Character Creation
Determining your base Ability Scores and Ability Modifiers
ABILITY SCORES
Every Character has 7 Ability Scores;
Strength (STR) - how hard you can hit
Agility (AGI) - how quick you can move
Endurance (END) - how long you can fight
Perception (PER) - how well your can perceive your surroundings
Aptitude (APT) - what you know and have learned
Moxie (MOX) - the strength of your mind and willpower
Spirit (SPI) - the strength of your soul and emotions
All characters start out with a base score of 10 in all of their Ability Scores. The player gains 10 points to increase their ability scores as they please. With 1 point raising a score by 1.
If a player chooses to do so, during character creation they may reduce one or more of their starting base scores in order to increase another.
For every 2 points reduced from one ability score, another may be raised by 1.
You'll want to spread your points out carefully, while its tempting to put all of your points into a single ability, every ability you neglect will ultimately be your downfall.
ABILITY MODIFIERS
You Ability Scores determine your Ability Modifiers, which are subvalues to your scores that get added to all the rolls you will make.
With a Score of 10, your Character has an Ability modifier of 0.
This Increases by 1 for every 2 points above 10, with 12 increasing it to +1, 14 to +2, 16 to a +3 and so on.
This also works vice versa, with every 2 points below 10 decreasing the Ability modifier by 1. Thus 8 drops it to -1, 6 to -2, and so on with it bottoming out at 1 and 2 with a value of -4.
Starting Talents and Disciplines
Talents are similar to classes in other RPG games, but smaller and more specialized. Talents focus typically on a single combat style, spell, or concept. Keeping them small allows for characters to take multiple Talents throughout their adventures.
Disciplines, expand upon multiple Talents to further refine them. Unlike Talents, Disciplines have more defined Backstory, as well as Organizations associated to them. Disciplines are similar to the idea of advance classes or prestige classes from older RPG games.
A New Character starts with 3 levels to invest in whatever Talents they want. As they continue to adventure, they GM may reward more levels to allow characters to further expand on their Talents and take on Disciplines.
Taking a level in a Discipline is no different than taking a level in a Talent, as long as the character has met the Prerequisite for that Discipline, they may take the fist level.