Character Creation and Leveling

Character Creation follows the Krendel rules under Character Creation. New Characters are created as “High” campaign level but are considered “Green” for Relative Experience. Technology is considered “Modern,” although Futuristic items may be available in campaign with hard work and innovation from the characters.

Certain power sets (Powers from the “Powers” book, classes of Imprints or similar items) are only available to certain Races. Most Imprints change the race of the character (for instance, taking a Feyborn imprint turns a Human or Nirwyn into a “Feyborn” for the purposes of any ability that affects a specific race), but remain with the the base race’s traits. A character can only have one type of Imprint, and although taking an Imprint may prevent or enable the use of new Power Sets, it will not affect any power sets the character already has; e.g., a Human character who starts with at least one lesser Arcane (Sorcery) power can continue to gain Arcane powers if they have/gain a Fiendish imprint, but one that does already have any Arcane powers can no longer take new ones immediately after gaining a Fiendish imprint.

Untrained actions related to a power set that’s available to at least one race (NPC or otherwise) are available to all races.

Race options available in Krendel are:

Human: Humans can use Feyborn and Fiendish imprints and use Arcane (Sorcery only), Artifice (NPC only), Alchemy (NPC Only), and Faith power sets.
Elf: Elves can use Fiendish imprints and use Arcane (Sorcery only), Artifice (NPC only) and Alchemy (NPC Only).
Nirwyn: Nirwyn can use Feyborn and Fiendish imprints and Faith and Resonance power sets.

Additional Races:
Damphyr
Parent Species: Wamphyr
Scale: 1
Health: 8
Strength: 2
Move: 4 / 5 kph (land)
Traits: Night Vision, Potent Physique, Light Sensitive, Stunted Innovation, Vulnerability (Fire)
Powers: None
Natural Weapons: Punch (WF 0, bludgeoning, reach 1, personal,
subdual), Bite (WF 1, Piercing, reach 0, personal)
Available Powers: Damphyr can use Fiendish or Vampiric imprints and Psychic powers.

Viciston
Parent Species: Proto-sapiens
Scale: 1
Health: 8
Strength: 2
Move: 4 / 5 kph (land)
Traits: Environmental Adaptation (pick one: heat, cold, acids, bases, or electricity), Dream Touched, Nature’s Affinity.
Powers: None
Natural Weapons: Punch (WF 0, bludgeoning, reach 1, personal,
subdual), Dull Bite (WF 0, bludgeoning, reach 0, personal)
Available Powers: Viciston can use Feyborn Imprints and use Arcane (Catalyzation or Inscription only), Artifice (NPC only), and Alchemy (NPC Only).

Character Creation and Leveling

Terra Fantastica BrianBaker BrianBaker