Creating a character

The most important part of a character is his or her background. Before you start working with rules and numbers, think of who or what you're actually going to play. The world is one of mediaeval fantasy, so there's a certain lack of technology but enough magic to compensate for it. Think of how you would fit into that world - a race is a nice place to start, and the profession your character normally works in. Aside from that most characters have a trait or two that make them special. A couple of them are on the sheet; it's a good idea to fill these in. Why did you go (or are you about to go) on an adventure, why don't you stay at your hearth? What are your thoughts on the rest of the world? Do you have a hobby, or maybe a severe hatred for something? These things give a character more depth than a hundred of sheets of numbers.

The five most common races on Savagea (sah-'vaa-zjah) are humans, elves, dwarves, gnomes and orcs. Apart from that there are small groups of hybrids, basically crossbreeds between humans and another race. Other races are also possible, with the GM's consent. For now I'll assume you know what the races stand for, look it up in any fantasy novel.

A character starts with a hundred experience points. These can be spread as the player sees fit among attributes, traits, skills, aspect and adrenalin. Any remains are kept as experience points for later use.
Later in the adventure you'll gain experience for clever ideas, succesful actions, good roleplaying etc. These points can be used to improve your character. Between gaming sessions you can raise your attributes, skills and aspect, and buy extra adrenalin.

Attributes All your attributes start at rank five. You can buy higher ranks for points; lowering an attribute gives you points. The minimum rank is one, and you can only lower attributes when first creating your character. Note that when you modify an attribute, this affects all skills associated with that attribute.
The first raise costs five points, the second ten, the third fifteen points, etc. So if you want to start with a strength of seven, you'll have to pay for two raises, which costs 5 + 10 = 15 points. Lowering attributes works the same way - the first reduction gains you five points, the second ten, etc.

A character can have a maximum of six traits - three positive and three negative. Most characters have less. Positive traits cost points, negative ones give you extra points. Some examples are nightvision, extremely good luck, arachnophobia, any mental disorder, and blindness. See the list of skills for more traits.
You can, of course, think of your own traits. Ask your GM how many points they're worth - this depends on their severity. Remember that something must have an obvious effect on your character for it to count as a trait; things like 'brave' or 'fondness of spinach' aren't traits. 'foolishly fearless' and 'severe allergy of spinach', on the contrary, are traits.

A new skill, i.e. rank one, costs you five points. Each next rank costs a number of points equal to your current rank. When first creating your character you may not take any skill at a rank higher than four, unless the GM specifically allows it. Your score for a skill is your rank in said skill, plus your rank in the appropriate attribute.
Some examples of skills are tracking, archery and foreign languages. See the list of skills for details. Again it is possible to think of your own skills; your GM will tell you the relevant attribute.
For example, if you have rank one it'll cost you one point to increase your rank. If you have rank three, it'll cost you three points. So, to start with a skill at rank four, it'll cost you five points (for rank one) + 1 + 2 + 3 for three increases. The total is 11 points. Swordplay is related to agility, so if your rank in swordplay is 4, and your rank in agility is 6, your score in swordplay would be 4 + 6 = 10.
Occasionally two skills are similar, for instance fighting with a shortsword and fighting with a longsword. You may use half your rank (round fractions down) in shortsword to fight with a longsword if you don't have the second skill, and your full rank in shortsword if you also have the longsword skill.
For instance, if your rank in history of a specific realm is 5, you can use rank 2 for general history of the continent if you don't have that skill. Or, if you have rank 6 in longbow, and rank 1 in shortbow, your score for shortbow may be calculated using the full rank for longbow as the two are similar.

There are three aspects: life, mana and psyche. These each have a maximum and a current score; your current score is occasionally lowered, and can never exceed your maximum. Aforementioned starting scores count as rank one. You can buy extra ranks in mana and life for experience points. Psyche may not be raised. Each rank gives you an extra point in the aspect, and costs the current rank plus two. When first creating your character you may lower your psyche. You gain three extra points for each point of psyche you give away. This means both your current and your maximum psyche, and can be dangerous to your health.
For instance, if you want four ranks in life and two in mana, it will cost you 3 + 4 + 5 + 6 = 18 for the life, and 3 + 4 = 7 for the mana. These extra points are added to both your current and your maximum score.

Each point of adrenalin costs you two points of experience; there is no maximum. Adrenalin is never regained unless you buy more for your experience points. It can be used to succeed more easily at critical moments; see the chapter on action for details. For this reason it's always wise to have at least one point of adrenalin.

Strength Dexterity Agility Reflex Endurance
1 Lame Elephant Korsakov Continental plane Terminally ill
2 Very old Breaks everything Block of stone Ent Bed-tied
3 Weak Clumsy Wooden board Turtle Bad health
4 Untrained Inept Uncontrolled Slow Often sick
5 Average Average Average Average Average
6 Warrior Craftsman Supple Swift Well-built
7 Strongman Juggler Trained Rapid War veteran
8 Weightlifter Pickpocket Acrobat Lightning fast Body builder
9 Five horses Flash Yogi Faster than the eye Fakir
10 Herakles Telekinetic Piece of rubber Lucky Luke Block of granite

Intelligence Knowledge Willpower Peception Anti-Magic
1 Potatoe Empty-headed Zombie Blind and deaf Defenseless
2 Animal Stupid Spineless Nearsighted Extremely weak
3 Village idiot Child Uncertain Drawn back Vulnerable
4 Slow-witted Unknowing Restless Uninterested Susceptible
5 Average Average Average Average Average
6 Quick learner Well read Confident Eye for detail Protected
7 Thinks ahead Bibliophiliac Strong will Tracker Resistent
8 Highly intelligent Scientist Iron-willed Hawk Absorbent
9 Brilliant Homo universalis Unshakable Crystal ball Immune
10 Albert Einstein Zen Yoda All-seeing Untouchable

Empathy Persuasion Charisma Faith
1 Heart of stone Socially inept Disgusting Antitheist
2 Unfeeling Clueless Annoying Atheist
3 Blunt Blond Unfriendly Agnostic
4 Rough Tactless Uninteresting Doubtful
5 Average Average Average Believer
6 Attentive Interested Eye-catching Devout
7 Feeling Tactful Impressive Initiate
8 Sensitive Diplomat Famous Monk
9 Empathic Born leader Eye blinding Priest
10 Telepathic Napoleon Divine High priest

Magic Psyche
0 Unknowing Insane
2 Trainee Manic
4 Student Unstable
6 Sophomore Neurotic
8 Trained Nervous
10 Aspirant Normal
12 Magister Steady
14 Master Calm
16 Grandmaster Serene
18 Adeptus Unshakable