In this chapter, you’ll create your Character, your playable avatar in the game world. Your Character will be a unique blend of Traits, Feats, Skills, Abilities, Techniques, and Powers. Every detail, from their personality and appearance to the intricate aspects of their abilities, is entirely yours to shape.
You’ll begin by selecting a Species, then Ancestry Traits, Species’ Flaws, and Species’ Characteristics. Next, you’ll define your Character’s Abilities, Skills, and other game statistics. Finally, you’ll choose Feats to establish your Character’s Archetype, then select or craft their Equipment, Powers, and Techniques.
A finalized Character is never truly finished evolving. As you play and explore the game world, your Character will gain experience and grow stronger by leveling up. Each new level brings opportunities to acquire additional Feats, enhance Abilities, develop new Techniques and Powers, and improve their proficiencies.
You can get ideas for what type of Character you’d like to make by using the Roll-Tables at the end of this chapter.
Talk with your RM. Before diving into Character creation, take time to discuss the game world with your RM. Talk about the type of world the game takes place in, including the Powers, magic, mechanics, or other inventions that exist, as well as the overall genre and their expectations for your player Character.
It can also be helpful to discuss Character ideas with other players to understand their concepts and ensure a well-rounded group dynamic.
When designing your Character, make sure they align with the genre and setting of the world while also being someone you’ll genuinely enjoy playing.
Your Character Sheet
Your Character needs a place to take shape, and that place is the Character sheet. Whether you choose a digital or physical Character sheet will often depend on your party’s preferences and dynamic, so use the option that works best for you.
Digital Character sheets offer automatic calculations, easy updates, and access from anywhere, making them convenient and efficient. On the other hand, physical Character sheets provide a classic, hands-on experience that can help you stay present during sessions and offer the satisfying tactile feedback of pencil on paper.
Digital Character Sheet. The Character Sheet included in the Realms Alpha Packet is hosted on Google Sheets™. It features built-in formulas to automatically calculate key game values, but these can be deleted and replaced with your own inputs if desired. Editable fields are marked with grey-colored cells, ensuring you can make adjustments without disrupting the sheet’s formulas.
Digital Character Sheet Tabs. The Google Sheets™ Character Sheet includes multiple tabs at the bottom that are described below:
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Main Page. This tab contains the core details of your Character, including essential stats and information.
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Powers/Techniques. Here, you’ll manage Martial and Power Proficiency values, define Martial and Power Abilities, and list your Powers, Techniques, and Power Part Proficiencies.
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Equipment & Inventory. This tab tracks your carrying capacity, currency, and owned items, including weapons, armor, and other equipment. It also lists your Armor and Weapon Proficiencies.
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Character Details. Use this tab to record personalized information such as your Character’s backstory, description, archetype, and other notes.
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Quick Character Reference. A convenient summary page that compiles all critical details from other tabs for easy reference during gameplay.
Physical Character Sheet. The Physical Character Sheet is available in two formats:
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Blank PDF. This version can be printed and filled out with pencil, allowing you to easily edit details by erasing and rewriting as needed. It has similar sections with a slightly different layout.
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Form-Fillable PDF. This version has the same layout but allows you to input details directly into the PDF to use as is, or to print with pre-filled, unchanging values.
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Custom PDF. This version of the Character sheet allows you to customize every value, enabling you to create unique names for Powers, energy, and any other aspects you wish to personalize.
All versions are included in the Realms Alpha Packet.
Creating Your Character
Using this chapter, you will be able to create your Character using the following steps:
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Decide on an Archetype. Your Character’s role, theme, and general playstyle will help guide their Abilities, Feats, and Development.
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Determine your Ancestry. Your Species, along with your choices of that Species' Ancestry Traits, Flaws, and Characteristics.
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Determine Abilities. Your Character's fundamental strengths and weaknesses determine how they perform physically and mentally.
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Build your Archetype. Based on your Archetype, choose Feats and determine your Skill, Armor, Weapon, Martial, and Power Proficiencies.
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Fill in Details. Using the choices you’ve made, fill in the remaining details on your Character sheet.
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Equip Your Character. Finally, you will create and choose your Character’s Powers, Techniques, and Armaments, then fill their inventory with Items.
Step 1: Decide on an Archetype
Begin by deciding what type of Character you’d like to play and what their specialties, class, style, or general Skill set will be. These choices help define the Archetype your Character embodies. Archetypes can include traditional classes like ranger, rogue, mage, or wizard, but they can also extend to more unique or unconventional roles such as trickster, mime, chef, artist, and beyond.
Whatever archetype you choose, consider the Abilities it might require, the Skills and Feats you’d expect, and an Ancestry that aligns with your vision.
Martial or Power Characters. Your Archetype will fall into one of three categories that help describe how your Character achieves their goals in Encounters and other situations.
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Martial Characters. Characters who achieve success through physical skill, tactical ingenuity, or specialized Techniques, relying on their natural abilities rather than supernatural Powers. Martial Characters can encompass a wide range of approaches, from disciplined warriors and charismatic fighters who manipulate or distract, to clever tricksters who rely on deception, tools, and cunning to achieve their goals.
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Power Characters. Characters who draw on supernatural, magical, mechanical, spiritual, or similar sources to succeed in various situations. Power Characters can express their abilities in diverse ways, such as commanding mechanical allies, wielding empowered weaponry, casting mana-fueled spells, performing enchanting songs, or radiating spiritual eminence.
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Powered-Martial Characters. Characters who combine physical skill and tactical ingenuity with supernatural, magical, mechanical, or spiritual elements. Powered-Martial Characters blend the best of both worlds, using their enhanced abilities in unique ways. Examples include elemental martial artists who channel fire or lightning into their strikes, rangers with empowered arrows that explode on impact, or warriors who fight alongside magically summoned companions.
