• AoA Character Creation 3.0

  • Hail Hero!
    This form is designed to help guide you through the process of creating a character. The steps are as follows:

    Fill out the Form - taking note of the name of your submission and the email you use. A copy of your character will be sent to you, along with a link to edit it should you find it lacking. You may make multiple characters using this jotform if you so please.
    Once you have completed step 1 and confirmed that this is the character you will be attending beta with, you may proceed to the Equipment Purchasing Form. Please only fill this out once for your final character build! It, too, will send you an edit link if you regret decisions.
    This form is 1/2 of the steps to creating an AoA character.

    This system will take you through the steps necessary to create your Age of Ashes character. Throughout the process you will not only be adding skills to your character, you will also be asked to consider your characters life before this moment. What have they done to get here? What kind of life have they led? What kind of person have they become? As you decide on these backstory details, your character will be awarded talents that represent their unique history and the skills that they can learn without a teacher.

    The following steps will guide you through character creation. At every step, you may choose several branches of talents to represent your character's previous experiences.

    Updates: Dhampir Costs fixed; Foraging added with Farming/Hunting Removed

  • Step 1: Self-Taught Skills

    Choose the skills you will have available for purchase at chargen and without a teacher
    • Skill Branches & Self Teach List 
    • Skill Branches and the Self-Teach List

      The skills you choose below will not be free skills. These are Self-Taught skills that you can then purchase on your character sheet, which is the next step after this form. Base trees are unlocked by unlocking their branches. (You cannot buy melee if you have no branches (light, medium, hvy weapons) unlocked.) To ensure the widest availability of self-taught options at character creation and beyond, it is recommended that a variety of skills be selected.

      For all Skill Branches you must buy skills in order, so the second level may only be bought after the first level, etc., and any fifth level skills may only be purchased after levels 1-4 are purchased. You must purchase fifth level fruits individually.

      Any skills you do not choose must be earned through a teacher at game, after character generation.

      See Self-Taught Skills in Character Creation & Skill Trees for more explanation.

      Locked Skills

      Any skill with an attribute designated behind it, such as "Light Weapons (Speed)" requires the appropriate attribute to be purchased at Rank 1 before you may purchase any ranks of it on your character sheet.

      See Locked Skills in Character Creation for a full understanding.

    • Culture 
    • Culture

      For the majority of the human population, the community they grew up with is the only one they know. Travel brings great unknown risk, and so many people choose the danger they know, and stay with what is familiar. While there are always exceptions to this, one’s culture still represents a great many things about how a person was raised and is an important part of who they are.

      While it is not mandatory, we encourage players to read their chosen culture’s information packet so that they have a firmer grasp on what values, history, food, power structures, etc. they may have been exposed to.

      When choosing a culture, you may choose 3 Skill Branches out of the list provided under the culture and 1 Skill Branch from your chosen starting environment.

      Please see Age of Ashes World Summary: Cultures for links to all of the culture packets.

    • Environment 
    • Environment

      Your environment represents the specific kind of place that you grew up within and your experience throughout your life

    • Archetypes 
    • Archetypes

      Your archetype (Social, Mental, Physical, or Spiritual) represents what interests your character has had throughout their lives, and what aptitudes they have had an inclination towards in general terms. It reflects upon the way in which they live their lives in very broad strokes. When selecting an Archetype you select 1 Skill Branch offered by that Archetype as well.

    • Guardians 
    • Guardians

      Children are like sponges, and no matter the state of your childhood, those that raised you provided you with a base of knowledge that you carry throughout the rest of your life.  Who raised you? What did they do? Choose 2 Skill Branches that represents the skills they passed along to you.

    • Step 2: Attributes, Devotions, Faith, & Names

      Create the aspects of your character that make them real.
    • Preferred Attribute 
    • Preferred Attribute

      Choose one Attribute that represents your character’s natural aptitude in life. This attribute is added to your sheet for free before any experience expenditures are made.

      See Preferred Attribute in Character Creation & The Attributes Page for more details

    • Devotions 
    • Devotions

      Now that you have considered the foundation of your character’s past, such as how and where they were raised, where they come from, and where their talents lie, it is time to choose what the major driving and motivating factor in their current life is. A character’s Devotion is intended to be a core part of who they are; it is what they would live and die for. It is a touchstone to the motivations of your character, and the more they act in accordance with it, the stronger their sense of self and power is. Conversely, when a character goes against their Devotion, they can be devastated, lost, and out of touch with who or what they have become. See the full description of Devotions and their mechanics here: Age of Ashes: Devotions

      The general types of Devotion your character may choose from are: Order, Chaos, Love, Hate, Self, Passion. After you choose the type of Devotion, you must further choose an Object of that Devotion, such as an institution, lover, or ideal. Examples of “Common Devotions” are detailed in the full description of Devotions. It is not enough to be a character driven by Love. You must choose who your character Loves so much that it fuels their drive for continuing to fight each day.

