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CHAPTER 5 - characters
1
To play the Ascendance Role-Playing Game, you
need to create a character rst. 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 tolling out every detail on your Character Sheet. You
will nd 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
ConceptThe rst part of the character creation is the concept.
Every player needs to nd the kind of character that
they want to play. In the rst 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.
AttributesYour characters Attributes is what denes him in the
world as a being. To determine your Attributes, there
are dice rolling methods that will do so. You will ndthese 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 DICEThe 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 t.
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
t, 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.
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ALTERNATE METHODSIf 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
satisied 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 t.
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 eachspecic 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.
The Free Method
Start with a 5 in all Attributes
Distribute 25 points in the way you see t
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 tothe Attribtue rolling methods, you may have them add
1d6 Distribution Points, instead of a xed amount.
campaign powerBefore making the decision on which Rolling Method
to choose, rst the GM will need to decide what kind
of campaign he wishes to run. Attributes are very
important in theAscendance setting. IF the GM wants a
high-powered campaign, he should ensure his Players
are powerful enough to t 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 limitsOne nal thing to be aware of is the limit in Attributes
when assigning points in this part of the character
creation process.
Character Creation At tribute 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.
2
GIVING PLAYERS MORE CONTROL
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 denately 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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raceThe 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, ofcourse. 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 modiers (see the table below). In
this case, Attributes may exceed 12.
You will nd here a brief description of each of the
playable character races and a table showing theirAttribute Modiers and Traits.
playable racesThere are three different main racial distinctions made
in the Ascendance setting, as far as their origins go.
There are humans, identied 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, militaryThese 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
STRANGE RACES
Some playable character races like the Mutants and
the KalThian have some very specic and maybe a
little complicated rules. Specically, the Mutants get
some Mutation Points, which they spend on charac-ter 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.
human, CitizenThose 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 ofAscendance.
human, SlummerThe 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, Upper ClassSome 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 STR CRD STA REA INT WIL PER Special
Human, Military +1 +1 - - -1 -1 - Determination 1/sessionHuman, Citizen - - - - - - - Determination 1/session
Human, Slummer - - +1 +1 -1 - -1 Determination 1/session
Human, Upper Class -1 - -1 - +1 - +1 Determination 1/session
Mutant +3 -1 +2 - -2 -1 -1 Mutation
Sunblooded - - - -2 - +1 +1 Destiny, Suntouched
Infested +1 +1 +1 +1 - -2 -2 Infected, Transform
Deathscorn -1 -1 +4 -1 - - -1 DR 2, -2 Avoid, Pain Resistance
KalThian Rebel -5 -5 -5 -5 +3 +1 +2 Possess, Mindshock
Table 5.1: Races.
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mutantOnce 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.
sunbloodedOf 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 stopthem from hoping for grandeur. The Sunblooded have
the most afnity for divine power.
infestedNobody 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 nd balance between human nature and the thing
inside them, the Infested are really dangerous for therest of the world.
deathscornThe 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 t for gonig through the process at all.
These become the Deathscorn, almost human but not
quite anymore.
kalthian rebelIt 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 ght
alngside the humans and aid them in the war.
ROLE-PLAYING RACESWhatever 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 difculty, since they are far from
the players that play the characters. However, reading
the entries and perhaps even other sources, playerscan learn a lot about their chosen race.
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SKILLSAfter selecting your race, you must assign points to
your skills. These are what makes your character what
he is. They dene 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 rst choose an Afnity.
affinityEvery character ca have a specialty, a eld where he
is very good at, either because of innate potential or
training in that specic area of expertise. The available
Afnities inAscendance 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
benets concerning Experience Points when it comes
to Skills and Perks. Finally, any Skills in the chosen
Afnity can be raised more than normal. The Afnity
which you select will make you very powerful in this
category. Also, you may opt to not pick an Afnity. This
gives you different benets, allowing you to learn a lot
of skills, but never actually become excellent at any
one of them.
Close Combat Afnity Long Range Combat Afnity
Environmental Afnity
Technology Afnity
Academic Afnity
Divine Power Afnity
No Afnity
Note that the Afnities correspond to Skill Categories
and Perk Trees (except the General one).
BENEFITSYou will nd below all the benets for selecting anAfnity:
All Skills from the Afnity cost x1 less to increase
Skills in your Afnity may rise 3 points above maximum
Perks in your Afnity cost half EXP to increase
If you do not select an Afnity, you gain the following
benets:
All Skills cost x1 less to increase
All SKills may rise 1 point above maximum
assigning pointsAfter having chosen your Afnity, 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 Afnity. Once thesehave been distributed, you get some extra points to
distribute in any category you see t (including your
Afnity). The points you get to distribute in your Afnity
are xed, while the points you get to distribute in any
category you want have a xed 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 Pointsto your Afnity Category
Assign 30 + (2 x Intelligence Attribute)Points to anycategory (including your Afnity)
No skill may be more than 6during this part of the
character creation
To assign any points in the Divine Power Category,
you must have the Divine Power Perk.