Archetype Ability
After you have a better idea of your Character’s Archetype, it’s important to consider what their primary Archetype Ability will be. This reflects their core strengths and how they approach challenges. Out of the six Abilities, Power Abilities are typically Intelligence, Charisma, or Acuity, while Martial Abilities are usually Strength, Vitality, Agility, or Acuity. Your choice helps define your Character’s unique style and determines their growth in Energy and other key attributes.
Power Ability. This represents your Character’s connection to supernatural, magical, or extraordinary abilities. It determines the Energy they gain each level, the strength of their Power attacks, and their Training Points for crafting Powers. The combination of Power Ability and Power Proficiency forms the Power Bonus, which boosts healing, damage, and Power-related rolls.
For example, Intelligence as a Power Ability would suit a wizard who studies spells and refines their craft, while Charisma might fit a bard enchanting audiences with magical performances. An Acuity Power Ability could represent a monk channeling elemental forces through focus, or a druid whose sharp attunement to the wild harnesses the power of nature.
Martial Ability. This reflects your Character’s physical Combat style and approach to challenges. It influences Energy and Training Points for creating Techniques and gaining proficiencies. Different Abilities could be used for a variety of approaches to Archetypes.
For instance, Strength might suit a fighter wielding heavy weapons, while Vitality could represent a resilient tank absorbing damage. Agility might define a nimble archer or a rogue excelling in precision and evasion. An Acuity Martial Ability could reflect a sharpshooter analyzing the battlefield with precision or a tactician adept at perceiving and avoiding attacks.
Powered-Martial Abilities. A Powered-Martial Character picks both a Martial and Power Ability and simply uses the higher for things like determining Energy and Training Points.
Unconventional Abilities. Choosing an unconventional Archetype Ability may be allowed with your RM’s approval, provided you consult with them first and ensure the chosen Ability doesn’t give your Character an unfair power level for their current level. For example, selecting Vitality as a Power Ability could be considered unconventional if your Character uses their physical stamina to cast spells.
Bringing It Together. Your Archetype Ability defines your Character’s primary strengths and growth path, whether through Martial prowess, supernatural Powers, or a combination of both. It serves as a creative foundation without limiting your Character’s potential. For example, a Martial Character could still excel in tactical Skills or social expertise, while a Power Character might focus on physical agility or resilience. By customizing Energy, Techniques, and proficiencies to align with your vision, you can create a Character that evolves uniquely within your story and party dynamic. You’ll fully develop your Archetype later, so for now, keep the idea in mind and hold that thought.
| Write This Down... Now that you've chosen your Archetype and Archetype Ability, go to your Character sheet and fill in the Martial and/or Power symbol next to that Ability. You may also want to note the name and description of your Archetype in Character details, though you may choose to do this later when you’ve built out your Character more. |
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Energy. This is your archetype's primary resource for performing Techniques and using Powers. Tied to your Power or Martial Ability, Energy can take many forms depending on your Character’s concept. For a Power Character, it might represent mana, divine favor, or even a “Blood Pool” for a blood mage. For a Martial Character, it usually represents stamina, focus, or another resource reflecting their physical and tactical endurance. Get creative and tailor Energy to fit your Character’s narrative.
| Write This Down... You may wish to change the name of “Energy” to better match your Character’s flavor. Simply use the Custom Character Sheet PDF or change the name in your Digital Sheet. Despite the name being different, rules that refer to “Energy” still refer to this resource. |
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Step 2: Determine Your Ancestry
Your Character’s Species and Ancestry define their genetic predispositions and inherent qualities. The Species represents a broad classification, while Ancestry delves into the specific traits and attributes passed down through generations.
Pick a Species. Head on over to the Realms Codex - Section 1: Species. Here you’ll find a list of Species from which you may choose to be as your Character. Each Species grants a Character proficiency with two Languages and Skills. It also provides one or two Sizes to choose from and that species average Weight, Height, and Age. You should pick values for each of these attributes that are relatively within the ranges described by your Species.
| Write This Down... Write down your chosen Size, Height, Weight, Age, and Languages in the Character details section. Add your proficient Skills to your Skill list and mark them with “Prof.” Refer to “Skills” in Chapter 1 for Skill Bonus calculations, and record the bonus in the Bonus field. |
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Add Traits. Each Species comes with multiple Species Traits, Ancestry Traits, Flaws, and Characteristics. When you choose a Species, you automatically gain all its Species Traits. You then select one Ancestry Trait and one Characteristic from that Species’ options. Additionally, you may choose to accept a Flaw, which grants you the option to select an extra Ancestry Trait.
| Write This Down... Write the name of your Species, along with the names, descriptions, and any uses of your Ancestry Traits, Species Traits, Characteristics, and Flaws (if any), in the “Species & Ancestry Traits” section of your Character sheet. You can choose and write your Character’s name, then write their description, personality, and potential backstory in the Character details section. This can be done at any time. |
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Mixed Species. If you'd like to mix traits from two Species instead of choosing just one, follow these steps:
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Set Your Physical Traits. Determine your Character’s Size, Height, Weight, and Age by averaging the typical ranges of the two chosen Species. Then, select a size option from one of the Species. You can adjust these values or customize them further to align with your Character’s backstory.
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Select Species Traits. Choose one Species Trait from each Species.
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Pick an Ancestry Trait. Select one Ancestry Trait from one of your chosen Species.
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Optional: Take a Flaw for Additional Ancestry Traits. If you choose to take a Flaw from one of your Species, you gain an additional Ancestry Trait from that same Species. Flaws and Ancestry Traits must always come from the same Species.