    • Faith 
    • Faith in Self/Higher Power

      Now that you have considered your devotion, it is time to figure out your perspective on the world. In Age of Ashes, there are two different perspectives on the world: whether one believes that they are ultimately responsible for their own fate, or one believes that higher powers than they have control over their destiny. This choice in viewpoint affects how characters interpret and find meaning in the world, and how the rituals of cultists interact with them. Read up on Faith in Self/Faith in Higher Powers here and figure out which works for your character: Age of Ashes: Faith

    • Name

      At this step, it is time to choose your character’s name. Naming conventions vary from culture to culture. See some notes in Character Creation, and the appropriate Culture Packet for more details on naming and other cultural points.

    • Step 3: Flaws

      Flaws make a character dynamic. Choose as many as you want, but only 20pts are earned.
    • Click to see Flaws full Reference Text 
      • Attribute Down (-7)

        You may start play with an attribute at negative one with all of the requisite negatives. This is a serious flaw.  It may be bought off through roleplay and ten XP.

      • Beholden (-3)

        You owe a powerful person or organization a favor.  You may buy this flaw off in game through appropriate story, otherwise you are expected to deliver on favors asked of you.  If you do not, this could result in the Enemy flaw or serious backlash and revenge. 

      • Craven (-4)

        You are unused to danger, or perhaps a little too used to it, and when danger arrives, you look out for number one. You will never willingly enter a combat situation. If you are forced to go into a dangerous situation, you automatically gain Terror until the danger has passed.

      • Thrice-Damned (-4)

        You have offended a deity or spirit and have been cursed by them.  All rites you officiate or participate in gain one vulgarity, and you are unable to use Prayer or Confidence even if you are not a priest.  This is permanent and cannot be removed. Cursed can stack with Faith in Self.

      • Dainty (-3)

        You are not one for rough treatment and hard work. Taking a Strike to any of your limbs is enough to Down you.

      • Dark Secret (-1)

        You have a secret that you never want anyone to find out about. By taking this flaw it means that while whatever it is remains basically secret, it was not a perfect crime and there are witnesses, conspirators or other lingering evidence that a dedicated person might still discover if they really looked into it, and thus, you are more at risk of it being brought up. For this flaw to be effective, the secret must be something that will cause you serious hardship should it be found out.

      • Dirt Poor (-3)

        You begin the game with no items, equipment or property and nothing but the clothes on your back. 

        You may not take this flaw and Well Off or Sponsored.

      • Entitled (-1)

        If anyone questions your word, honor, or authority, you must immediately set them in their place and never let them forget it. 

      • Flashback (-3)

        You suffer from an intense avoidance of violence and trauma, at the end of any scene in which violence took place or was described vividly you suffer a flashback to your previous trauma and are traumatized.

      • Flamboyant (-2)

        Your bombastic personality, your exaggerated dress, or some other feature about you makes you impossible to forget.  You should costume this flaw. You are unable to use any Stealth powers or any powers that defend against Streetwise.

      • Grudge (-3)

        You have offended a dangerous or powerful person or group who wishes you harm.  They are about as powerful as you, but they have a network, and will do whatever they can to destroy you and those things you care about. You can only take this flaw once. 

      • Haunted (-3)

        You have done something in your life that has caused a specific malefic or monster to follow or haunt you. Maybe you did something that attracted the attention of a monster and now it stalks you. Maybe you committed a deep wrong that won’t stay in the past. Maybe you were simply very unlucky and were in the wrong place at the wrong time. But regardless, something awful walks in your footsteps.

      • Hedonist (-3)

        You struggle mightily to avoid the temptations in life.  You must spend Discipline to avoid indulging in any level 1 Sin when you have a chance to do so. 

      • Hunted (-4)

        You have offended an exceedingly dangerous or especially powerful person or group who wishes your downfall.  They are much more powerful than you, and will do whatever they can to destroy you and those things you care about. You can only take this flaw once.

      • Illiterate (-2)

        Illiterate characters never learned to read or write. They may never copy schematics and need someone to read them schematics, rituals, lores, spells, or any document with writing if they wish to interact with those documents.

      • Hollow (-2)

        You start play with one less touchstone memory that you cannot replace. Staff can dictate this as needed and can be connected to other items on your sheet.  You can take this flaw up to two times.

