Character Creation


Use any of the HQ method of Character creation; I’m easy.

I’m interested more in concept than rules. If you want an occupation that doesn’t exist, or to worship a deity that isn’t listed anywhere, I’m perfectly willing to discuss your concept or make up a keyword with you.

Please determine not only your hero’s occupation, but his role in the expedition. We need leaders (guard captains, chief wranglers, etc), priests and the like, merchants, warriors, guides, missionaries, scholars, interpreters, big game hunters, etc. Some players may be asked to make decisions for the entire expedition, such as merchants being asked to provide a list of trade goods that the expedition will take along, or the military leader being asked to keep track of the hiring & firing of guards.

Keyword and Ability Ratings

You aren’t heroes yet, but on the other hand, I’m easy about your ability ratings - but be assured that if you want to play with multiple masteries, I’ll make sure you have opponents and situations to match!

If you’re the kind of person that wants guidelines, here they are. Yes, you do start off better than the average Starting Player Hero - they wouldn’t have been accepted for the expedition. Lucky you! (of course you may, if you wish, start out at 17/13 for your keywords, ‘cause you’re special!)

You get 25 points to spend on raising ability ratings, no limits (If you really want to spend all 25 points on one ability, go ahead)

Religion and Magic

No Storm Worshippers (other than those sanctioned by the Lunar Empire). Just toss out Storm Tribe and Thunder Rebels, we won’t be needing them.

Any of the cults from ILH1 are available (and we can expand yours if it’s just a list of affinities). I also can provide cults from ILH2. Finally, if you want to create a cult for your character (what do Durnvoking warriors worship?) we can work on it together.

Spirit Allies, Divine Companions, Lunar Consorts

Use the same rules as for followers. It *should* be created as a sidekick, not a retainer, but you if you wish...

Illumination (Lunars only)

Animism

You get 7 free charms chosen from your tradition and/or practice spirits.

Fetishes (for practitioners or above) count as 2 charms.

Extra charms or fetishes cost 1/2 the cost listed on the "Gain a new Charm or Fetish" table (HQ 141) - round up.

I'll let you choose abilities for fetish spirits, and as a general rule:

(Ability ratings go up if you spend more points on them - +1 point would give a 4-ability spirit the ratings of a 3 ability spirit, etc).

Theists

Initiates

Get all affinities in their cult writeup

Devotees

Get all feats in their affinities

extra feats (make 'em up!) cost 1 point per 2 feats

Sorcerers

Adepts

Get 7 spells (ability + talisman) chosen from your Grimoires

Extra Spells (+Talisman) cost 1 point for ability level = your magical keyword value

Orderlies

Get 7 spells (ability + talisman) chosen from your Formularies

Extra Spells (+Talisman) cost 1 point for ability level = your magical keyword value

Lunars

Novitiates

Get all their affinities;
Get 7 total spells/spirits, split how the player wants. (Fetishes still count as two)

Ordinates

Get all feats in their affinities
Get 7 total spells/spirits, split how the player wants. (Fetishes still count as two)

Equipment

Part of your Keyword, or as bought with your descriptions or list, as normal. Some basic equipment may be provided by the expedition.

Weird Abilities

Feel free to have strange innate magic or magic-like abilities.

Language

New Pelorian has not been invented yet. Dara Happan is the Lingua Franca of the Empire. Assume (for the sake of simplicity) that your character has at least a 6 in Speak Dara Happan. Educated characters and cultural Dara Happans, get Speak Dara Happan at their keyword value. If the player would like to write in a back-country accent (for you Pelandans, Darjiini, or Rinliddi) or Hollywood Barbarian ("Hongo hungry, Hongo hunt now") for you barbaric types, that's fine. But you understand the language at least at the basic levels.