Step 3: Determine Abilities
Now that you have a sense of your Character’s archetype and their specialties, it’s time to define their core Abilities. These Abilities form the foundation of your Character’s physical and mental capabilities and will influence their role in Combat, exploration, and interactions. Use a method below to create six values you can assign to your six core Abilities: Strength (STR), Vitality (VIT), Agility (AGI), Accuracy (ACU), Intelligence (INT), and Charisma (CHA).
Custom Ability Distribution. Assign points freely across your Abilities, ensuring the total equals 7 after all adjustments. You may reduce one or more Abilities below 0 to gain additional points to increase other Abilities. While distributing Ability Points, follow these guidelines:
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Ability Maximum. No Ability can exceed +3 from point allocation alone at level one.
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Ability Minimum. No Ability can be set to less than -2.
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Negative Limit. The total of all negative adjustments cannot exceed -3.
Final Check. After assigning the six Ability totals, add them together. The sum should equal 7.
Standard Array Distribution. Instead of manually distributing points into Abilities, you can use one of the following, assigning each number to one of your six Abilities:
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Basic Spread. 3, 2, 2, 1, 0, -1.
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Skewed. 3, 3, 2, 2, -1, -2.
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Even. 2, 2, 1, 1, 1, 0.
Randomized Distribution. If you want to introduce an element of chance into your Character’s Abilities, you can use this method to generate them. This is the only distribution method that can result in numbers above +3 or below -2. Follow these steps:
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Roll for Values. Roll 1d8 and subtract 4 to generate a number. Write this number down.
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Repeat. Repeat this step 7 times, each time generating a new number.
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Remove the Lowest. After all 7 rolls, remove the lowest number from your list.
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Check Total. The total sum of your Abilities must be between 6 and 8. If the sum is outside this range, repeat this process until you get a total within this range.
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Assign to Abilities. Once you have a valid total, assign the remaining 6 numbers to your Abilities.
Ability Increases. As your Character advances in level, you will gain Ability Increases, allowing you to raise one of your Abilities by 1 point. Keep the following rules in mind when applying Ability Increases:
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Increases Beyond +4: To raise an Ability from +4 to +5 (or higher), you must spend 2 Ability points for each additional +1 increase. When you first gain an increase, mark the Ability’s Half-Point bubble. Once you gain another increase, clear the Half-Point bubble to fully raise the Ability by 1.
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Max Ability Limit: No Ability can exceed +5, unless specified otherwise by certain Feats or rules
| Write This Down... Now that you’ve determined your Ability values, assign each one to the corresponding Ability on your Character sheet. Be sure to consider where you want your highest value. Typically, this will be assigned to your Power Ability or Martial Ability, depending on your Character's focus. |
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| Player Tip Vitality is an important Ability! It directly impacts your Character’s health, so be sure to consider that when assigning your Abilities. |
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Step 4: Build Your Archetype
Time to get into the meat and potatoes (boil em’, mash em’, stick em’ in a stew) of your Character! Now that you’ve chosen your Archetype, selected your Power and/or Martial Ability, picked your Species and Ancestry, and assigned your core Abilities, it’s time to dive into the real fun! This step is all about bringing your Character to life by building out their archetype and fully fleshing out their Skills, traits, and personality.
Since you’ve already decided on the type of Character you will create (Power, Martial, or Powered-Martial) find the section below that corresponds to your chosen archetype to learn what it grants your character.
Archetype Proficiencies
At level one, you have an Archetype Proficiency totalling 2. This number represents the combination of your Martial and Power Proficiency, even if one is 0. Using the Archetype you decided on in step one, allocate these 2 points to Martial or Power Proficiency, or 1 to both for Powered-Martial Characters.
| Player Tip You increase your Archetype Proficiency by 1 every 5 levels, so feel free to divide the points however you wish, you get more! But don’t spread yourself too thin. If you rely heavily on Martial or Power performance, don’t skimp on that Proficiency! |
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| Write This Down... Record the values you’ve assigned to your Martial and Power Proficiencies on your Character sheet. If either of these values is zero, you can simply leave that section blank. |
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Power Characters
You’ve chosen a Power character, and your primary Power Ability, now, to learn about and note what you gain as a Power Character.
Power Proficiency. This Proficiency is added to most Power attack and damage rolls, as detailed in Chapter 2’s Combat section, as well as your Power Potency, the passive Score used to overcome the effects of your powers. Set your Power Proficiency to 2.
Powers. As a Power Character, your main source of offense, utility, defense, and so on, is in the form of unique Powers designed especially by you to accomplish your various ends. Powers can take many forms and flavors, such as spells, potions, forces, and so on, and the method for using those Powers can also take unlimited forms and flavors, such as fantasy spellweaving, sci-fi telekenesis, modern constructions, and so on.
You’ll fully create Powers for your Character in Step 6: Equip your Character.
Innate Powers. These are Powers that can be used freely with no energy cost, and are essentially your go-to Powers for utility, offense, defense, and so on, without the need to expend Energy as with regular Powers.
You can have as many Innate Powers as you like, provided the total Energy cost between all Innate Powers is less than or equal to your Innate Energy and that no one of those powers has an energy cost above your Innate Threshold.
More details on Innate Powers, how to make them, and their restrictions can be found in Chapter 5: Powers & Techniques.
Innate Threshold. This is the maximum energy an Innate Power can cost while still being “Innate.” Powers with an energy cost higher than your Innate Threshold cannot be classified as Innate. Set your Innate Threshold to 8.
Innate Energy. Innate Energy determines how many Innate Powers you can have, as you can only have a number of innate powers with a combined energy equal to or less than your Innate Energy. Set your Innate Energy to 16.