      • Honor Code (-1 to -5)

        The character is honor sworn to a specific set of principles or rules. You determine a number of Beliefs, which are “Always” or “Never” statements with no qualifiers such as “unless or” “except when” about your character’s personal ethics.  Violating these precepts works exactly as if you were violating your Devotion, causing a Personal Failure.

        Given that breaking these tenets results in a personal failure, for each tenet you provide you must also provide an explanation of why this tenet is so important to your character it would result in a personal failure and list some examples of failure states.

        These tenets should be “above and beyond” normal behavior, be action oriented rather than thought oriented, something that a player would regularly encounter in the game space, have an obvious failure condition, and be a meaningful tenet that carries emotional weight. Some good examples include: I will always pray for at least one minute before engaging in any combat AND I will never allow a non-Benalian to touch a Benalian artifact.

        For each point this flaw awards, two Beliefs are required.

      • Maimed (-2, -4, or -6)

        You bear the old scars of previous conflict, having some injury from a previous encounter that haunts you to this day. You begin play with a Maim. Take one Maim from the Body Modification system. Mild Maims are worth two Experience, Severe are worth four Experience, and Crippling Maims are worth six Experience. Find out more about maims and our body modification system here: Age of Ashes: Changes of the Body

        This can be purchased multiple times for a max of three times.

      • Missing Memory (-1)

        You start play with one less touchstone memory than usual.  This can be replaced, however, you do not know what you are missing and staff can dictate this as needed and can be connected to other items on your sheet.

      • Naive (-3)

        You’re very trusting of people and cannot defend against any of the Logos tree social skills.

      • No Return (-8)

        You will not return if you are killed.  Any death is your final death.

      • Oblivious (-2)

        You are not very observant and cannot purchase any skills that require perception, such as skills from the Natural Philosopher list. This means that you cannot read Perception-based tags at game.

      • Off-Putting (-2)

        You have something that means that people don’t want to be in your presence.  This could include missing teeth, layers of grime, a certain stink, maybe a weird hunch, or a scratchy voice. You must costume and roleplay this flaw, and you must wear a yellow band in an easy to see place to indicate it.  People do not want to talk to you for more than a minute, which means you cannot use the skill Hear Me Out or any following abilities from the Ethos tree.

      • Outspoken Defender (-2)

        If someone insults your religion or your culture you cannot let it stand.  They must either recant or you will demand satisfaction in the form of a duel or recompense.

      • Pure of Heart (-5)

        You are a virtuous and innocent person, and when you fail to live up to your ideals you are harmed.  Whenever you gain at least one new Depravity from committing a sin, you gain Despair.

      • Rivals (-2)

        Some dangerous or powerful person or group has decided that you are their adversary, and they wish to compete with you and beat you in some arena, be your superior, or constantly out-do you. This rival is about as powerful as you, and while they may not wish you death, they do wish to see you brought low. You can only take this flaw once.

      • Sheltered Upbringing (-2)

        Select a talent tree branch to remove from your self teach list.  You cannot spend points in that branch with your starting XP, and will need a teacher if you wish to purchase it in the future.”

      • Sick In the Head(-2 or -4)

        Your character has something in their life that has driven them mad. The character begins play with a Mild or Severe Insanity that cannot be bought off with therapy and must be chosen from our list. Find information about insanities and our list of available starting insanities here: Age of Ashes: Insanity

      • Stranger (-2)

        Your character cannot speak the common trade language and can only speak their native culture’s language.

      • Vainglorious (-2)

        Everyone loves it when their egos are stroked; you just like it much, much more. You can not counter any social power while being complimented.

      • Vendetta (-3)

        You cannot stand to lose a competitive contest or be upstaged.  If you are upstaged or publicly lose face because of someone else, that person becomes your Vendetta.  Any time you have an opportunity to act against them and don’t take the opportunity, you gain Despair. Your acts against them should be in the same arena you were bested in, physical, social or otherwise, though you can always escalate to violence.  This person remains your Vendetta until someone else becomes your Vendetta, even if you have already proven your superiority.

      • Wicked (-2)

        You have lived your life in a way that most people would disagree with, but you don’t really care.  For each level you choose of Wicked your character begins play with 1 depravity in a sin group that your character cannot, and is not interested in, atoning for.  These points cannot be removed without buying off the flaw, and the flaw can be taken more than once. However, you may not take Wicked if it causes you to enter play above your depravity threshold.

