Character Creation & Advancement

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Starting Stats
  • All stats start at 0.
  • Distribute 7 points; max 3 in any stat during creation.
  • Sun Sign adds +2 to its Sun Stat; Moon Sign adds +1 to its Moon Stat.
  • No stat can exceed 12 unless an ability allows it.
Stats List
  • Adaptability: Agility, reflexes, finesse.
  • Stability: Balance, resilience, steadfastness.
  • Vigor: Physical strength, endurance.
  • Willpower: Mental fortitude, resistance to influence.
  • Discernment: Observation, logic, investigation.
  • Intuition: Instincts, gut feeling.
  • Resourcefulness: Creativity, quick problem-solving.
  • Empathy: Understanding and influencing emotions.
  • Leadership: Command presence, inspiration.
Stats Type
  • Physical: Adaptability, Stability, Vigor
  • Mental: Willpower, Discernment, Intuition
  • Influence: Resourcefulness, Empathy, Leadership
Astral Points
  • You start with 50 Astral Points at character creation.
  • You can earn Astral Points through roleplay, combat, and completing personal objectives.
  • You can spend AP to:
    • Permanently boost stats, HP, MP, and abilities (see following sections).
    • Temporarily enhance an action (see Combat section for details).
Increasing Stats
  • To raise a stat, spend AP based on how many times you've already increased that stat type (Physical, Mental, or Influence): AP Cost: Number of increases in that type × 5
  • Stat limits when using AP:
    • Most stats can go up to 10.
    • Moon Sign stat can go up to 11.
    • Sun Sign stat can go up to 12.

Example: Stat Increase Cost

If you've already increased Physical stats 3 times, raising any Physical stat (Adaptability, Vigor, or Stability) again costs (3 + 1) × 5 = 20 AP.

Learning & Upgrading Abilities
  • To learn or upgrade an ability:
    • AP Cost: Total abilities + ability upgrades + 1

Example: Ability cost

Brian has 2 abilities. If he wants to learn or upgrade an ability, it will cost him 3 AP: 2 (current abilities) + 0 (upgrades so far) + 1 = 3.

Increasing HP & MP
  • Increasing your Max HP or Max MP costs (current number of increases + 1) AP.
  • Track HP and MP increases separately. The formula is the same for both.
  • To increase Max HP:
    • Roll 1d10 (or take 5) and add your Vigor.
    • Increase your Max HP by that total.
    • If your Vigor permanently changes, adjust your Max HP by:
      (New Vigor − Old Vigor) × (HP increases + 1)
  • To increase Max MP:
    • Roll 1d4 (or take 2) and add your Willpower.
    • Increase your Max MP by that total.
    • If your Willpower permanently changes, adjust your Max MP by:
      (New Willpower − Old Willpower) × (MP increases + 1)

Example: Adjusting Max HP

You've increased HP 4 times and your Vigor goes from 3 to 4. New HP gain = (4 − 3) × (4 + 1) = 1 × 5 = +5 Max HP.