Innate Pools. These help illustrate how many Innate Powers you could have if each one had an Energy Cost equal to your Innate Threshold. You can choose to have less than this value, though it isn’t recommended. Set your Innate Pools to 2.
Further details about the progression of Innate Energy, Threshold, and Pools are outlined in the Archetype Progression section of this chapter.
Martial Characters
You’ve chosen a Martial Character, and your primary Martial Ability, now, to learn about and note what you gain as a Martial Character.
Martial Proficiency. This Proficiency is added to most physical attack and damage rolls, as detailed in Chapter 2’s Combat section. Set your Martial Proficiency to 2.
Armament Proficiency. You can spend Training Points (TP) to gain Armament Proficiencies, which allow you to wield weapons and wear armor effectively. The total TP a single armament can require while still being able to wield with proficiency is called the Armament Proficiency Max or simply “Armament Proficiency.” Set your Armament Proficiency to 12.
Additional Archetype Feats. At level one, you gain two additional Archetype Feats.
Powered-Martial Characters
You’ve chosen a Powered-Martial Character, and each of your Martial and Power Abilities. Now you’ll learn about and note what you gain as a Powered-Martial Character.
The sections below are covered in more detail in the Power Characters and Martial Character sections above; use them for referencing more specific details about the Power and Martial Aspects of your character. The sections below are meant to give you the proper values as a level one Powered-Martial Character.
Archetype Proficiencies. As a Powered-Martial Character, you have both a Martial and Power Proficiency. Set your Power Proficiency to 1 and your Martial Proficiency to 1.
Power Character Aspects. Below are the values assigned to you as a Powered-Martial Character at level one that relate to the Power Character aspect:
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Powers & Innate Powers. See Power Characters above for more information on Powers and Innate Powers. As a Powered-Martial, how you use your Powers can vary from a full Power Character, such as by utilizing weapons or armor with your Powers.
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Innate Threshold. Set your Innate Threshold to 6.
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Innate Energy. Innate Energy is calculated as your Innate Threshold multiplied by your Innate Pools.
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Innate Pools. Set your Innate Pools to 1.
Martial Character Aspects. Below are the values assigned to you as a Powered-Martial Character at level one that relate to the Martial Character aspect:
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Armament Proficiency. Set your Armament Proficiency to 8.
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Additional Archetype Feat. At level one, you gain one additional Archetype Feat.
Further details about the progression of Powered-Martials are outlined in the Archetype Progression section of this chapter.
| Player Tip You will gain one additional Archetype Feat or Innate Pool (With a +1 to Innate Threshold) every 3 levels, starting at level 4! |
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| Write This Down... Record your current Armament Proficiency, Innate Energy, and Innate Threshold on your Character Sheet. You don’t need to choose your additional Archetype Feats or Innate Powers right now, but be sure to remember that you can select them when you update your sheet with these details later. |
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Skill Proficiencies & Bonuses
You should already have proficiency with two Skills from your chosen Species. Additionally, at level one, you have 3 Skill Points to use to gain proficiency with Skills and increase Skill and Defense Bonuses, as outlined in Chapter 1: Playing the Game - Skills.
Try to select Skills that complement your strengths or help cover any weaknesses in your Abilities. A Character’s Archetype is not just defined by their combat prowess; it is the culmination of all they can achieve, including their Skills and other unique attributes.
| Write This Down... Write down every Skill you want on your Character sheet, regardless of proficiency. This makes it easy to reference common Skills and their associated Bonuses. Be sure to mark the Skills you gain from your Species and this step as proficient and calculate your Skill Bonuses accurately based on the Skill Points you’ve allocated, whether they’re proficient, and the rules outlined in Chapter 1. |
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Picking Feats
It’s time to complete your Archetype with a unique set of features that reflect your Character’s style, talents, and personality. At level one, you gain one Archetype Feat and one Character Feat. You may have also gained additional Archetype Feats as outlined in Martial Proficiency above, so now is a great time to choose those.
Navigate to the Realms Codex, Section 3: Archetype Feats. Here, you can filter Feats by category, requirements, and specific tags to refine your search for the Feat(s) that best suit your Character. Repeat this step in Section 4: Character Feats, choosing a Character Feat.
When adding a Feat, ensure you meet all of its requirements first. The rules and mechanics for adding Feats are detailed at the end of this Chapter under “Feats”.
| Player Tip Since the lists are quite extensive, it’s a good idea to narrow your choices down to 3-5 Feats, pick your favorite(s), and remember the others for future levels. |
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| Write This Down... Write down the name of each Feat (a custom name that reflects how the Feat works for your Character is recommended!), its description (shortened or simplified if desired), the number of uses (both current and maximum, if applicable), and the Recovery Time to regain those uses (FR or PR). |
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Changing Feats. Before playing a session with a newly created or leveled-up Character, you can freely switch out Feats. However, once you’ve played a session of Realms with that Character, their Feats should remain the same unless your Realm Master grants an exception.
State Feats. The basic function of State Feats is to allow multiple Feats to be activated with the same Action, granting your Character the unique benefits of each Feat until the duration or “State” ends. These Feats operate according to a specific set of rules outlined at the end of this Chapter under “Feats”. Acquiring a State Feat works the same as acquiring Archetype or Character Feats, except that you will record it in the “State” section of your Character sheet or Feat list as part of a specific State.
| Player Tip Don’t feel pressured to take more complex Feats, like State Feats, just because they’re part of the game. Focus first on creating a Character that you’ll enjoy playing! You can always pick different Feats when you’re more comfortable. |
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Step 5: Fill in Details
You’re almost there! Now that you’ve made the foundational decisions for your Character and built upon them, it’s time to fill in the gaps and equip them with the tools they’ll need.