      • Wyrd Loathing (-5)

        Magic is terrible and wrong and against the natural order of things.  You will not willingly work alongside a magician, accept magic being cast upon you, and if beneficial enchantments do get cast upon you, you gain Despair.  You also gain Despair if you knowingly use any magical object, touched and tainted by wicked sorceries.

    • Flaws 
    • Flaws

      What General Flaws would you like to put on your character? You may take as many Flaws as you want, but you can only get 20 XP through Flaws. Flaws, once bought, cost twice as many experience points as they granted to remove them as well as relevant in-game story and justification.

      You make take only 1 Honor Code at the level at which you want it. Do not take 1, 2, 3, 4, and 5 or any combination. Maims take up a slot on your Mutations/Body Modification list, so be cautious if you plan to take those, as well. Your Wickeds cannot put you above your insanity threshold of 5 (+2 if you are Faith 2)

    • You've chosen a Maim! Double check these rules: Body Modification Rules

      • Maims take up slots on the body. You have 6 slots: 2 Legs, 2 Arms, 1 Torso, 1 Head.
      • These slots are also used for Mutations, so make sure to take care a maim and a Mutation/Stitch are not occupying the same slot.
    • You took Wicked for more than one level on the same sin. Fix that, please. Only take the highest level of depravity. Example: I'm wicked for Deadly Greed, so I check ONLY wicked for Deadly Greed, not for Venial and Mortal.

    • You've chosen Wicked! Please refer to Depravity & Sins to be certain this sin exists in your culture. The Outlander Flaw: True Outlander can give you additional sins, and can adjust this list.

      Universal Sins: Greed, Sloth, Violence, Blasphemy, Degradation

      Gothic Sins: Pride, Dishonor

      Salgothic Sins: Defilement, Passion

      Seravian Sins: Passion, Pride

      Hesha Sins: Weakness, Dishonor

      Outlander Sins: Weakness, Pride

      Forgotten Ones Sins: Bias, Weakness

      Nemien Sins: Bias, Defilement

    • Your current Self-Teach List is: {gothicCulture13}{salgothicCulture}{seravianCulture}{heshaCulture}{nemienCulture}{outlanderCulture}{forgottenOnes},{innerCity}{merchantRow}{outskirtsSkills}{lethiaSkills}{fenristadtSkills}{aquilaSkills}{vampireCourt34}{villagerSkills}{artisanSkills}{landboundSkills}{dockRat}{onThe}{spiritualSkills}{traderSkills}{warriorSkills}{settlementsSkills}{wastesSkills}{swampsSkills}{islandSkills}{temperateWilds}{rimelandSkills},{mentalSkills}{socialSkills}{spiritualSkills53}{physicalSkills},{choose2}

      Choose 1 of these to be lost by selecting them below

    • Current Flaw Total

      {totalFlaw}

    • Click to Show Full Cultural Flaws Reference 
      • Cannibal (-1)

        You’ve eaten human flesh and in the event of final death you will automatically become a malefic creature rather than reaching a peaceful end.

      • Kuarl Slave (-2)

        You are in unwilling service to a Kuarl Triumverati who regularly check in on you and ask favors from you.

      • Cloud of Scandal (-1)

        In such a limited community, stories and gossip flow like water, and every action- forbidden or otherwise- is gleefully tracked.  There is something of the scandalous about you, perhaps you bear a dark mark- a sign that your blood is weakening due to your parents being too closely related to each other, or because one or both of the parents have committed shameful acts.  Or perhaps there is a different, well-known, scandal about you.  These will be tracked on the Notable page. 

      • Lost Lamb  (-3)

        Something happened in your past that has led you to have a negative reaction to the Benalian faith. You are Traumatized when confronted by Benalian imagery or paraphernalia, and it’s possible that the Inquisitors at home have notes to keep an eye on you in the future. 

      • Vampire Slave (-2)

        You are trying to buy someone’s freedom and thus under the control of a vampire lord. You must report back regularly or risk your loved one and are working to fulfill a specific objective assigned by staff. If you fail to work towards your goal there will be negative consequences.

      • Temperamental (-3)

        All that bottled up rage has been eating away at you for a long time, and you lose your temper at the worst times. In an argument, you must escalate to violence if someone provokes you.

      • Landbound (-1)

        Those that make their living on the land, who toil and work for their food, are generally looked down upon by those who are seabound.  It is considered superior in Hesha society to be seabound, and among the Hesha the seabound will typically be the only ones who acquire surnames or titles.  You have never earned a name, and as such you are especially weak in social situations to Hesha who are not landbound. People of your own culture are immune to any of your uses of the Obey call.

