Character Creation

## Preface

Creating your character is one of the first things you do and you might already have a concrete idea for your character. As A:PoT tries to be a fairly modular system which can be adapted and modified, it is encouraged to create traits, professions or other aspects yourself if they are not present in A:PoT 1st Edition. If you do decide to create aspects of your character yourself, please check in with your Chronicler (TC) and ideally create these aspects along with them for a balanced experience during the chronicle.

## Character Creation

### Human Attributes

Since the events of base game A:PoT takes place during the 21st century in our current world, the only race available to play as is a human. This can be expanded upon via homebrew, this is however not a topic which will be discussed on this page. Your basic human attributes consist of your so-called **ability scores**, **cargo capacity**, **movement speed,** **blood type** and **language**.

## Ability Scores

This set of statistics represent your characters general characteristics ranging from their physique and strength to their wits and intelligence and they are comprised of 7 ability scores consisting of:

* **Strength (STR)** Represents your raw, physical power and also affects your muscle mass and physical bulk.
* **Agility (AGI)** Represents your finesse, dexterity and reflexes and similar to strength it affects your muscle mass, in this case your character will appear lean instead of appearing bulky.
* **Vigour (VIG)** Represents your immune system, endurance and general health.
* **Cunning (CUN)** Represents your sharpness of instincts and helps determines your characters creativity in using resources to your advantage, this can, for example, be used as a medium to determine the success of an improvised tool.
* **Presence (PRE)** Represents your aura of personality. It is how you conduct yourself in a public manner ranging from how you walk, act and talk.
* **Empathy (EMP)** Represents your ability to understand and share the feelings of other people and creatures alike, interpret them and act. (might be removed, needs further consideration)
* **Knowledge (KNO)** Represents both your intelligence and/or wisdom, but keep in mind that having a low knowledge score does not directly mean that your character is dull-witted as they might be of average intelligence but lack experience to apply it to a action or topic.

To distribute your ability scores, you roll **7D20**. The results of your rolls are then distributed across your chosen ability scores. Keep in mind that, if you are rolling for your ability scores, a character cannot have anything below a 3 in any certain score. Each 2 added ability score points starting from a "base value" of 10 adds a +1 to your ability score modifier to a maximum of +5 which is added when rolling with your ability score (e.g **1D20 + Ability Score Modifier**). For each 2 subtracted ability score points starting from the base value you get a penalty to your ability score modifier to a maximum of -5.

### Usages of the Ability Scores

As ability scores themselves can be rolled, they can be used for a variety of situations where are "raw" roll might be needed. For example, you dragging someone or something along might call for a raw strength roll. Ability scores can also be rolled for a ability check or saving throw.

### Ability Score Training

Certain ability scores can also dynamically change in case you have a low score in, for example, strength. Through training one can increase (or even decrease if there is a severe lack of activity relating to the skill) 3 out of 7 ability scores. These scores are strength, agility and knowledge. The amount of in-game time and effort is determined by the TC as a character might be too individual to give a definitive answer in the form of a set rule.

## Cargo Capacity

The **cargo capacity** (**CC** from here on) determines what and how much your character can carry with them. The base CC of a character, without having a modifier in strength is 8. For each increase or decrease in the strength modifier, the CC increases/decreases corresponding to it. An example of this would be the following; *"Kolya has the base CC of 8. Due to him having been a professional weight lifter before the fall, he has a 18 in his strength ability score resulting in a +4 strength modifier and a total of 12 CC."*

Items like a chest rig with armouring plates and weapons take up a single CC unit unless the item is specified as **heavy** or **lightweight**. If a object has the heavy condition, it means that it cannot be carried in the inventory. Instead it must be transported by hand or by other means (like a vehicle, pull cart or pack animal). On the opposite end of this spectrum is the lightweight object condition. If the object in question has this condition, it means that it won't take up a CC unit. There are certain traits (like the trait Pack mule) which can grants additional CC units. Backpacks won't take up a CC unit (unless specified, for example, a Radio Backpack cannot store anything therefore taking up a CC unit), instead increasing your capacity by a slight amount.

