Character Creation (ANB)

## Attributes

A character may spend and addtional 25 points on their Attributes, with each starting on 1. However, no Attribute may be increased above 6. *An Attribute on 1 means a character is expetionally bad at it, an Attribute on 3 is average and an Attribute on 6 makes them uniquly talented.*

* Their **Constitution** equals their Stamina + 5
* Their **Speed** equals their Agility + Strength + Stamina
* Their **Initiative** equals their Reflexes + Confidence + Focus
* Their **Impression** equals their Appereance + Charisma + Confidence
* Their **Encumberance** equals their Strength + Stamina + Willpower

## Skills

Your character must choose two Skillpaths to specialise on.

A character may spend 15 points on their Skills. They may upgrade Skills placed in Upgrade Slots, which costs 1 Skillpoint per level and has a limit of 3 per upgraded Skill.

## Other Profiles

While the standart Character will be a regular human, it is also possible to play as one of the profiles below (at the Storytellers discretion).

### Asguri

*Mutated, bred and conditioned for perfection; these humans where created as servants, warriors, assassins or advisors for pay. Stripped of their conventional humanity they are made to serve and sold by the (Guild) to the Great Cities. Asguri have many abilities inaccessable to regular humans, but they are considered nothing but property. Some of them however are able to fight against and break out of their conditioning.*

Asguri have the following Specialities:

* **Pale Skin-** All Asguri are born as albinos, a result of the mutative treatment given to them. As such they are easily recognisable. This skin makes them very suceptable to the sun, resulting in extreme sunburns when directly exposed to it.
* **Conditioning-** Every Asguri has underwent a Conditioning aimed to strip away their personality and make them into a sentient tool. Depending on their purpose this Conditioning can be wildly different, but those trying to break out of it will struggle all the same.
* **Considered Inhuman-** Commoners will either consider them property, mere objects or be frightened by their unnatural presence

When creating an Asguri Character, add the following:

* Choose a **Conditioning:** Servant - Soldier - Spy - Advisor - Lover - Custom
* Choose 2 Mutations (Adaptions?)

### Skever

*Skever is a broad term, encompassing failed (guild) experiments, those altered by pollution aswell as those with specific birth defects. All Skevers are considered rejects of soceity, and are either shunned or barely tolerated. Most Skevers live in the sewers or underground of the Great Cities; but there are also many that prefer an isolated life in the wilderness. All Skavers will have certain deficancies and weaknesses, but a great many of them also have unique features and Mutations that grant them powers inconcievable to regular humans.*

Skever have the following Specialities:

* **Abberant Feature-** Every Skever has atleast one feature that visually distinguishes them from a normal human and is considered strange, frightening or disgusting. This can be anything from an unnatural eye color, over a strange skin texture to a crippled limb or hunched back.
* **Mutations-** Skever have unique Mutations that can physically and mentall advantage or restrict them
* **Disdained and Feared-** Commoners believe in various suspicions and rumors about Skevers, and as such they are disdained and shunned from broad soceity.

When creating a Skever Character, add the following:

* Choose an **Abberant Feature**
* Choose any number of Mutations. For every positive you must also choose a negative.

### Hollows

...

Hollows have the following Specialities:

* **Unliving-** Hollows do not need to eat, drink or sleep.
* **Beyond the Flesh-** Hollows do not have a limit when spending points on their Attributes. However increasing Attributes and gaining new Skills and Modifications in game requires certain parts of data terminals.
* **Hollow in and Out-** Hollows must be repaired when suffering damage, which may require parts
* **Elemental Weakness-** Water is the Bane of the Hollows, causing great damage when it makes its way into their system. While they can protect themselves against rain with clothing, falling into water is almost certainly their end. Under grand exposure dust can have a similar effect.
* **Ghost Stories-** Commoners fear Hollows, considering spirits of death. Cities will not allow them access and contact with the Great Cities may lead to death or capture. As such Hollows are best adviced to hide their identity.

When creating a Hollow Character, add the following:

* Ignore the 6 point limit on Attributes
* Add up to 2 Modifications