      • Lazarolth/Tarrantist Slave (-2)

        You are in unwilling service to a Lazarolth/Tarrantist Triumverati who can see what you’re doing and will ask favors from you.

      • Farigha  (-1)

        The empty vessels are not seen as true people by the rest of the Nemien, but rather a class or caste below that. They and their children are owned by the tribe, or an individual within the tribe, and their skin is used not to record their own story, but those of others. They serve as an underclass of basically blank canvas slaves for the Nemien.  You must inform any Nemien you meet that you are a Farigha or suffer consequences. People of your own culture are immune to any of your uses of the Obey call. This flaw is not purchasable off-culture for glory.

      • Ostracized  (-2)

        When one is ostracised, they are tattooed on their face with the mark of ostracization. This must be costumed.  Those that go through this are not killed, but marked by scarring so that all the Nemien that see them may know that they are not one of them, that they are not allowed into their gardens or sacred spaces. You count as an outsider for the purposes of all sins and are not counted as a Nemien by Nemien. People of your own culture are immune to any of your uses of the Obey call. This flaw is not purchasable off-culture for glory. 

      • Negative Mutation (-2, -4, or -6)

        Negative Mutation. You may take a negative body modification by choosing from the maims or negative body modifications list in order to represent something you were born with. 

      • True Outlander  (-3)

        You arrived in the Outlands later in life and are still emotionally tied to your parent culture.  You have both the Outlander sins, and the sins of your parent culture. You speak your parent culture’s language, and not Capindris.

      • Thrall of the Grey Ones (-3)

        While not common, you belong to a group of the Forgotten Ones that worship the old gods, and if others among the Forgotten Ones were to discover this, they would be forced to ostracize or destroy you.  You have not sworn any vow to them, and do not suffer a sin of blasphemy. You must offer a blood sacrifice to the Old Gods by murdering something in the outdoors at sunset once a game and leave a blood splatter out of character.  If you do not offer a sacrifice by sunset on Saturday you suffer the Bleed condition for the rest of game, even if bandaged or otherwise healed.

      • Still a child (-1) 

        You have never passed your trials of adulthood for one reason or another and as such you will always be seen as a child among other members of the Forgotten Ones.  You are looked down upon, not allowed in combat, and your opinion is not taken seriously. You have to wear the child rune prominently where other Forgotten Ones can see it:

        People of your own culture are immune to any of your uses of the Obey call. This flaw is not purchasable off-culture for glory. 

    • Culture Flaws 
    • You may only take True Outlander for 1 other culture. You cannot take it multiple times.

      You cannot purchase Farigha, Ostracized, or Still a Child unless you belong to the proper culture; not even for glory.

    • Flaw Point Total

      {totalFlaw}

       Flaws & Perks Glory Total

      {totalCulture125}

       

    • Warning: You've taken more than 20 points in flaws. You aren't getting any rewards for those extra points.

    • Step 4: Perks

      Your first experience expenditure--may it not be your last!
    • Click to Show Full Perks Reference 
      • Do You Know Who I Am? (2)

        Perhaps you have a prestigious lineage among the Salgothic, a long established name among the Hehsha, or belong to a well-known gang or warband.  Perhaps your father was a well-known Sarahim, but the point stands that within your own culture your name and lineage have weight. You may remind members of your culture of who you are in conversation and they should give your words more weight.

      • Drug Resistant (2)

        All alchemy products you are affected by are considered one grade weaker. Poisons that would degrade an attribute will do so one less and so forth. However, this also applies to positive effects delivered by alchemy products.

      • Ice Hardened (4)

        Ice water runs through your veins and fuels you. During Events in the Winter season (December-February), or in below freezing temperatures, you gain plus one to your Fortitude.

      • Iron Belief (4)

        You are exceptionally strong in faith in a higher power or yourself and you can get an extra use of Prayer or Confide.

      • Light Sleeper (2)

        You must denote this ability on your door. If someone enters your cabin with the intent to interact with you or someone within five feet of your bunk space they must first out of character wake you up and then re-enter to represent you waking up to their entrance.

      • Archivist (4, plus 2 glory, subject to increase if perk is in play too often)

        You may start game with a lore prop.

      • Magical Wonder (5) 

        You may start play with a magical wonder of your choice from our list, here.

      • Marvel of Engineering (5)

        You may start play with a random rare schematic from our list.

      • Notable (1)

        You can provide information and a picture to us about your character that will be placed on the Age of Ashes website for other players to read. These are stories about your character’s history that would have spread far and wide and that other people may have encountered in their travels.  These stories may not be true, but are passed around.

