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Posted: Thu Oct 30, 2008 9:54 pm
Copy/Paste the following code into your character profile. You will use the information provided in this guide to fill out each individual field. (Picture) [b]Name: [/b] [b]Age: [/b] [b]Race: [/b] [b]Concept: [/b]
[b]Bio: [/b]
[u]PRIMARY STATS[/u] [b]Strength: [/b] [b]Agility: [/b] [b]Stamina: [/b] [b]Intellect: [/b] [b]Will: [/b] [b]Perception: [/b] [b]Power: [/b] [b]Charisma: [/b] [b]Luck: [/b]
[u]SKILLS[/u] [b]Arcane: [/b] [b]Athletics: [/b] [b]Awareness: [/b] [b]Combat - Melee: [/b] [b]Combat - Ranged: [/b] [b]Combat - Unarmed: [/b] [b]Craft: [/b] [b]Defense: [/b] [b]Guile: [/b] [b]Influence: [/b] [b]Knowledge: [/b] [b]Language: [/b] [b]Medicine: [/b] [b]Technology: [/b] [b]Wilderness: [/b]
[u]SECONDARY STATS[/u] [b]Life: [/b] [b]Guts: [/b] [b]Threshold: [/b] [b]Critical Threat: [/b] [b]Defensive Limit: [/b] [b]Wait: [/b] [b]Last Resort: [/b] [b]Weapon Proficiencies: [/b] [b]Armor Proficiencies: [/b]
[u]Armor[/u] [b]Physical: [/b] [b]Elemental: [/b] [b]Biological: [/b] [b]Magical: [/b]
[u]LIMIT EFFECT[/u]
[u]THRESHOLD EFFECT[/u]
[u]EQUIPMENT (Carrying Capacity:___)[/u]
[u]ADVANTAGES[/u]
[u]SPIRITUAL POWERS[/u]
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Posted: Thu Oct 30, 2008 9:56 pm
STEP #1: CONCEPT Like any good story, a role playing game centers around its characters. But unlike most stories RPGs involve their readers as active participants in the telling of the tale. To engage in creating this chronicle you, the player, must first design a character who exists in the fictional world where the story takes place. The physical process of fleshing out your character, from his bodily attributes (his Stats) to his learned abilities (his Skills) to his special abilities (which go by different names depending on the game) is detailed in this section. Your character is not you, per say, but an imaginary extension of yourself. Think of your character as your role in a play, only on a much more flexible scale. You create him or her from the ground up. You decide what abilities he has, where he comes from, his motivation, what he looks like and just who he is.
This section offers tools and guidelines for the character creation process, but one thing it can’t regiment is just who your character is; for no set of numbers, no marked boundaries, no rigid method could ever plumb the depths of the human spirit. That’s up to you. Like any person, your character has wants, needs, a personality, a past, and a future. You alone can fill in these very important blanks. For example, you may want to make a wizard…and that’s all good and well. But what else is there to your character besides his occupation? We know he has an Intellect of 5, but was he good in school? Did he even go to school? We know he has the ability to shoot fire from his eyes…but is there anyone in his life who makes sparks fly? Who were his parents? Where did he grow up? Is he a she? What motivates him? What are his views on politics, religion, philosophy, etc, etc, etc? In short…just who is he?
You should take a second to contemplate these details before proceeding, as your mind's eye view of your character will color the choices you make about him from this point on. Of course, if you're drawing a blank you may proceed and let the chips fall where they may. But the best characters are always the ones who are well thought out. Here are some tips for those who find themselves stuck for an idea:
- Think of some of your favorite characters from literature, TV, movies, etc. What makes them cool? What aspects of this character can you impart into your original design?
- Think of your own heroes or people in your life. Would any of them make an interesting character? What personality traits could you pass on to your original character?
- Even experienced role players tend to fall into the rut of playing characters that resemble themselves. Try to think of someone completely unlike you or another character you'd never consider playing. Then model your character after them. You may be surprised how enjoyable (and challenging) it is.
- Note the setting and mood of each game and try to develop characters that are appropriate.
Name: Your character's name. If you're stuck, you can use the names of people you know or just resort to searching the web for cool names.
Age: How old your character is. Human beings in the 21st century reach their prime from 18-40 and generally live until around 80 years of age.
Gender: Whether your character is male or female.