If you reach your CC limit you can continue to pick up objects, however, at a penalty. For each object you pick up you become more and more burdened. Burdened is a stackable effect. This means that, once the effect is applied, it can be reapplied, multiplying the effect. The effects of being burdened is a -2 to all rolls requiring agility and skills within the Athletics Skills category (for exceptions, use common sense), it also increases how audible you are as you move and interact with objects around you, increasing the audio range by 5 feet per stack of Burdened, which can stack to a maximum of 5 stacks. If you reach 5 stacks of burdened, you become immobile as the accumulated weight cripples your movement. You cannot carry objects with the heavy condition while having a stack of burdened.

## Movement Speed

Your characters movement speed is a value which determines how many feet your character can cover within 8 seconds. The default movement speed and type of movement is walking/power walking and it covers a distance of 30 feet within a combat turn. For more information about movement types, speeds and environmental aspects like difficult terrain refer to the Ways of Traversal, General Movement & Movement Types (I recommend reading through it) which gives a more in-depth look into these

## Blood Types

Your blood type can be a important aspect when receiving or giving medical treatment. For example, during the donation or transfusion of blood. To find out whether or not your blood type (if you/your character knows it) is matching, refer to the table on the Medical Treatment page.

During the creation of your character, you have 2 options. (1) You can roll a **1D8** which decides your blood type based on the table below or (2) leave the blood type box on your character sheet blank unless your character would be highly likely to know their blood type, for example, if your character was a soldier they are very likely to know their blood type as it would have been on their identification tag (in that case use option 1). Within the game world you can find, purchase and potentially even make blood type testing kits with which you can determine your blood type. If you are using a rapid blood type testing kit you proceed like you would with the first option.

Blood Type Roll Chart

## Languages

In A:PoT there are a variety of languages which can be freely picked within the given limitations. Languages are split up into language groups, which is a group of languages which are related through descent from a common ancestral language or parental language. The table for which is depicted below:

Language Groups
**Polish**

**Note: Languages within this table are, with the exception of the Finno-Ugric language group, based on the Indo-European language family. This does not mean that a character cannot speak e.g. Japanese, but this list is comprised of the most common languages found within the location of the 3 campaign countries of A:PoT. A custom campaign may very well take place in countries whose language is not listed here.**

Your character knows one main language which they can fluently speak, read and write. Up to your decision, your character may also know how to communicate in English (if their native language isn't English). To what degree is up to you as your character may not be able to speak or write English, but can read it. Languages within a language group can be partially understood or read when succeeding a Difficulty Check in Knowledge: Linguistics whose difficulty is determined by the TC. On a failure the intention of the written or spoken word/sentence can not be understood or (in the worst case or the case of a NAT 1) might be misunderstood.

Certain hobbies or professions might let you choose an additional language which you can speak, write and read fluently while others might only give you the ability to speak and/or read but not write a language.

## Character Creation Part 2

Now that we are done going over your characters basic attributes it is time to give your character some personality, history and expertise. This is done via **personality**, **traits**, **professions**, **hobbies** and **ambitions**. With these aspects you grant your character skills, abilities and a personal goal to strive toward, all of which can be of use while traversing the world of A:PoT. To begin with, we will take a look at personality.

### Personality

Your personality is defined by 2 categories called Morality & Depravity. Within these categories are 11 opposing values, for example Energetic/Lazy or Merciful/Merciless. All of these values and opposites construct your characters personality which enable you to take a quick look at your character sheet as a reminder of who "you" are. These personality values can also be used to roll by you or be demanded by the TC. For example, if you find yourself uncertain on whether or not you should spare an enemy you roll in Merciful/Merciless.

The points within these values are decided by you but cannot go above 20 in any certain value (e.g. 12/8, 10/10, 18/2). Using a **D20** it is decided whether or not you will act moral or depraved in any certain value. If the roll is below or at the value, you succeed and the desired outcome occurs, However, If your roll exceeds the decided value (e.g. Merciful) , it is a Failure and the opposite result occurs. If a Morality or Depravity is rated at 20, the opposite is rated at 0 which will result in any roll on this value being an automatic success.

The Morality & Depravity values are the following:

### Traits

Traits are basic characteristics and can range from quirks, phobias up to life-style decisions (e.g. the Religious trait). Traits are organized into main categories based on their origin (like Strength or Empathy), they are also split up into sub-categories which are major, moderate and minor. These symbolise the impact they might have on a character, but are merely loose borders to give you an idea of their impact which can vary depending on the character and how you decide to roleplay certain traits.