity. The second Perk must be from the Affinity they chose earlier. Select one Perk from any category of your choice If you have chosen an Affinity, select a Bonus Perk from that Category All Perks chosen must have all requirements met At this point in the character creation process, the player may opt to take a Flaw. The opposite of Perks, Flaws give the character a penalty in a skill, or otherwise make him worse in an area. Note here that Flaws are quite a lot more powerful than Perks. That is, the benefit you get from one Perk is less than the penalty you get from a Flaw. Of course, the number of times your Flaw will come into play is more or less controlled by the GM. Select a maximum of one Flaw. If you do so, you gain an extra Bonus Perk (from any category)

BENEFITS

You will find below all the benefits for selecting an Affinity: All Skills from the Affinity cost x1 less to increase Skills in your Affinity may rise 3 points above maximum Perks in your Affinity cost half EXP to increase If you do not select an Affinity, you gain the following benefits: All Skills cost x1 less to increase All SKills may rise 1 point above maximum

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equipment

BALANCING THE KALTHIAN The KalThian Rebel have quite a strange background. Their Frail bodies are trapped in their homeworld and, should their hosts perish, they will awaken imprisoned and soon to be punished for their transgressions by their leader, Ramhak. Their fate should they return to their Frail bodies lies entirely up to him. However, until they do that, they are free to follow through with their choice to ally themselves with humanity. This, though, poses certain issues in the game. First, the KalThian Rebels have no physical character, per se. When you create a character, you only need to make sure you have enough points in all the physical Attributes so that they are at least 1. Your characters physical Attributes are always determined by whatever vessel they inhabit at the time, which can range from simple constructions made for that reason, to huge mechs or even vehicles. Secondly, it raises the issue of how a starting character will be able to afford a mech. There are two ways to approach this. First, you can make use of the special types of armor made specifically for the KalThian to possess. The most minor of these, though, cost quite a lot of money, which is the reason the KalThian Rebels start with that many Credits. While the group gains Credits, the player who plays the KalThian will be able to purchase more powerful vessels for his character. At the same time, the other players will gain better equipment and things will be quite balanced. Another way to handle this would be to give all players a vehicle of some kind (perhaps one that could be used by all players, such as an APC) and give the KalThian player something similar or maybe even a mech to get into. If you do that, the power level of your campaign wil increase, of course. Also, reduce the amount of money the KalThian gets to 0. Alternatively, you can leave it as is and combine the two options, givine the KalThian player an extra option for when a mech is not a good thing to have along.

When all the details concerning the character have been completed, it is time to select the gear which will help you survive in the harsh world of Ascendance. For almost all the races of the game, gear is a major factor as it can often make the difference between life and death. There are some races who can do well on their own, but given the level of technology in a sci-fi setting, it is very rare. Of course, all these change when Divine Power comes into play. Gear are separated into categories, according to their type and use. You will find details on every kind of gear on Chapter 8: Equipment. To purchase equipment, you need to spend Credits during character creation.

starting credits

You have a certain amount to spend and you will find more information on Credits on Chapter 4: Mankind and Allies. How many Credits you get to equip your character with depend on your race and whether you have the Performance Skill or not. Below you will find a table with all the playable races and the starting Credits they receive. Race Human, Military Human, Citizen Human, Slummer Human, Upper Class Mutant Sunblooded Infested Deathscorn KalThian Rebel
Table 5.2: Starting Credits. *KalThian Rebels get a lot of money because of their dependence on a vessel of some sort (see the Sidebar)

Starting Credits 2d6 x 1000 (1d6+1) x 1000 1d6 x 500 (3d6+3) x 1500 (1d6-1) x 500 2d6 x 500 1d6 x 1000 3d6 x 500 3d6+30 x 1000*

PURCHASING GEAR
Go to Chapter 8: Equipment and browse the items you find there. You only need to spend the amount of Credits each item costs and write it down in order to purchase gear for your character. Of course, the total must not exceed the maximum Credits you have previously rolled. Make sure to get the most important items your character needs first (such as weapons, armor, etc) so you dont run out of Credits when you want to buy them later. Also make sure you write down the weight of all items you purchase, as well as the quantity, so you know if your character is Encumbered or not.

The Performance Skill also changes your Starting Credits, depending on how many Skill Points you have chosen to assign to it during the previous steps of your character creation and your Personality Attribute. Combined they make the total Skill roll, which sets the Extra Credits you receive. Extra Credits = Total Performance Skill x 100 Total Performance Skill means the skill points you have invested in the skill, plus the Personality Attribute.