Hair & Eyes: The color of your character's hair and eyes. Without cosmetic alterations, humans hair comes in shades of blonde, red, black, and brown while eyes are colored brown, gray, blue, hazel, or green.
Nationality: The nation where the character is from (not necessarily the one in which he currently resides).
Concept: This is less your character's job and more his path; the way he approaches problems and his general outlook on life. Is he a private investigator? A military man? A journalist? A witch hunter? Or something else entirely? These classical archetypes help to define the character's motivations, behavior, and general approach to life in the dark.
Bio: Your character's story, up to this point. The sky is the limit on this one - just be sure you're aware of the game's setting and history before you begin filling out this section.
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Posted: Thu Oct 30, 2008 10:01 pm
STEP #2: PRIMARY STATS The basic attributes of a character's mind, body, and soul are ranked numerically (1-10) as Primary Stats. These stats serve as an accurate measure of just how strong a character is in a particular area. Whenever a Feat roll must be made, the number that corelates to the most applicable Primary Stat and Skill (or, in some cases, just the stat or skill by itself) is added as a modifier to the roll to improve one's chances of success.
It is important to note that a 5 in any stat is the absolute limit of mortal potential. In order to exceed 5, a stat must be influenced by some supernatural force and even then the change is normally only temporary.
Primary Stats; what the numbers mean 0: Atrophied; useless, vestigial 1: Below Average; unpracticed and unused 2: Average; normal human level 3: Above Average; naturally gifted 4: Excellent; trained human level 5: Superb; top of human potential ------------------------------------------------------------------------------------------------------ 6: Amazing; better than a normal human could ever be 7: Super-human; like something from a comic book 8: Supreme; unparalleled level of Herculean excellence 9: Epic; the stuff of legends 10+: God-like; obviously influenced by powerful supernatural forces
Strength: Raw muscles, physical might, and overall athleticism. Strength is a measure of one’s ability to carry heavy objects, break through obstacles, and inflict damage in melee combat. Strength + Agility = Carrying Capacity Strength x2 = Physical damage from unarmed attacks
Agility: Dexterity, balance, speed, and spatial awareness. Agility is essentially one’s ability to gracefully control their body’s movements and is extremely important in determining the accuracy of a character’s attacks. Agility + Strength = Carrying Capacity ½ Agility + ½ Perception = Defensive Limit Agility = Standing vertical jump (in feet) Agility x 2 = Standing horizontal leap (in feet)
Stamina: Endurance, toughness, and the ability to resist damage, pain, fatigue, and illness. Endurance serves as a measure of just how far the character can push his body before it collapses and is frequently used in checks against poison, disease, pain, and fatigue. Stamina x 5 = Life
Intellect: Intelligence, memory, IQ, and the ability to recall information. Intellect is a vital trait for those who rely on their brains rather than their brawn to see them through a situation. A high enough Intellect may provide players with clues for solving the various puzzles they encounter. Intellect + Will = Threshold
Will: Mental fortitude, hard-mindedness, and resistance to fear, trauma, pain, and other assaults against the psyche. Will is a measure of one's courage and determination to never give up, no matter the odds. Will + Intellect = Threshold
Perception: Not only a measure of the sharpness of one’s senses, but the ability to discern what’s important from what’s just noise. A high perception indicates a certain astuteness and a shrewd ability to read between the lines. ½ Perception + Agility = Defensive Limit
Power: The strength of one’s inner aura; the raw, spiritual power of his soul. Though most mortals are out of touch with their spiritual nature, those with the Second Sight are aware of the strong connection between soul and body and the pervasive nature of spirit throughout the unseen world. Power affects no secondary stats. However, a high power is a pre-requisite for using many Psychic, Magical, and other Spiritual Powers.
Charisma: Charm, self-assurance, and natural grace are the sum of this stat. Even introverts can have a strong personality, inner confidence, and the ability to sway others. This stat is a measure of how drawn to the character others are (their aura of cool...their IT factor) and the pleasantness of their outward physical appearance. Charisma affects no secondary stats. However, the following numbers provide an indication of a character’s physical desirability based on Charisma score.
