Character Generation

This page will take you through making your character, and will describe all the complicated things!

The real first step is to come up with a concept you enjoy. Think about a character you'd love to play! Skim the magics we have available and all the races. Check out the religions if you want a cleric. Read about the stances and styles if you plan on making a swords(wo)man or martial artist. There are plenty of different ways to build your character! It's also a good idea to take a brief skim over locations to see where your character comes from and where they will spend their time.

Step 1:

Choose a race. Different races have different benefits! Humans are more flexible and can be played in many different ways, while catfolk are naturally agile and will make better thieves or tailors, at the cost of being a little more frail. Make sure you know about the race you want to play!

Races

Step 2:

Stats! You'll have to post these for public viewing and it would be awkward if someone pointed you'd done it wrong, so pay close attention!

The base HP is 45. This is the HP of a level 1 human. Other races may get more HP bonuses or penalties, this will be noted on their page.

There are 5 stats that you can invest into, all are as useful as the others. Humans get 5 points in every stat as a base, other races may get bonuses in stats or penalties. Catfolk get more agility but less power.

Power - This is the strength of your character. This determines how hard you hit with a weapon or your fists and helps a few other skills.

Agility - This is how agile and precise your character is. This determines how often you dodge phsyical attacks, how often you land physical attacks and how often you critically hit with these attacks. Some spells can be dodged. This is also useful for some skills.

Ego - This is a measure of the forcefulness of your identity. It influences your interactions with merchants and allows you to manipulate people more easily. People with a strong ego are impossible to ignore. Ego is better than the Magic stat for some types of magic (for example, illusion and compulsion), typically the ones that stem from the user's personality and imagination. This is also a measure of your defence against the same magics.

Magic - This is how potent your magic is. This decides the strenght of your spells do or how long they last and which spells you can cast. It's important to have a high magic if you are an arcanist as it is a requisite to unlock a wider variety of spells and the more powerful tiers of spells. Magics that use soul and ego still need Magic, though significantly less.

Soul - This is how refined your soul is. Soul provides defence against magical assualt (lesser for magics tied to ego), increases someone's spiritual power and allows for a deeper connection to your deity. You need soul to call upon the powers of a deity. This is used mainly for Spirituality.

At first level, you choose three stats, Primary, Secondary and Tertiary. You increase your primary stat by 5. Your secondary stat is increased by 3. Your tertiary stat is increased by 1. Your other stats are reduced by 2. You can increase these further as you grow in power, so don't worry about requisites that seem high!

If you still don't quite understand, just ask someone! We're all willing to help and can accept that the system can be a bit confusing.

Step 3:

Spend your class points! We do not have classes on Absolution, instead we have class points. These allow you to customize your characters and tailor them exactly how you want! You begin with 10 class points.

These class points can be spent on a variety of things. You can spend them on Styles, Stances and Martial Arts, Magic, Some Religious Powers, Skills and Custom Abilities and perks. The class point prices will be listed on the page.

Step 4:

Check your character for accuracy and then post it! There will likely be a format created for this purpose.