      • Numb (2)

        You have seen some terrible things in your rough life, and you no longer take despair when a close friend dies.

      • Secretive (5)

        You’re quite adept at keeping your secrets and activities to yourself. One streetwise action targeting you a downtime will always fail, at random.

      • Sponsored (2)

        Someone has sponsored your journey.You may enter play with up to 10 each of the  common gathering resources (fibres, soft wood, soft iron, scrap leather, vegetables) and 1 of each of the uncommon resources (wool, hard wood, heavy leather, hard iron, meat), or one piece of plate armor. However, you do owe your sponsor a favor that they can come to collect at any time. 

        This may be purchased multiple times, up to five times.

         

      • Well Equipped (1)

        You may increase your starting salt budget by 90 grams.

      • Well Off (3)

        You may enter play with up to 10 each of the  common gathering resources (fibres, soft wood, soft iron, scrap leather, vegetables) and 1 of each of the uncommon resources (wool, hard wood, heavy leather, hard iron, meat), or one piece of plate armor. 

        This may be purchased multiple times, up to five times.

      • Well-Rounded (3)

        Select an additional talent tree branch to add to your self teach list.

    • Perks 
    • Perks

      At this point you have your starting amount of experience; Perks are the first way you may spend them. Use the Perks Full Text dropdown to quick-reference if you need.

      Archivist requires 2 glory to purchase, subject to increase at staff leisure.

    • Total Perk Points

      {totalPerk}

    • Your current Self-Teach List is: {gothicCulture13}{salgothicCulture}{seravianCulture}{heshaCulture}{nemienCulture}{outlanderCulture}{forgottenOnes},{innerCity}{merchantRow}{outskirtsSkills}{lethiaSkills}{fenristadtSkills}{aquilaSkills}{vampireCourt34}{villagerSkills}{artisanSkills}{landboundSkills}{dockRat}{onThe}{spiritualSkills}{traderSkills}{warriorSkills}{settlementsSkills}{wastesSkills}{swampsSkills}{islandSkills}{temperateWilds}{rimelandSkills},{mentalSkills}{socialSkills}{spiritualSkills53}{physicalSkills},{choose2}

      Choose an additional one that does not match these by selecting it below

    • Click to show full Culture Perks Reference Text 
    • Gothic Perks

      • A Friend Indeed (2)
        You have a contact who owes you a favor in a nearby Gothic city. Maybe they can fence an item you send their way. Maybe they can translate a strange text you found. You start play with the nature of this relationship defined and choose one thing this contact is good at. Be careful not to overtax your contact with requests – expect that they cannot deliver more than once a season without straining your relationship. 
        This perk may be taken up to a maximum of three times.
      • Death is No Stranger (2) 
        When dying after suffering a personal failure you lose 3 memories, not 4. 

      • Information Broker (1)
        You are an information broker or have paid an information broker for information on the area of Cenotaph.  You enter play with one piece of useful information about a prominent NPC in Cenotaph.  

      • Silent Footsteps (3) 
        You can stealth while wearing medium armor.

      Salgothic Perks

      • Cleanliness is Next to Godliness(3)
        You take great pride in your appearance and once per day, as long as your dress remains perfectly clean, you may enter the hopeful state.  You cannot use this ability if your dress becomes dirty in any way, which includes being wounded, going out uncovered in the wet, getting mud or dirt on your outfit, or spilling foodstuffs on yourself.

      • Holy Mission (2)
        You enter play with a quest, chosen by staff, from your home enclave that was given to you by someone you consider a superior. This quest may be treated as a second devotion. Once fulfilled, you may get a new quest by writing home or from other Salgothic NPCs available in game.

      • On Vagary (2)
        As part of your journey you’re expected to sin a bit – as such you can choose at character creation one venial sin that you’re immune to- excluding the blasphemy category- and do not have to report it to staff. This perk may not be purchased off-culture for glory.

      • Poison Specialist (1)
        Passed down to you is the knowledge of speciality Salgothic poisons. Those trained as poison specialists have the rare knowledge to craft schematics marked with Poison Specialist as a requirement.

      Seravian Perks

      • Clockwork Master (2)
        Passed down to you is the knowledge of Seravian clockwork. Those trained as clocksmiths have the rare knowledge and fine motor skills to craft schematics marked with Clocksmith as a requirement.

      • Pistolier (5)
        You can come into play with a gun and twenty shots and black powder uses.

      • Puzzle Box (3) 
        You can hide a thing inside a box that is locked without needing a lock.  Upon entering play staff will provide you with a specialized tag that you can apply to a phys rep.  This box may be stolen, however, unless you have the puzzle box perk you cannot open it.