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traits

DIVINE POWER AND PLAYERS The Divine Power is a force to be reckoned with. Any player who has it, must be willing to focus on it, if he wishes to become strong. However, it is certain that the Divine Power is a very powerful tool in the hands of the players. Given the proper circumstances, those player characters who have Divine Power may become able to take on entire armies when they have sufficient amounts of power. Of course, this means they must focus on certain elements of the game such as their Willpower and also learning to use the Divine Power properly means assigning a lot of skill points in the skills associated with it. One point for the GM to take into consideration is that the Divine Power is simply not balanced in the game of Ascendance. It is powerful and can tip the scales very easily. And is intentionally done so. If you decide to introduce the Divine Power in your campaign, you need to be aware that it will raise the power level a lot. Having Divine Power means being something more than just a human or an alien with hi-tech gear or insane amounts of Credits and contacts. It is about having the power to reshape the world. What this sidebar is trying to tell you, is that the GM should think carefully when allowing a player to begin play with a Divine Power Rating. There are ways to bring it in the game later if you want, presented with great detail in the Divine Power Chapter.

Your character is almost done. You now need to write down any Traits your character may have, such as any Mutations or Special Abilities he may gain from his chosen race. You will find all these detailed on this book in Chapter 7: System. When you note these abilities on your character sheet, make sure to also write any uses per day they may have.

MUTA TIONS

If the race you have chosen to play is a Mutant then you have selected a number of Mutations for him. You should note them down and make sure you have made any necessary adjustments to Attributes, Skills or anything else that these Mutations affect.

SPECIAL ABILITIE S

Many races, if not all, have some kind of special ability that further distinguishes them from other races, or even from sub-races of their own race. You should note them down and make sure you have made any necessary adjustments to Attributes, Skills or anything else that these Mutations affect. If your character has a Divine Power Rating, you may assign skill points to the Divine Power Skill Category. Remember you need to have purchased the Perk called Divine Power in order to have a Divine Power Rating as a starting character. Otherwise, you are unable to assign any points to this category during the character creation process. You should read Chapter 4: Divine Power for more information on how a character may acquire or increase his Divine Power Rating. In this part of the character creation, if you have chosen to get the Perk Divine Power and you have a Divine Power Rating, you get to assign points in the Divine Power Skill Category and note them down on your character sheet. You must also choose a Word and a Province. There are several ways to do so and you will find them in the Divine Power chapter. You may choose them on your own, have your GM choose them for you, or even roll randomly for them. These are considered to be your Word and Province Specialty. The Divine Power Rating you have will also give you the Might of your Divine Abilities, which is how much damage you can do, people you can affect, etc. Also, it will give you some Emanations, passive auras around you that show the splendour if your power. You will have to note these on your character sheet, as well.

DIVINE POWER

FiNIshing touches

Having done all the previous steps, you must now add some details for your character and complete the process so you can start playing. These details (at least the most basic ones, you can add any of your own that you want) ar ethe age, height and weight. You will find below the minimums and maximums for each of these statistics, for each available race.

AGE

Of course, some races (especially alien ones) have vastly different lifespans than humans. Some may even be immortal, never aging or altering their physical bodies. For example, the KalThian never seem to alter their essence and if their physical form perishes, they once again become pure thought and wander into the outer reaches of space. Nonetheless, they never actually age and neither do their physical bodies, the Frails. The Deathless have altered their bodies to endure the aging process and slow it down. But, even though they age a lot slower, their bodies decay in an ever accelerating rate. The Shiraldi, on the other hand,

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Middle Age (+modifiers) Old Age (+modifiers) Maximum Age 35 years 38 years 35 years 38 years 56 years 37 years 30 years 165 years * 60 years 65 years 60 years 65 years 90 years 54 years 45 years 190 years * +8d6 years +8d6 years +8d6 years +8d6 years +10d6 years +4d6 years +3d6 years +2d6 years *

Race Human, Military Human, Citizen Human, Slummer Human, Upper Class Mutant Sunblooded Infested Deathscorn KalThian Rebel

Adulthood 14 years 17 years 14 years 17 years 15 years 16 years 14 years 15 years 6 years

Table 5.3: Aging. *the KalThian are immortal and thus do not change as time passes, neither in the physical part nor the mental

stay healthy throughout their lifespan, until their inner energy consumes them and turns them into cosmic dust. At least, most of them. Mutants and humans who have been infused with some kind of alien DNA, usually have longer or shorter lifespans, depending on the kind of change. As everyone ages, changes begin to take place in their bodies. Faster and more vividly for some, slower for others. Everyone at some point (unless immortal) reaches the Middle Age and the Old age before they reach the end of their natural lives. At these points, they get some penalties and some bonuses, which stack with each other as they progress. You will find in the table above all available races, the years in which they reach the Middle and Old Ages and the respective modifications to their Attributes when this happens.