PERKS and f lawsPerks are the second choice the player has to make
that takes the Afnity into consideration. Perks give
your character cetrain abilities, or improve existing
ones. They reect a deeper understanding of a eldof 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 Afnity. The second Perk must
be from the Afnity they chose earlier.
Select one Perk from any categoryof your choice
If you have chosen an Afnity, 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 benet 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)
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equipmentWhen 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 ofAscendance. For
almost all the races of the game, gear is a major factor
as it can often make the difference between life anddeath. There are some races who can do well on their
own, but given the level of technology in a sci- 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 nd details on every kind of gear
on Chapter 8: Equipment. To purchase equipment,
you need to spend Credits during character creation.
starting creditsYou have a certain amount to spend and you will nd
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 nd
a table with all the playable races and the starting
Credits they receive.
Race Starting Credits
Human, Military 2d6 x 1000
Human, Citizen (1d6+1) x 1000Human, Slummer 1d6 x 500
Human, Upper Class (3d6+3) x 1500
Mutant (1d6-1) x 500
Sunblooded 2d6 x 500
Infested 1d6 x 1000
Deathscorn 3d6 x 500
KalThian Rebel 3d6+30 x 1000*
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)
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.
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 bytheir 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 specically 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.
PURCHASING GEAR
Go to Chapter 8: Equipment and browse the items
you nd 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 rst (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.
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traitsYour 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 nd all these detailed on this book
inChapter 7: System. When you note these abilities onyour character sheet, make sure to also write any uses
per day they may have.
MUTATIONSIf 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 ABILITIESMany 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.
DIVINE POWERIf 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 Ratingas 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 andyou will nd 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 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 handsof the players. Given the proper circumstances, those
player characters who have Divine Power may become
able to take on entire armies when they have sufcient
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 in-
troduce the Divine Power in your campaign, you need
to be aware that it will raise the power level a lot. Hav-
ing 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.
FiNIshing touchesHaving 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 nd 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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stay healthy throughout their lifespan, until their inner
energy consumes them and turns them into cosmicdust. 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 nd in
the table above all available races, the years in which
they reach the Middle and Old Ages and the respective
modications to their Attributes when this happens.
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 totheir 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 gures 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.
Race Average
Height*
Average
Weight*
Human, Military 1,80m / 1,60m 85kg / 55kg
Human, Citizen 1,75m / 1,58m 75kg / 50kg
Human, Slummer 1,75m / 1,58m 85kg / 55kg
Human, Upper Class 1,75m / 1,58m 75kg / 50kg
Mutant 1,90m / 1,70m 150kg / 100kg
Sunblooded 1,75m / 1,58m 80kg / 52kg
Infested 1,75m / 1,58m 95kg / 65kg
Deathscorn 1,85m / 1,65m 70kg / 47kg
KalThian Rebel 3,5m** 35kg**Table 5.4: Height & Weight.
*rst number is for male characters, second for females
**only applies to their Frail forms
CHARACTER SHEETWhen you nish the character creation process, it is
time to record all this information to your character
sheet. You will nd 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 nd 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
nd it a bit frustrating.
8
Race Adulthood Middle Age (+modifers) Old Age (+modifers) Maximum Age
Human, Military 14 years 35 years 60 years +8d6 years
Human, Citizen 17 years 38 years 65 years +8d6 years
Human, Slummer 14 years 35 years 60 years +8d6 years
Human, Upper Class 17 years 38 years 65 years +8d6 yearsMutant 15 years 56 years 90 years +10d6 years
Sunblooded 16 years 37 years 54 years +4d6 years
Infested 14 years 30 years 45 years +3d6 years
Deathscorn 15 years 165 years 190 years +2d6 years
KalThian Rebel 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
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ATTRIBUTES
Here you will input all your Attributes. On the
rst 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 themaximum 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
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.
WEAPONSYou have space
here to keep track
of any weapons
you are using,
including any
kind of ammo,
as well as your
total modiers
for each weapon
and its damage.
To ease play, you
can also note
weapon rangeshere.
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.
RESISTANCES
Write here the
total Resistances
modiers you
have, including
any modiers
you may have
from Perks or any
other sources.
COMBAT STATS
Here is the place to write any statistics relevant to combat:
Deection 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 nd
two boxes to keep track of your IC as the battle progresses
and another to write any Condition affecting you.
8/13/2019 Ascendance Character Generation Guidelines
10/10
ASCENDANCE CAMPAIGN SETTING -PLAYER GUIDE
10
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 nd next to
each category a tickbox, which you use to tick your
chosen Afnity.
PERKS & FLAWS
Here you can write
down your Perksand 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 to -
tal Encumbrance. Also, you will nd 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 nd your Might Rat-
ing (one third your total Divine Power Rating).
Also note here if the Divine Power category is your
Afnity 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.
TRAITS
If your character
is a Mutant, note
here whatever
Mutations you
have chosen.
Next, nd any
special abilities
your character
may have andnote these down,
as well.
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