Write Down Values
One by one, record the following values on your Character sheet, renaming them if you wish.
Level. Record your starting level on your Character sheet. This is usually level one.
Experience. Almost always, a newly created Character will start with zero experience, even if they’re at a higher level than one. Experience resets to zero after each level increase.
Evasion. Record your Evasion, which is calculated as 10 + Agility.
Speed. A Character’s basic movement speed is equal to 6 + ½ Agility. This is measured in units of spaces or another unit as specified by the Realm Master, as outlined in Chapter 2: Encounters - Combat.
Attack Bonuses. Write down the Attack Bonuses for your Power, Strength, Agility, and Acuity-based attacks, as detailed in Chapter 2: Encounters - Combat. Ensure you include relevant Archetype Proficiencies and values for both proficient and non-proficient attack bonuses with weapons.
Training Points (Current & Maximum). Training Points are used to acquire proficiency with Armaments and create Techniques and Powers. At level one, you have 22 + Highest Archetype Ability. For each level after one, increase this by 2 + Highest Archetype Ability. Record this number as both your current and maximum Training Points.
Carrying Capacity, Fall Damage, Jump Distance. Refer to the Movement rules in Chapter 2: Encounters - Combat for calculations regarding your Character's carrying capacity, fall damage, jump distance, and other related factors. These values are not required to be recorded on your Character sheet, but can be useful for quick reference. It’s common to note them in your Inventory or Character Details sections.
Energy & Health
At level one, you have 18 points to divide between Energy and Health. After that, you will add your highest Archetype Ability to your Energy and your Vitality to your Health.
Allocating more Health-Energy points into Health represents a higher ability to survive and endure, while allocating more to Energy reflects a greater ability to perform Powers and Techniques consistently or with greater effect.
Health. This value starts at 12 by default. Then, add your Vitality and allocate any number of your Health-Energy points to it.
Energy. Distribute the remaining Health-Energy points into Energy, then add your highest Archetype Ability to the total.
| Player Tip You may find that you want to adjust your Health and Energy totals before finalizing your Character, especially after creating Powers and Techniques. This is not a problem; feel free to modify these numbers as needed before your first session with your Character. |
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Terminal. This is a condition you automatically enter once your Character is at or below ¼ of your maximum Health. It represents your Character being close to death and badly injured.
| Write This Down... Health and Energy should be recorded with both a current and maximum value in a way that allows easy adjustments to the current value. Record your Terminal value, and remember to update it as you level. |
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| Player Tip If your Vitality is negative, don’t worry! You only apply negative Vitality values to your Health once at level one, and not again during leveling. |
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Character Details
This is a great time to polish off your Character details by writing your Character’s name, physical description, gender identity, personality traits, flaws, bonds, and backstory. You may also want to refine your previous Archetype description and title or modify other aspects of your Character’s details.
As you do, take a moment to review your Character sheet to ensure everything looks as it should, you’re almost done! You may notice that your Character is still missing a few final tools, such as Powers, Techniques, and Equipment, but these will all be addressed in this next step.
Step 6: Equip your Character
A weapon is only as good as its wielder, and now that we’ve created the wielder, it’s time to add the weapon(s)! The first step is using Training Points to acquire weapon and armor proficiencies. Then, you can use Training Points to create and acquire Power and Technique proficiencies. Once that’s done, well, you’re finished! Your Character is ready to start playing.
Training Points
Training Points (TP) are resources that allow Characters to transform their experiences into useful proficiencies with Armaments, Powers, and Techniques.
Gaining Armament Proficiencies. You will spend TP to gain proficiency with Armaments, Weapons, Armor, and Unarmed Prowess, by investing an amount equal to the total TP cost of each of the Weapons or Armors’ Properties you wish to master. TP can also be spent to enhance your Unarmed Prowess. For more details on using TP for Armaments, refer to Chapter 4: Equipment, Crafting, & Downtime.
Armament Proficiency. The total number of Training Points a single Armament can have while allowing you to utilize the item with proficiency is called your Armament Proficiency and is tied directly to your Martial Proficiency, as shown in the table below.
| Armament Proficiency | Martial Proficiency |
|---|---|
| 3 | 0 |
| 8 | 1 |
| 12 | 2 |
| 18 | 3 |
| 24 | 4 |
| 30 | 5 |
| 36 | 6 |
TP is also used to expand your repertoire of Power and Technique Parts so that you can learn and add new Powers and Techniques to your Character. To add a Power or Technique to your Character sheet, you need to have proficiency with each part of the power or technique you are adding. Spend an amount of TP equal to each part’s cost and record the gained proficiencies on your Character sheet. For more details on using TP for Powers and Techniques, see Chapter 5: Powers & Techniques.
Equipment & Armaments
It’s essential for each Character, Power or Martial, to have the proper tools to accomplish their goals. Sometimes this is weapons and armor, but it can also include a variety of other equipment.
Acquire Starting Equipment. Your Realm Master will determine the amount of currency you have to spend on starting equipment. Typically, this is 200 currency, though the type and amount of currency may vary depending on the campaign.
Browse the items in the Equipment section of Chapter 4, selecting those you wish to add to your inventory. Deduct the cost of each item from your starting currency as you go. You may also choose to craft custom weapons and armor as described in Chapter 4, spending currency in the same way. Be sure to note any custom items on your Character sheet. Alternatively, you can select weapons and armor directly from the Armaments lists.
| Write This Down... When adding equipment to your Character sheet, ensure all relevant details are properly recorded. For weapons, note the total TP cost, range, damage type, damage dice, and weapon properties. For armor, record the total TP cost, damage reduction, and any other properties. As you acquire Armament Proficiencies, make sure to list them in the Armament Proficiency section of your Character sheet. Additionally, reduce your current Training Points by the appropriate amount to account for the cost of these proficiencies. |
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Powers & Techniques
The most involved step of Character creation is typically designing custom Powers and Techniques. These are the key Actions a Character uses in and out of Combat to excel beyond basic methods, but they also require resources (usually Energy) to perform.
