Character Creation (Neverborn)

The following article contains instructions on how to build a (generic) character in Hellfire. For further clarification or inspiration this article contains an example of how to do it: Character Creation (Example)

## Talents

The player may spread the following points across the Talents for their Host.

* 1 Talent on 4
* 2 Talent on 3
* 2 Talents on 2
* 3 Talents on 1

Alternativly the player may spend 14 points on their Hosts Talents; however they may only increase one to level 5 and two to level 4.

Afterwards the player may choose two Specs to place on their Hosts Talents.

The player may spread the following points across the Talents for Spirit and Knowledges:

* 1 Talent on 5
* 1 Talent on 4
* 3 Talents on 3
* 3 Talents on 2
* 4 Talents on 1

Alternativly the player may spend 26 points on their Spirits and Knowledge Talents; however they may only increase one to level 5 and two to level 4.

Afterwards the player may choose two Specs to place on Spirit/Knowledge Talents.

### Physique

The players starting Health and Essence equal 3. They may spend 8 points in total to increase them.

Their **Initiative** equals Agility + Precaution + 5. Their **Impression** equals Appearance + Charisma + Confidence. Their **Speed** equals Strength + Agility + Focus.

### Roads

The Player may only gain learn a total of three Roads. They may choose from the three common Roads and atleast one Road unique to their House. They may choose one of the following profiles:

* **Specialist**: They may choose one Road on 3 and one Road on 1.
* **Generalist:** They may choose two Roads on 1 and one Road on 2.
* **Free (Optional):** They may spend 4 points on their Roads.

On every level of their Road they are allowed to pick one of the Evocations, note that Upgrades also count as a full option. When increasing their level they may also choose an Evocation or Upgrade from a lower level.

In addition they may choose a *Ritual* from any Road they have atleast one point in.

### Arch-Form

In the characters Arch-Form they unleash their celestial self, which comes with increased powers. They may choose an additional Celestial Gift they only have access to in this Form aswell as a cosmetic description.

## Backgrounds

A character can gain Disadvantages for additional XP or to gain an Advantage or Background. Usually the amount of Disadvantages a character may take is limited, e.g. 3.

### Advantages

* Host Advantages
* Spirit Advantages

### Disadvantages

Disadvantages provide the player with additional XP. The Storyteller may choose to cap the amount of extra XP they may gain this way.

* Host Disadvantages
* Corruption

At last there are Backgrounds, which offer both Advantages and Disadvantages; but rely on the player already having themselves established in the material world or a specific city. They are unavailable in campaigns where the players are directly summoned.

* Backgrounds

## Backstory

For inspiration or further explanation consult the Backstory page.

The Backstory of most Neverborn deals with the times they where summoned and the experiences they made on earth; but more advanced players may also add events in the Outer Realms.

### Host Desire

The player must choose a **Desire** for their Host. Even though they might have lost all their hosts memories they are still able to feel the greatest thing thier Host strived for and are driven by it to an extend; especially since fufilling it is quite rewarding to the Host.

### Titles and Achievements

Every Neverborn will have amassed a set of titles and achievements across the eons they where summoned it; adding these can greatly help flash out the character. For examples or inspiration consult this article.

### Beliefs

Altough a targets beliefs hold no metaphysical effect, they are most useful to understanding them through a list of tenets or a moral code they adhear to. These may be freely chosen and it is recommended to take between 2 and 5. For examples or inspiration consult this article.

## Experience

Every character gains a certain amount of additional XP to fully flesh out their characters.

* Increasing a Talent requires its level in XP
* Gaining a Talent at level 1 requires 3 XP.
* Gaining a Spec requires 2 XP.
* Increasing a Physique requires half its level in XP.
* Increasing a Road requires 3 x level in XP.
* Gaining a Celestial Gift requires 4 XP.
* Gaining a Ritual requires 5 XP.
* Gaining a Disadvantage grants 3 XP.

## Roles and Other Profiles

When compsing a group of characters it is advaised that player organise after a set of roles/classes. While they have no relevance for rules and are by no means restrictive, they provide a good orientation when creation a character. The common factions and their associated roles are:

* **Angels:**
	+ **Aphelius** [Sorcery]; *Oracles* [Investigation], *Theurgists* [Sorcery]
	+ **Ediakara** [Support]; *Harmonists* [Custom], *Hegemons* [Social], *Restorators* [Combat/Sorcery]
	+ **Malakim** [Social]; *Shepherds* [Social/Support], *Exalted* [Social], *Justicars* [Combat/Investigation]
* **Demons:**
	+ **Heccan** [Stealth]: *Warlocks* [Sorcery], *Listerners* [Stealth/Investigation], *Deathbringers* [Assassination]
	+ **Ghula** [Support]: *Harbingers* [Custom], *Forsaken* [Social], *Corruptors* [Combat/Sorcery]
	+ **Incubi** [Social]; *Liberators* [Combat/Social], (...), *Hedonists* [Social/Sorcery]
* **Autarkis**
	+ **Inferi** [Sorcery]
	+ **Voxx** [Hacking/Investigation]

### Alternative Profiles

For other types of creatures/characters available to play consult this article: Alternative Profiles.