Starting Novice characters is fun and really helps you learn the character, but is better left to regular campaign play. Heartfires allows an excellent spread of power and stature within the same party, but we want to make sure that you have tools and power to be effective from the get-go. All characters in my world have some level of the Talent, or capacity to manipulate magic. Once awakened and given an elemental pattern to act through, you Internal Mystic School has grown steadily and you have learned disciplines fed by your crystal fire. Successful active maneuvers result in a special effect such as weapon catch, sweep or push.
Characters begin with one weapon skill, dodge and three other skills - active or passive.
All characters start with the Adventurer profession. Player can propose craft or profession groupings as long as the skills have a rational and practical connection. All characters will start with top mundane weapons, armor and gear. The game is not toy-intensive. You will see experienced characters with Items of Power that talk and more.