Where to Begin. Start by considering the most common Actions your Character uses to gain an edge in difficult encounters; these will be their go-to or signature moves. It could be as simple as a broadsword attack or as complex as teleporting while creating illusions. Regardless of complexity, focus on what these key Actions are and plan to incorporate them into your Power and Technique creation, shaping your designs around your Character's vision.
For Power Characters with Innate Powers, these types of Powers could always be available, similar to how a weapon remains accessible even when your resources are depleted.
Craft Your Toolbelt. Beyond signature moves or fallback routines, Characters will likely have more robust or complex Powers and Techniques that they’d perform. Once you’ve considered their basic or most important Actions, come up with two or three additional unique options for them to have. It’s wise for Power Characters to have Powers useful in Combat as well as in Skill Encounters. In contrast, Martial Characters should have a variety of Techniques to address a wide array of battle scenarios.
| Write This Down... When adding Powers and Techniques, record all relevant details, including the property proficiencies required/gained, Energy cost, range, damage type, and dice (if applicable), target defense(s), and other properties. List Innate Powers on the main page of your Character sheet for easy access, while other Powers and Techniques go in the Powers & Techniques section. Deduct the corresponding Training Points from the gained Power & Technique Part proficiencies from your TP total. As you acquire Technique & Power Part Proficiencies, note them in the Proficiency section. |
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Level Progression
As your Character adventures, they will grow and become stronger. This growth is represented by earning Experience (XP). Each time you meet a certain Experience threshold, you reset your Experience to zero and increase your Level by one. If the Experience you gain exceeds the threshold, you instead reduce your Experience by the threshold value, and increase your level by one as normal.
The Level & Experience table lists the XP thresholds needed to grow from the current level to the next.
Level & Experience
| Level | Experience | Level | Experience |
|---|---|---|---|
| 1 | 4 | 11 | 44 |
| 2 | 8 | 12 | 48 |
| 3 | 12 | 13 | 52 |
| 4 | 16 | 14 | 56 |
| 5 | 20 | 15 | 60 |
| 6 | 24 | 16 | 64 |
| 7 | 28 | 17 | 68 |
| 8 | 32 | 18 | 72 |
| 9 | 36 | 19 | 76 |
| 10 | 40 | 20 | 80 |
The simple calculation is Level x 4 = XP Threshold.
Dividing Experience. After you complete a Combat Encounter or Skill Encounter and are awarded XP, the amount of total XP rewarded should be evenly divided by the number of participating Characters, and each awarded with that amount.
Rate of Progression. Leveling up should be fluid and tailored to your campaign. The RM may tie it to milestones or prepare the party for upcoming challenges. Unlike other RPGs such as Pathfinder or Dungeons & Dragons, Characters in Realms are generally expected to level up twice as often, or about every 4 Encounters.
Skill Encounter Experience
Players gain experience as they overcome difficult encounters such as Skill Encounters.
Difficulty. Skill Encounter difficulty is usually equal to an average DS of 10 + ½ Party Level, and a number of required successes equal to the number of participating Characters plus one.
| Ave. Difficulty Score 10 + ½ Party Level = Ave Difficulty Score Number of Successes Number of Participating Characters + 1 = Number of Successes Required |
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Calculating Experience. After any Skill Encounter, participating Characters earn experience. To calculate the XP reward, multiply the party's average level by the number of Characters. Adjust this amount by 25% less or more for every 2 above or below the above-recommended DS your skill encounter was.
| Awarded Experience Party’s Ave. Level x # of Characters = Total XP DS Experience Adjustment Total XP × (1 + 0.25 × (DS Difference ÷ 2)) = Adjusted Total XP |
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Combat Encounter Experience
Like Skill Encounters, Combat Encounters also award experience calculated through defeating creatures.
Combat Difficulty. A balanced yet challenging Combat encounter typically involves the party facing enemies of equal numbers and levels. Adjusting difficulty is straightforward: increasing the enemies' level while reducing their numbers, or vice versa, naturally scales the challenge and adjusts the awarded experience accordingly.
| Ave. Combat Difficulty Number of Enemies = Number of Allies Ave. Level of Enemies = Ave. Level of Allies |
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Calculating Experience. After defeating any number of enemies, participating Characters earn experience. To calculate the XP reward, simply add together the level of all enemies defeated (whether through surrender, death, or being rendered incapacitated)
| Awarded Experience The sum of Enemy Levels x 2 = Total XP |
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Level Progression Table
Each time your Character progresses to a new level, they will gain many different resources, allowing them to become more powerful, versatile, and fleshed out.
