This chapter is not complete without referencing the Skills, Gifts and Equipment chapter (even the Magic chapter, for some characters).
Creating a character in Fae Edge is pretty open ended and can get quite overwhelming at first. It helps if you answer these questions first before proceeding any further:
1) Explain your character in 7 words or less. This is highly crucial as it will influence you in spending Ranks appropriately that fits this description. Examples include: “A mad wizard with a sweet tooth” or “A hardened soldier haunted by his past” or “A reckless and suicidal daredevil”. You can also make it sound cool and lofty instead of something concrete and descriptive if you wish.
2) What race you want to play as? Different race have different temperaments and have skill sets that complement to its identity.
Once you have the answers to these two questions you can start building your character with a clear direction. The example that we’ll be using for the rest of this chapter will be a that of a male Spriggan “Who believes in the blade of justice”.
Part 1: Attributes
Attributes are inherent traits that all everyone possess and seldom need any repetitive practice to be good at. In Fae Edge, it’s mostly used in defensive or passive capabilities rather than active. These attributes are:
Awareness: How sensitive your character is at picking up hidden queues or noticing little details.
Willpower: How strong your character resists mental fatigue and how strong your mental constitution is. Really useful in casting and resisting magic.
Composure: How cool and collected your character is, controlling urges, impulses and outbursts.
Strength: How strong your character is in picking up weights and breaking things. Does not contribute in combat though.
Reflex: How fast your character reacts physically that requires speed or sudden movements.
Toughness: How resilient your character is at withstanding abuse to your body. A very important attribute to fight death when being hit by a weapon in combat.
All attributes start with a Bad Rank. You have 8 free Ranks to improve your attributes however you wish but with one exception: You must have at least 1 Good attribute (exact, not minimum)
Part 2: Skills
This part will be a bit more involved, as there is quite a list and the description on how they might be used that follows. But in general, skills are divided into 2 categories: Broad Skills and Narrow Skills.
A Broad Skill allow you to use multiple items or situations using a single relevant skill. They’re good for general use, but the lack of focus hinders its use somewhat. Broad Skills have Scale: -1.
A Narrow Skill revolves on the usage of a single item or a single subject. They’re more focused and perform better than Broad Skills.
All skills start at Poor Rank unless stated otherwise. If you are asked to perform a skill that you did not list in your character sheet, it is assumed to have Poor Rank as well. Some skills need to have at least one Rank invested in it for you to use it, otherwise it will result in automatic failure. You will be notified which skill has this feature.
You have 20 free Ranks to distribute among your skills to make them better. A complete list of skills will be available in its own chapter.
Part 2.5: Magic
If your character is created to cast spells, they’re treated as Skills and share the Rank pool as normal Skills as well. Spell Rank denotes how well you can cast that spell successfully. Normally a spell that you can take requires Ranks that you must have in the Magical Attunement skill and/or the specific elemental Attunement skill beforehand.
Part 3: Gifts
Gifts are extremely powerful abilities that can only be taken upon character creation. Though the effect might look similar, Gifts are not spells and do not have incantations or components needed. They are instantaneous and can interrupt the normal turn flow if needed.
But all Gifts are one use only, and after using a Gift, you must permanently lower either your Strength, Reflex or Toughness by one Rank. The Gift can never be used again nor can it replenished in an way, once used, it is gone for good.
The type of Gifts relies on your chosen race and, to a certain extent, your Game Master may grant it for you based on your character’s 7 word description.
You must choose 2 non-duplicate Gifts. A complete list of Gifts is available in its own chapter.
Part 4: Bonds
Bonds are connections that you forge for your character. Bonds provide a situational bonus but also restricts how you play your character. Upon beaching your Bond restriction, the Game Master may give you a harsh penalty in return.
Choose one from this list:
Bond of Oath: Your character may be part of an order which forces its member to take a sacred oath of some kind. No matter what, you must go out of your way to pursue fulfilling that oath, even if you only heard rumors about it.
Bonus: +1 Rank to Willpower.
Bond of Kinship: Your character may have formed a pact or promise with another character, either within your party or with an NPC. No matter what, you must protect the other person even at the cost of your own safety, or throw everything in an attempt to rescue them if such a situation arise.
Bonus: +1 Rank to Toughness temporarily only if you are using this ability: If you are within close range as your partner in combat, you may exchange places with him when he loses a combat round and is about to roll against the winner’s Lethal.
Bond of Death: A death of another person (or more) haunts you and you constantly seek reparation or revenge on their deaths. Like the Bond of Oath, you will go out of your way to fulfill this when the situation presents itself. However, unlike the Bond of Oath, you may attempt to withstand the impulses on fulfilling it temporarily on a successful Good Willpower roll.
Bonus: +1 to your rolls whenever it is related to you fulfilling this bond. Such rolls is dependent on the Game Master.
Bond of Brotherhood: You belong to a gang or a close knit fraternity of some sort. You will enjoy the benefits of its membership in terms of financial or any other kinds of support. The price is that you will always place your brotherhood first above anyone else, even to the point of abandoning your party to do so.
Bonus: While in parts of the city, you may call upon the favours of your brotherhood to make your life a bit easier. Free boarding, money, even equipment and magical scrolls.
Bond of Blood: Unlike the revenge factor in the Bond of Death, Bond of Blood runs deeper than that. You swear the destruction of a certain clan/race/group and your hunger to exact death on them will not wane until every last of them is dead or ruined. However, this does not produce a strong compulsion to exact this revenge immediately upon every opportunity, but a stay of execution usually mean an even bigger opportunity to slay more of them next time. Note that you do not have to personally be involved in their demise.
Bonus: +1 Rank to Composure.
Bond of Honour: You are bound by a code of conduct that is higher than yourself. You devote your life to this code and even spread its ideals to those within your reach of influence. Doesn’t mean that other people understand or even takes you seriously though, but your yourself must hold it steadfast and act on it regardless of the consequences.
Bonus: Re-roll a failed Lethal roll with a +1 bonus. This can only be done once per day.
Bond of Shame: Something that you, or your family or even ancestor has done that brings humiliation to your family. You must strive to go above the stigma and fight for your family’s honour, even when it is obviously hard to do so, or, hide your identity from the world and protect yourself from being hurt. The choice is yours
Bonus: Not really a bonus, but other people who knows who you are will react differently towards you the moment they find out, often this is negative but those who know you might back you up no matter what. If the latter happens, gain Scale: +1 to any one of your Attributes. This bonus can only be applied once and is highly dependent on the outcome of you coming out of your shell.
Bond of Lies: You used to believe in something until it is proven to be not what it seems, like being in an order of knights when they’re really just closet cultists that wants to spread the Darkness within, for example. Upon discovering the truth, you vow to take matters into your own hands and correct what is wrong.
Bonus: +1 Rank to Awareness.
Part 5: Racial Adjustments
In this part, choose your race from the Race chapter. There will modifications to attributes and skills as well as one or two special abilities. Whatever the modification may be, no stat may be modified above Great and below Terrible.
Part 6: Spending Customization Points
You’ll have 10 Customization Points (or CP) to buy extra Ranks or even another Gift to what you have created so far. The only restriction is no attribute, skill or spell maybe upgraded to Superb. The cost of buying extra Ranks are as follows:
1 CP: 1 Skill Rank
3 CP: 1 Attribute Rank
7 CP: 1 Gift