      • Stoic (3) 
        Due to your terrifying upbringing, you are able to act even in the face of terror. You have one refresh of Discipline, once per scene.

      Hesha Perks

      • Crewman (4) 
        You have a ship and a crew, and you spend time doing what all Hesha do–stealing.
        Each chapter you may opt to use this downtime to steal. You get booty over the downtime, and maybe a problem. The results are based on a chance die.
        1-6 : 2d4 Common resources. There’s not much of a story here, and nobody’s probably coming after you, but you came out ahead.
        7-9: 2d4 Uncommon resources. This was a story to tell, and while nobody is probably chasing you all the way down here, if the original owner crossed you by chance, they’d probably have it out for you.
        10: 2d4 Rare resources. You can make a title out of this story, but you’ve also made a pretty diligent enemy who is going to at least send the occasional assassin or thief out after you.

      • In Flagrante (3)
        You are a passionate person, full of fire. If you are taken over by your passions and having a loud outburst and tirade, with wild gesticulations, you can ignore venial sins for the duration of the scene. When you come back to yourself, it is obvious why you did all those crazy things– after all you were justified.

      • Stitched  (2 or 4)
        Your body has been twisted in unnatural ways. You may take a Mutation from the Body Modification & Maims section here: https://ageofasheslarp.com/changes-of-the-body/. The mutation is a part of you and will last indefinitely, even going so far as to follow you through the grave. 
        This perk may be taken multiple times.

      • Therapist (2)
        Due to your training on your ship you are able to perform a therapy action in game rather than over a downtime.  This requires an intense role play scene at game in order to remove insanity or despair through this ability.

      Nemien Perks

      • Experienced Traveller (3)
        When travelling, you may reduce the travel risk for the area you are traveling to by one step.  This may stack with other travel risk reducers, however risk may never be fully mitigated.

      • Sacrificed Time (2) 
        You are currently in Sacrificed time and the venial sin for defilement does not count against your depravity, you do not need to report these sins to staff. This perk is not purchasable off-culture for glory. 

      • Trade Partners (2) 
        You can make requests of a Nemien caravan to have an item come in next game for a certain amount of salt or trade. (Or take a message for free)

      • Trader (3)
        You can gain one additional spoken or written language at character creation that you have learned to speak. This perk may be taken more than once.

      Outlander Perks

      • Iron Stomach (1)
        You can remove the miserable condition by eating anything, including malefic bits.

      • Mutation (2 or 4)
        Your body has been twisted in unnatural ways. You may take a Mutation from the Body Modification & Maims section here: https://ageofasheslarp.com/changes-of-the-body/. The mutation is a part of you and will last indefinitely, even going so far as to follow you through the grave. As a note, Outlanders may take aesthetic perks with no mechanical impact for free. 
        This perk may be taken multiple times.

      • Skillful Scavenger (2) 
        When scavenging, you have an increased chance of finding something useful. This may stack with other bonuses.

      • Soul steel sword (4)
        Start with a soul steel sword. This is a status symbol among the Outlanders. This weapon cannot be sundered- however, you must declare a vendetta on anyone who steals it from you.

      Forgotten Perks

      • Ancestral Moorsword (4)
        This is a status symbol among the Forgotten Ones. This weapon cannot be sundered- however, you must declare a vendetta on anyone who steals it from you.

      • Berserker (5) 
        You can continue the fight, even after you should have been downed. Effectively you may continue fighting and moving through your last rites, although you must speak your last rites prayer with conviction as you do so.  You still fall dead if they receive three strikes to your body, or if they finish your last rite, but sometimes the extra moments of battle or retreat make all the difference.

      • Language: Runes (3)
        Gain the ability to read documents marked Language: Runes. If you buy this out of culture, it is important to note that this information is seen as special to the culture and outsiders who possess it are not looked on fondly.

      • Well Fed (1)
        Forgotten Ones have the benefit of a good diet, and are generally healthier than others because of it. As such you can never get the miserable condition from a lack of food.

      Mage/Cultist Perks

      • Sponsored by the Guild/Sponsored by the Cult (3)
        Someone has sponsored your journey. You may enter play with 18 rare or wyrd materials that are necessary to casting spells or rites off of your starting rites/spells list.  You may also choose to sub six rare or wyrd materials for one relevant crafted material, for a total of three. These items must be part of those spells or rituals.  However, you do owe your sponsor a favor that they can come to collect at any time.
        This may only be taken one time.  If this perk is purchased by a non-mage or non-cultist for the additional glory cost of buying a perk “off culture,” then the player may enter play with 18 random rare or wyrd items.
         