The total of what you have at each level is shown in the Level Progression table below. For Archetype-Specific leveling guidelines, use the Archetype Progression Table.
| Level | Ability Points | Training Points | Health-Energy Points | Archetype Proficiency |
|---|---|---|---|---|
| 1 | 7 | 22 + AA | 18 | 2 |
| 2 | 7 | 24 + AA x Lvl | 30 | 2 |
| 3 | 8 | 26 + AA x Lvl | 42 | 2 |
| 4 | 8 | 28 + AA x Lvl | 54 | 2 |
| 5 | 8 | 30 + AA x Lvl | 66 | 3 |
| 6 | 9 | 32 + AA x Lvl | 78 | 3 |
| 7 | 9 | 34 + AA x Lvl | 90 | 3 |
| 8 | 9 | 36 + AA x Lvl | 102 | 3 |
| 9 | 10 | 38 + AA x Lvl | 114 | 3 |
| 10 | 10 | 40 + AA x Lvl | 126 | 4 |
| 11 | 10 | 42 + AA x Lvl | 138 | 4 |
| 12 | 11 | 44 + AA x Lvl | 150 | 4 |
| 13 | 11 | 46 + AA x Lvl | 162 | 4 |
| 14 | 11 | 48 + AA x Lvl | 174 | 4 |
| 15 | 12 | 50 + AA x Lvl | 186 | 5 |
| 16 | 12 | 52 + AA x Lvl | 198 | 5 |
| 17 | 12 | 54 + AA x Lvl | 210 | 5 |
| 18 | 13 | 56 + AA x Lvl | 222 | 5 |
| 19 | 13 | 58 + AA x Lvl | 234 | 5 |
| 20 | 13 | 60 + AA x Lvl | 246 | 6 |
Each Level. In addition to the items listed above, you gain or increase the following:
Increase your Training Points by 2 + Your Higher Archetype Ability.
- Gain 3 Skill Points to spend on Skills and Defenses.
Gain 12 Health-Energy Points to allocate between Health and/or Energy.
Gain one Character Feat and one Archetype Feat.
Add Vitality to your Health total, unless it is negative.
Add your Higher Archetype Ability to your Energy.
You can choose the order in which you take these steps when leveling up your Character. Leveling up can occur whenever it is most convenient for the party or as described by your Realm Master. It does not need to happen the moment your Experience reaches the required threshold; it can be postponed to the most opportune time.
Ability Increases. Remember, increasing an Ability above +4 requires two Ability Increases. Mark the "Half-Point" bubble next to the Ability with the first increase, then erase the bubble and increase the Ability with the second increase.
If you increase an Ability, be sure to adjust all other values that correlate to that Ability, including increasing Energy and Training Points by 1 for each level you are when increasing your highest Archetype Ability, or Health by 1 for each level you are when increasing Vitality.
Ability for Feat. Instead of increasing an Ability, you may choose to gain one additional Character or Archetype Feat.
Consult the Archetype Progression below to determine what you get for your archetype based on level, taking note of increases in Archetype Proficiency.
Archetype Progression
Below are tables outlining the progression of each archetype, with specific tables for Power and Martial Characters, and clarifying rules for Powered-Martial Characters.
Power Character Progression
Power Characters gain additional Innate capabilities as they grow in strength and experience. The Power Character Progression Table shows this progression as explained below:
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Innate Threshold. The Maximum any Innate Power’s Energy can be while still being considered Innate. This is before any deductions to the Energy cost through feats or effects. This increases by 1 every 3 levels, starting at 4.
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Innate Energy. Innate Energy determines how many Innate Powers you can have, as you can only have a number of innate powers with a combined energy equal to or less than your Innate Energy.
This equals your Innate Pools multiplied by Innate Threshold, and increases every 3 levels, starting at 4.
- Innate Pools. These help illustrate how many Innate Powers you could have if each one had an Energy Cost equal to your Innate Threshold. You can choose to have less than this value, though it isn’t recommended. This increases by 1 every 3 levels, starting at 4.
| Level | Innate Threshold | Innate Energy | Innate Pools | Power Proficiency |
|---|---|---|---|---|
| 1 | 8 | 16 | 2 | 2 |
| 2 | 8 | 16 | 2 | 2 |
| 3 | 8 | 16 | 2 | 2 |
| 4 | 9 | 27 | 3 | 2 |
| 5 | 9 | 27 | 3 | 3 |
| 6 | 9 | 27 | 3 | 3 |
| 7 | 10 | 40 | 4 | 3 |
| 8 | 10 | 40 | 4 | 3 |
| 9 | 10 | 40 | 4 | 3 |
| 10 | 11 | 55 | 5 | 4 |
| 11 | 11 | 55 | 5 | 4 |
| 12 | 11 | 55 | 5 | 4 |
| 13 | 12 | 72 | 6 | 4 |
| 14 | 12 | 72 | 6 | 4 |
| 15 | 12 | 72 | 6 | 5 |
| 16 | 13 | 91 | 7 | 5 |
| 17 | 13 | 91 | 7 | 5 |
| 18 | 13 | 91 | 7 | 5 |
| 19 | 14 | 112 | 8 | 5 |
| 20 | 14 | 112 | 8 | 6 |
Martial Character Progression
Martial Characters gain additional Feats as they grow in strength and experience. The Martial Character Progression Table shows this progression as explained below:
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Bonus Archetype Feats. The number of additional Archetype Feats you gain at these levels. This increases by 1 every 3 levels, starting at 4.
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Total Archetype Feats. The total number of Archetype Feats you have at each level. This increases every 3 levels, starting at 4.
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Armament Proficiency. This is the maximum Training Points any Weapon, Shield, or Armor you utilize can have from its properties to be able to utilize it with proficiency. It increases by 6 every 5 levels.
| Level | Bonus Archetype Feats | Total Archetype Feats | Armament Proficiency | Martial Proficiency |
|---|---|---|---|---|
| 1 | +2 | 3 | 12 | 2 |
| 2 | - | 4 | 12 | 2 |
| 3 | - | 5 | 12 | 2 |
| 4 | +1 | 7 | 12 | 2 |
| 5 | - | 8 | 18 | 3 |
| 6 | - | 9 | 18 | 3 |
| 7 | +1 | 11 | 18 | 3 |
| 8 | - | 12 | 18 | 3 |
| 9 | - | 13 | 18 | 3 |
| 10 | +1 | 15 | 24 | 4 |
| 11 | - | 16 | 24 | 4 |
| 12 | - | 17 | 24 | 4 |
| 13 | +1 | 19 | 24 | 4 |
| 14 | - | 20 | 24 | 4 |
| 15 | - | 21 | 30 | 5 |
| 16 | +1 | 23 | 30 | 5 |
| 17 | - | 24 | 30 | 5 |
| 18 | - | 25 | 30 | 5 |
| 19 | +1 | 27 | 30 | 5 |
| 20 | - | 28 | 36 | 6 |
Powered-Martial Character Progression
A Powered-Martial Character is more adaptable than the other Archetypes, as you can choose when you’d like to acquire more Martial or Power Proficiency as your Character progresses. A Character can become a Powered-Martial Character whenever they gain an Archetype Proficiency increase as explained below.
