Character Creation

Creating characters is the single most time consuming activity in preparing to play in Sedena. There are a vast number of options for players to choose from, most of them both unusual and confusing. It is strongly recommended that the Gamemaster walk the players though this process, preferably after the players know who the character will be.

Select A Race

A character can be one of seven races in Sedena:

Roll Attributes

The second step in creating a character is to generate the nine Attributes that define his personal make-up. These Attributes represent the character's raw potential; his native ability to accomplish things. A high Attribute represents unusual or even supernatural ability, while a low Attribute represents limited talent. All Attributes can be raised to the races Attribute limit with basic skills.

In order to determine the character’s attributes roll 3d6, modified by the character's race, for each Attribute. At the GM's discression, the player may re-roll all 1s.

The nine Attributes are:

Example: Bill is rolling up a human character using the Random Determination method. He rolls a 14, 12, 17, 7, 9, 13, 12, 16, and a 10. These rolls are allocated among the various Attributes in alphabetical order so the character has an IQ of 14, an Mental Affinity of 12, a Mental Endurance of 17, a Perception of 7, a Physical Strength of 9, a Physical Endurance of 13, and Physical Prowess of 12, a Physical Beauty of 16 and a Speed of 10.

Magical Aptitude and Potency

Every character in Sedena has some level of aptitude in the four Intrinsic magics: Elemental, Personal, Sorcery, and Wizardry. This aptitude shows how powerful the character is in that style of magic. This does not mean that the character will be able to use any of these powers without training to develop his abilities; only that he has a natural gift for them.

In order to determine the character's Magical Aptitude, roll a d30 and multiply the result by .1. The resulting number may be distributed among the four types of Intrinsic magic in units of .1. No magical type may have a total modifier over 1.

It is possible to have a 0 Aptitude in one or more forms of magic. A character with 0 Aptitude in an Intrinsic magic cannot use that style under any circumstances.

Example: Bill rolls a 27 for his character's Magical Aptitude. He multiplies this number by .1, getting 2.7. Bill is then able to allocate these points into the four Intrinsic magics in the following fashion:

Multiply the character's Aptitude with the attribute that governs the magic to determine the character's base Potency in that style of magic. Roll all fractions down. The governing Attributes are:

Example: Using Bill's Aptitude allocations and his Attributes, he has a base Potency of 4 (7 x .7 rounded down) in Elemental Magic, a Potency of 17 (17 x 1) in Personal Magic, a Potency of 0 (12 x 0) in Sorcery, and a Potency of 14 (14 x 1) in Wizardry. This character could be a very powerful magician, if he so chooses.

Personal Pattern Powers

All beings in Sedena are able to draw some powers from their Personal Patterns. For more information about how to determine what Pattern powers the character possesses, please refer to the Personal Pattern document.

Vocations

All characters in Sedena have a Vocation, a place and a purpose in the Pattern. Although each character's Vocation is unique, all Vocations fall into one of five classes. The class that a character's Vocation belongs to gives the character certain bonuses. Over time, as the character grows and becomes more powerful, his Vocation becomes more and more important to him, giving him correspondingly greater advantages.

The Vocations

The five Vocations are:

Example: Bill looks over the information given to him by the gamemaster and the attributes he rolled, and decides to make his character a Magician. This means that the character may have 6 Vocational skills at the beginning, and must select one of the Eight Powers as his area of focus. Given his impressive Potency of 14 in Wizardry, he chooses Wizardry as his area of focus. He then looks at the Wizardry document to determine how his skills should be allocated.

For more information about a particular Vocation, follow the link embedded in the Vocation's name.

Vocational Skills

A character can advance to any level and up to any percentage in a Vocational skill.

Characters may advance to a maximum level of 5 and a maximum percentage of 50% in a non-vocational skill.

Vocational Levels

All characters start at level 1 in their Vocation. It is possible, although unusual, for a someone to have a level of 0, indicating that he has no Vocation, and therefore little interaction with the Pattern of Sedena.

Every time the character goes up in level, he may roll 1d6 and add the value to his Hit Points.

Select Skills

All beginning characters may select twelve skills to start out with. These skills have the following level distributions.

Success based skills have a beginning chance of success equal to the attribute they are based on multiplied by the starting level. Thus, a character with a skill in Animal Husbandry starting at level 3 would multiply his IQ by 3 to determine his starting chance of success.

Odds and Ends

The character's Hit Points is equal to his Physical Endurance.

His ISP is equal to 2x his Personal Potency.

Select a name for the character, based on his starting culture and location.