       

       

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      •  
        {id}-{form_title}.pdf
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    • Culture Perks 
    • Stitched & Mutations may only be taken for a maximum of 6 BODY MODIFICATION points (cumulative). The 2pt perk corresponds to 1-2 point Body Modifications, and the 4pt corresponds to 3-6pt Body Modifications. Aesthetic mutations are free for Outlanders & Triumverati, but cost 2 points for others.

    • You've chosen a Body Modification! Double check these rules: Body Modification Rules

      • Please make sure you only choose 1 per body slot (2 Arms, 1 Head, 2 Legs, 1 Torso, ∞ Aesthetic)
      • Maims also take up these spaces BE SURE NONE OF YOUR MAIMS ARE TAKING UP YOUR SLOT.
      • Mutation: Serpent Eyes (-2) uses your head slot, so if you took that, be aware.
      • Your Body Modification points [BP] cannot exceed 6. This sheet isn't checking that math so make sure you don't miscalculate.
    • Perk Point Total

      {totalPerk}

       Flaws & Perks Glory Total

      {totalCulture125}

       

    • Step 5: For Glory!

      Glory concepts require Glory; if you don't have that, or don't want these, don't expand this section~
    • Glory Concepts 
    • These Concepts may be unlocked at character creation, allowing you to spend exp on powers on your character sheet.

      Please select the same concepts in part 1 and part 2. By doing this, I can calculate both your glory and your exp. I apologize for it being formatted this way, but there's no easy math on these.

    • You may only purchase 1 power at character generation, but must include unlocking that power in your backstory.

    • WARNING

      This is a villain concept and costs an additional 10 Glory

    • Concept EXP

      {conceptExp}

       Concept Glory

      {conceptGlory}

       

    • Remaining EXP & Total Glory Spent 
    • This remaining exp can be spent on your character's skills, attributes, and class abilities on the google character sheet. If it is below 0, you have to go back up and adjust your purchases until it is at 0 or above in order to submit.

    • Remaining EXP

      {remainingStarter}

       Total Glory Spent

      {totalGlory}

    • You will spend your Remaining Exp on your character sheet after submission and then purchasing your starter equipment.

    • You have purchased both Dirt Poor and Sponsored/Well Off. Please go back and correct the mistake.

    • You have purchased Nemien Culture Flaws out of Culture--Please correct this mistake

    • You have purchased the Forgotten Ones' Still a Child Flaw out of Culture--Please correct this mistake

    • You have purchased the Salgothic's On Vagary Perk out of Culture--Please correct this mistake

    • Experience Spending

    • Attributes 
    • Your preferred attribute is {preferredAttribute}. This cannot go below 1.

    • Skills 
    • Each skill branch has a blank and an X option to lock it. Always return your skills to the 0+ position to unpurchase.

      If a skill disappears, navigate back to up to your self-teach list, unselect the disappeared skill, and reselect it; it will return.

    • Your Self-Teach List is: 

      {gothicCulture13}{salgothicCulture}{seravianCulture}{heshaCulture}{nemienCulture}{outlanderCulture}{forgottenOnes}

      {innerCity}{merchantRow}{outskirtsSkills}{lethiaSkills}{fenristadtSkills}{aquilaSkills}{vampireCourt34}{villagerSkills}{artisanSkills}{landboundSkills}{dockRat}{onThe}{spiritualSkills}{traderSkills}{warriorSkills}{settlementsSkills}{wastesSkills}{swampsSkills}{islandSkills}{temperateWilds}{rimelandSkills}

      {mentalSkills}{socialSkills}{spiritualSkills53}{physicalSkills}

      {choose2}

      {wellRounded}

    • You chose to be Sheltered and as such cannot take the skill {sheltered}, even though it is on your self-taught list.

    • Skill Masteries 
    • Your 5th rank in a skill is a selection of masteries that cost 10 exp
    • Remaining Experience

      {finishingExp}

       

       BREAKDOWN

      Skills: {skillsExp} ; Attributes: {attributesExp} ; Skill Masteries: {skillMasteries357}

       

    • Character Background

      Describe your character, their memories, insanities, flaws, and perks
    • For the beta, it's okay to fill these in loosely or even with "I don't know yet"

    • Please Explain all your Flaws and Perks: 

      (You may skip the ones that are self-explanatory)

    • You chose to take Honor Code ({honorCode}). Please give your appropriate number of tenets in Always or Never statements. You cannot skip or fill this in loosely.

    • Your character begins with {Of} memories. Please fill these out below.

    • Should be Empty: