Minerva - Characters
Your character is your avatar in the game world. Like the heroes in a novel, you experience the world and its happenings through his or her eyes. Each one is unique, and even if they share the same class, race, or even skills, every character has their own particular feel and flair that is decided by their player and that emerges organically through the story.
Creating a Character
Building a character is a fairly step-by-step process, but it can be as involved as you want it to be. Every step of the way, you will make choices that will decide who your character will be, what they will be capable of, and where they will go from here.
Character Concept. Before you begin, you need to know what you’re building! Decide on a concept for your character that will guide you in making decisions on skills, attributes, and powers. These statistics exist merely to represent who you have imagined your character to be. Your concept can be as simple as “a barbarian” or something as complex as “an old but naïve sword-for-hire who dreams of one day finding a spring that grants immortality and dabbles in the magic of life and death.”
Generate Attributes. Your attributes represent your character’s innate talents. How to generate them depends on the method your GM chose for your current game.
Choose a Race. Your character’s race will determine much of what they are and what they have been through. Races alter your character’s abilities, but all races can potentially learn any and all skills.
Choose a Class. Your class will define your character’s affinity for the skills and determine how easy or difficult learning them will be.
Buy Skill Levels and Specialties. Your skill levels are potentially the most important statistic your character possesses, as they reveal what a character can do through experience and training. Your GM will tell you how much starting experience you have to spend.
Select Powers. Every level, two levels, or four levels of a skill grant a power, and the number of slots you have for each kind of power is determined by your skill levels. Powers help to solidify your character’s specific talents.
Calculate Total Values. Once all of the character’s statistics are bought and generated, you should take the time to calculate any final values such as skill totals, initiative, movement speed, health pools, Focus thresholds, and other derived values.
Purchase Equipment. In many games, your character will begin with an allotted amount of money he or she can use to purchase their equipment. Once your character has been outfitted with their adventuring gear, you’re ready to go!
Learn and Grow. But even once a character is statistically complete, they are never truly done. Characters will grow with experiences, acquire new abilities, suffer injuries, discover new and exotic equipment, and grow in skill. Much like the people who play them, characters in Minerva are fluid and ever-changing.
Attributes represent your character's innate qualities, abilities, and limitations. They are the framework that your character built their life experiences upon. There are eight attributes, each one governing a very broad aspect of your character.
Each attribute is represented by a positive number which indicates your character's aptitude or weakness in that regard. Most scores will be between 5 and 20, with 10 and 11 being average. Player characters will likely end up with several scores above average. 0 Is the minimum score possible, but there is no maximum score. Some monsters have very high scores beyond what any typical character could ever achieve.
Strength (STR). Strength represents the character's muscularity, athleticism, and physical power. Strength allows a character to lift and carry heavier things as well as excel at melee combat. It is the primary factor in the Vitality health pool.
Stamina (STA). Stamina is the character's cardiovascular health and staying power. Stamina allows a character to hold their breath longer, ignore the encumbrance of armor, and maintain their running speed. It is the primary factor in the Wound health pool.
Toughness (TOUGH). Toughness is the character's grit and durability. A tough character can ignore pain, resist attacks that knock them down or debilitate their body, and avoid the effects of poison and disease. It is a secondary factor for the Vitality and Wound health pools.
Dexterity (DEX). Dexterity is the attribute that governs fine motor skills. Dexterity makes the character more accurate and damaging with ranged weapons and knives as well as makes them better at tasks that require a gentle touch, like repairing small machines and stealing.
Agility (AGI). Agility is the character's gross motor skills and overall speed. Agile characters are better at dodging incoming attacks and moving about the battlefield, as well as balancing on narrow beams or wiggling free of a hydra's maw.
Reason (RES). Reason reflects the character's ability to learn and process new information and notice patterns and relationships. High Reason makes your character smarter and able to learn trades and be knowledgeable in a variety of fields, as well as enabling greater control over magick. It is the primary factor in the Psyche health pool.
Intuition (INT). Intuition represents the character's subconscious thinking, their ability to instantly understand or deduce facts and situations without having to stop and think about it or with no prior knowledge. Intuition allows your character to notice hidden enemies or clues and connect with their environment. It is a secondary factor in Psyche and Essence.
Personality (PER). Personality is the attribute that governs a character's strength of identity and the ability to connect to and understand others. Personality allows a character to manipulate, convince, and rally others. It is the primary factor in Essence.