Race Human, Military Human, Citizen Human, Slummer Mutant Sunblooded Infested Deathscorn KalThian Rebel
Table 5.4: Height & Weight.

Average Height* 1,80m / 1,60m 1,75m / 1,58m 1,75m / 1,58m

Average Weight* 85kg / 55kg 75kg / 50kg 85kg / 55kg 75kg / 50kg 80kg / 52kg 95kg / 65kg 70kg / 47kg 35kg**

Human, Upper Class 1,75m / 1,58m 1,75m / 1,58m 1,75m / 1,58m 1,85m / 1,65m 3,5m**

1,90m / 1,70m 150kg / 100kg

*first number is for male characters, second for females **only applies to their Frail forms

HEIGHT AND WEIGHT

As much as ages are different for all races, so are their physical measurements. Humans do not vary much from each other, but the alien races do. The human race is more or less built fo the same stock, except of course the Mutants. In most cases, the males and females of each race vary quite a bit with regard to their height and weight. There are some races, though, like the KalThian, which are hermaphrodite and practically have no sex distinctions. Other aliens, such as the Deathless and the Shiraldi have quite a lot of variations, ranging from huge, bio-engineered creations to bipedal beings made of pure solar energy. However, note that the figures given in the table below are indicative of the average representative of each race, the most common specimen. For example, for the Shiraldi this is the common soldier, not the Orbs or other similar creatures. For the Deathless, it refers to the more human ones, not the Abominations.

CHARACTER SHEET

When you finish the character creation process, it is time to record all this information to your character sheet. You will find a printable character sheet in the back of this book. Feel free to photocopy it for your own use (or, preferrably, you may download it from the Ascendance website at http://www.ascendance.gr) or to distribute to your players. The character sheet is the piece of paper which will store all information regarding your character and where you will mark all other relevant information, including advancemenet, mission status, even treasure and equipment found. Marking all the information ont he character sheet is a task detailed below, where you will find an image of the character sheet, along with indicators on what should go where. Even though it is a simple process, players not accustomed to role-playing games in general might find it a bit frustrating.

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ATTRIBUTES Here you will input all your Attributes. On the first column, write your normal Attribute, on the second one write any temporary adjustments you may have, such as from disease or from Divine Power and on the third column write the maximum allowed Attribute for your race.

INFORMATION Here is the place to write your characters personal information, such as name, gender, race, age and your height and weight.

HIT POINTS

WEAPONS You have space here to keep track of any weapons you are using, including any kind of ammo, as well as your total modifiers for each weapon and its damage. To ease play, you can also note weapon ranges here.

Enter here the total number of HP you have (Hit Points) and use the box to the left in order to keep track as you get damaged during battle. Also note your characters conditions, so you know when you will begin taking penalties, as well as your threshold for when you cant take any more damage.

RESISTANCES Write here the total Resistances modifiers you have, including any modifiers you may have from Perks or any other sources.

PROTECTION Write down any armor your character is wearing, or any shield he is using. Below are the six locations when attacking a character, with spaces to write down the DR on each locations from the armor that you are wearing. Also, there is an HP box to the right, where you can write your Hit Points on each of the locations.

COMBAT STATS Here is the place to write any statistics relevant to combat:

Deflection Rating (equal to 10 + your total Block Skill) Avoidance Rating (equal to 10 + your total Avoid Skill) Next are skills derived from your Attributes, like your Initiative, Damage Bonus and Aiming IC, as well as your Movement Rating and Encumbrance. Finally, you can find two boxes to keep track of your IC as the battle progresses and another to write any Condition affecting you.

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SKILLS All your characters Skils are here. After having distributed points, write down how many Ranks you have invested in each skill and what the total is including your Attribute. You will also find next to each category a tickbox, which you use to tick your chosen Affinity.

TRAITS If your character is a Mutant, note here whatever Mutations you have chosen. Next, find any special abilities your character may have and note these down, as well.

PERKS & FLAWS Here you can write down your Perks and any Flaws you may have taken. There is space next to each one to write in short their effect, for easy reference.

EQUIPMENT There is room on this part of the character sheet to write down any equiipment you have purchased with your Credits. Next to the yupe of equipment you write down, you can also write how many of each you have and the total weight, so that you know about your total Encumbrance. Also, you will find here two different equipment categories: the ones on your person and those that you carry in a backpack or other container.

DIVINE POWER The Divine Power part is where you keep track of abilities relating to it, if you have a Divine Power Rating. Note it here and also find your Might Rating (one third your total Divine Power Rating). Also note here if the Divine Power category is your Affinity and write down the number of Skill Points you have in each Word and Province, as well as the total and which Word and Province you are specialized in. Finally, note your Emanations.

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