Character Creation
Characters in Crytures are made up of Talents, Skills, Abilities, and Professions. Although personality and backstory elements may make them greater than the sum of their parts, these are the core mechanics that your character uses to interact with the game systems. Each of these features work in different ways, as explained on their pages.
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Character Sheets
Step 1 - Determine Talents
Your character begins with 1 point in each of the four Talents - Fitness, Agility, Intellect, and Sense, then you get 8 additional points to distribute among them, up to a maximum of 5 in any single talent.
Step 2 - Determine Skills
Once you determine all of your stats, you’ll need to determine your starting Skills. Each character starts the game with 1 skill at level 3, 2 skills at level 2, and 3 skills at level 1.
Step 3 - Calculate Stats
Your secondary stats are derived from your four talents, as below.
Health: 20 + (Fitness x 5)
Mana: Intellect + Sense
Stamina: Fitness + Agility
Deflection: Depends on armor type
Evasion: Depends on armor type
Speed: Agility + 2
Initiative: Speed + Reflexes
Alertness: Sense + Observation
Insight: Intellect + Persuasion
Reactions: Agility + Reflexes
Vigor: Fitness + Athletics
Starting Experience: 500 + (Sense + Intellect) x 50
Carrying Capacity: (10 x Fitness) + 25 lbs.
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Step 4 - Spend Experience
Now, you may spend your starting Experience to buy Abilities, Professions, or extra Skill levels. Each level of these costs the following amount of experience to buy.
1 - 100 exp
2 - 150 exp
3 - 250 exp
4 - 400 exp
5 - 600 exp
These costs are cumulative, so going from 0 to 5 in a single Skill or Profession will cost 1500 Experience in total.
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For Abilities that start higher than level 1, you must spend Experience for each level before that level as well. For example, if an Ability starts at level 2, it costs 250 Experience to buy, in total - 100 for the “first” level, and 150 for the “second” level.
Step 5 - Choose an Organization
You may start the game as a member of an Organization that you meet the requirements for. These may give you roleplaying benefits, as well as additional options for your starting cryture.
Step 6 - Choose Starting Cryture
You begin the game with a Cheepy, Arbo, Psykit, or one of your organization's starting crytures. This cryture begins the game with 3 Affinity and a Nature of your choice.
Cryture Sheets
Step 7 - Buy Equipment
You begin the game with 1000 cash to buy starting Equipment.
Step 8 - Build Your Astral Pocket
Every conjurer has a personal dreamscape on the astral plane, called their Astral Pocket, where their crytures reside while crystallized. These can take almost any form that your imagination can come up with, but it's a good idea to include some uncontrolled or mysterious features to represent flaws or secrets that your character needs to overcome. For inspiration, you may want to look at the Astral Pocket section of NPC bios.