Becoming a Powered-Martial. When you would increase an Archetype Proficiency as a Power or Martial Character from 0 to 1, you become a Powered-Martial Character, and the following occurs depending on the Proficiency increased:
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Power Proficiency. You gain an Innate Threshold and Energy of 6, and 1 Innate Pool.
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Martial Proficiency. You gain an additional Archetype Feat, and your Armament Proficiency Maximum becomes 8.
Progression. At certain levels, you will be able to choose between different options in your Powered-Martial progression. They are illustrated by the table below, which is relevant whether you gained your second Archetype Proficiency at level one or a later level.
Every 3 Levels, starting at 4, from one of the following:
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Increase Innate Power. When you choose to increase your Innate Power, increase your Innate Pool by +1, and Innate Threshold from 6 to 8, or, if already at 8 or above, increase it by +1. Calculate your Innate Energy by multiplying your Innate Threshold by your Innate Pools.
-
Additional Feat. Gain an additional Archetype or Character feat.
Every 5th level, increase either your Martial or Power Proficiency by +1.
| Level | Increase Innate Power or Additional Feat | Increase Archetype Proficiency |
|---|---|---|
| 1 | - | - |
| 2 | - | - |
| 3 | - | - |
| 4 | +1 | - |
| 5 | - | +1 |
| 6 | - | - |
| 7 | +1 | - |
| 8 | - | - |
| 9 | - | - |
| 10 | +1 | +1 |
| 11 | - | - |
| 12 | - | - |
| 13 | +1 | - |
| 14 | - | - |
| 15 | - | +1 |
| 16 | +1 | - |
| 17 | - | - |
| 18 | - | - |
| 19 | +1 | - |
| 20 | - | +1 |
Armament Proficiency. Each character’s Armament Proficiency is simply determined by their Martial Proficiency, as shown in the Armament Proficiency table in Step 6: Equip your Character.
Feats
Feats are specialized attributes that grant your Character unique capabilities, enhancing their Skills, combat prowess, or Power. They offer ways to customize your Character beyond basic abilities, allowing you to tailor their strengths to suit your playstyle. Because Realms is a classless system, Feats are a major part of designing your Character's Archetype.
Requirements. To acquire a Feat, you must meet its specified requirements. These can include prerequisites such as specific Ability Bonuses, Skills, or conditions that must be fulfilled before you can choose the Feat. Additionally, you can only acquire a Feat if your level is at least twice that of the Feat’s level (with the exception of basic or “level 1” Feats).
If you gain the requirements for a Feat during the same level that you wish to acquire, you still count as meeting the requirements. This ensures that you can progress with your Character’s development without unnecessary delays.
Feat Levels. Feats are categorized by level, and when you acquire a Feat with a level of II or higher, it replaces the lower-level version of the same Feat. This system encourages players to grow stronger and refine their abilities as they progress through the game.
You may only acquire Feats of a level equal to half of your current level. For example, a Character at level 6 can acquire a Feat of level 3 or lower, while a Character at level 11 can acquire Feats of level 5 or lower.
Uses. Feats can have a set number of uses, which refers to the number of times the Feat can be activated or used per recovery period. The number of uses is determined by the Feat itself, specifying whether the uses are regained through a full or partial recovery.
If you have multiple Feats that regain their uses in the same recovery period and have the same or more number of uses, you may use them interchangeably. For example, if you have two Feats that regain 3 uses each per full recovery, you can choose to use them for each other's uses.
If a Feat includes uses for full recovery, you can use those uses for partial recovery uses of any other Feat on your list.
States & State Feats
Feats in the “State” category can be combined to create a unique Character "state," such as a rage, flow state, or dance of defense. States represent temporary effects that enhance your Character for a short duration.
Duration and Activation. The default duration of a state is 1 minute (10 Rounds) unless otherwise specified.
Activating a state automatically triggers all the state Feats included in it. The activation time for the state is determined by the longest activation time among the Feats in the state (e.g., Basic Action or Quick Action). By default, activating a state takes a quick Action.
Uses and Activation Limits. Each Feat with a limited number of uses has one of those uses consumed when the state is activated. If a Feat’s uses are depleted, it no longer activates with the state, but other Feats still are.
Customizing Your State. Each State is a combination of State Feats of your choosing, and with the flavor of your description.
You can choose which state Feats to activate when entering a state, as long as the selected Feats align with the "flavor" or theme of the state. This means when you activate a state, you can choose not to activate some of the Feats included in that state.
Ending a State. You can end a state at will without spending any Actions. Other ways States end include:
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States end automatically if you enter the dying condition.
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Certain state Feats have specific conditions that cause the state to end (e.g., breaking concentration or taking a specific Action). If one of these conditions is met, the entire state ends, including all Feats activated, not just the individual Feat.
Uses Per Recovery. You can activate States a number of times equal to your Archetype Proficiency per full recovery, even if some of the Feats included have more uses than this available. If you have more than one state, activating one expands a state's use across all states.