FrivYeti/SaGAlchemicalChars
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ESTASIAN ALCHEMICAL CHARACTER CREATION
Step 1: Caste: Choose any of the Alchemical castes from the Alchemical corebook.
NATURE: Choose any from the corebook.
ATTRIBUTES: Choose three Favoured Attributes, and then assign 9 points to Caste, 6 to Favoured, and 4 to the rest as normal. No Caste Attribute may have a rating below 3, and no Favoured Attribute may have a rating below 2.
ABILITIES: Estasian Alchemicals are highly trained, but do not favour any Abilities. They receive 28 points to spread in their abilities. All Estasian Alchemicals have the following Ability requirements:
Martial Arts 2, Melee or (Archery or Thrown) 2 (If Melee is chosen, Archery or Thrown must be at 1; if Archery or Thrown is chosen, Melee must be at 1), Athletics 2, Crafts (Any) 2, Lore 2, Occult 1, Bureaucracy 1, and 3 dots combined in Performance, Presence, and Socialize. This strictly limits Ability choices.
BACKGROUNDS: New Estasia is not Autochthon, but it still has many resources. Alchemicals receives Backing 2, in the governmental branch of their choice. New Estasia still follows the Solidalities and the Olgatory. Alchemicals also receive Resources 2 and Influence 1. Finally, they spend 6 more dots anywhere they choose. No Background may be purchased above 3 at this stage, as normal for characters.
Alchemicals choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Contacts, Familiar, Followers, Influence, Mentor, Reputation, Resources, Spies, Vats.
New Estasia does not have the material resources of the old regime, but they still divert most of it to their Alchemicals. As such, the first time Artifact is purchased, it provides double the number of Artifact dots. No Artifact may be higher in rating than the total Artifact rating. Alchemicals may still purchase Charms as Artifacts.
VIRTUES: Alchemicals begin play with 5 dots of Virtues. A single Virtue may be purchased up to 4 with these points; the others may be purchased up to three.
CHARMS: Estasian Alchemicals choose eight Charms, in four dedicated Charm slots and four general Charm slots as normal.
WILLPOWER AND ESSENCE: As normal for Alchemicals.
BONUS POINTS: Alchemicals receive 15 bonus points as normal, and spend them as per the chart in their core rulebook.
THE MASK OF WINTERS' ALCHEMICALS CHARACTER CREATION
Step 1: Caste: All these Alchemicals are of the Soulsteel Caste.
NATURE: Choose any from the corebook.
ATTRIBUTES: Choose three Favoured Attributes, and then assign 9 points to Caste, 6 to Favoured, and 4 to the rest as normal. No Caste Attribute may have a rating below 3, and no Favoured Attribute may have a rating below 2.
ABILITIES: The Mask trains his Alchemicals well. They receive 28 dots of Abilities. The Mask's Alchemicals have no particular Ability requirements.
BACKGROUNDS: The Masks's Alchemicals get the same 12 points of Backgrounds as Abyssals.
Underworld Alchemicals choose their Backgrounds from the following Steel and Glass list: Abyssal Command, Allies, Artifact, Backing, Contacts, Familiar, Henchmen, Library, Liege, Influence, Manse, Mentor, Reputation, Resources, Spies, Underworld Manse, Vat, and Whispers.
Underworld Alchemicals have access to the Masks's resources. As such, the first time Artifact is purchased, it provides a number of smaller artifacts up to a total rating equal to the rating of the primary Artifact (so, Artifact 3 provides a 3 dot Artifact and 3 dots worth of smaller artifacts). Unless the Background is at 1, no secondary artifacts may be as strong as the primary artifact. Charms may still be purchased as Artifacts.
Due to the rarity of the Mask's Vats, the Vat background costs 2 pts to purchase at Level 3 and 4, and cannot be purchased to Level 5.
VIRTUES: Alchemicals begin play with 5 dots of Virtues. A single Virtue may be purchased up to 4 with these points; the others may be purchased up to three.
CHARMS: Estasian Alchemicals choose eight Charms, in four dedicated Charm slots and four general Charm slots as normal.
WILLPOWER AND ESSENCE: As normal for Alchemicals.
BONUS POINTS: Alchemicals receive 15 bonus points as normal, and spend them as per the chart in their core rulebook.