0: Ugly, physically deformed 1: Unattractive; there is nothing that would physically draw others to the character 2: Average looking; nothing particularly pleasing or displeasing 3: Cute; character has a few pleasing features 4: Hot; there is very much to like about the character’s looks 5: Beautiful; the character could be a model 6: Magnetic; there is a raw animal magnetism that draws others to the character 7: Stunning; the character’s appearance captivates everyone who looks upon her 8: Transcendent; there is an other-worldly beauty that surrounds the character 9: Immaculate; there is no one in all the world who can compare 10+: Divine; mortals break down in awe simply by looking upon the character
Luck: Some situations can only be won out by pure dumb luck. Those with strength in this sector of their being have been known to turn hopeless situations completely around. This stat is a measure of how blessed by the intangible hand of fate the character is. 13 – Luck = Critical Threat
Each player receives 14 points to distribute amongst his character's Primary Stats. Each stat naturally starts at 1. No stat may exceed 5 at this point in character creation.
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Posted: Thu Oct 30, 2008 10:03 pm
STEP #3: SKILLS The aptitude a character has for certain areas of expertise are measured numerically by his Skills. These abilities include both learned proficiencies and natural talents. The higher the rank of a skill, the more capable a character is in that particular area. Whenever a Feat roll must be made, the number that corelates to the most applicable Primary Stat and Skill (or, in some cases, just the stat or skill by itself) is added as a modifier to the roll to improve one's chances of success.
In addition to his broad skills, a character may also have an area of Skill Focus; a particular domain of a skill where he is particularly accute. For example, a character with skill in Knowledge can narrow his focus down to folklore; any skill checks that make use of this particular focus receive an additional d20. Players may choose one skill focus for any skill with a rank of 3 or more. Once a skill's rank reaches 7, a second skill focus can be choosen.
Note that no Skill may naturally exceed 10. In order to supercede this limitation, the Skill must be acted upon by some outside force and even then the change is normally only temporary.
0: Unskilled: The character has no real skill in this particular area. 1: Beginner: With basic knowledge of the skill, the character is able to be of some small use when employing it. 2: Student: Though he has some ability in this field, the character is still relatively green. 3: Moderate: The character's skill in this area, though nowhere near his potential, is nothing to sneeze at. 4: Amateur: With a healthy amount of skill in this area, the character is able to overcome many obstacles. 5: Skilled: Time and practice pay off. With great effort and a dash of talent, the character has made this particular skill highly useful. 6: Professional: The character could easily make a living pursuing or teaching the skill to others. 7: Expert: There are few others who match the character's exceptional skill in this area. 8: Master: As one of the elite, there are only a few aspects of this skill that remain unknown to the character. 9: Genius: The character's skill is truly remarkable. He can overcome every obstacle thrown his way, though there are a handful of nuances he can still master. 10: Grandmaster: There is nothing about this skill that the character does not know or cannot apply his understanding of the skill towards.
Arcane: Knowledge of and ability to confront, control, or conform to the supernatural world. Those with the Second Sight often possess some measure of this skill simply through the knowledge gained by their many paranormal experiences...others seek out this knowledge directly, becoming wise in the ways of the unseen world. Some uses for Arcane include: conducting a ritual such as a séance or exorcism, casting magical spells, creating wards, recognizing the influence of the supernatural on a situation. Possible Skill Focus:Exorcism, Loki's Fulcrum, Lore, Scrying, Séances, The Path of Embers, The Silver Scale, The 13th House, Warding
Athletics: A measure of physical fitness and the ability to efficiently run, jump, swim, and otherwise perform in a physical capacity. Athletics measures just how well a character is able to put his physical attributes to practical use. Some uses for Athletics include: running, jumping, swimming, climbing, acrobatics, playing sports. Possible Skill Focus:Acrobatics, Climbing, Endurance, Jumping, Running, Swimming
Combat - Armed: One's ability to perform in close-quarters combat using a weapon. The Armed Combat Skill is a measure of one's weapon knowledge in both theory and application, gauging his skill engaging enemies while equiped with a weapon. Keeping his footing, watching his enemy's movements, finding a weak point, and striking with accuracy are all vital aspects of this skill. Some uses for Armed Combat include: fencing, disarming enemies, dueling, combat displays Possible Skill Focus:Arcing weapons, Flails, Improvised Weapons, Knives, Pole Arms, Swords,
Combat - Ranged: Accuracy, balance, and the ability to effectively use weapons that function at long range. Ranged Combat is primarily a measure of just how accurately a character is able to hit his mark from several paces away. Some uses for Ranged Combat include: gunfighting, thrown weapons, marksmanship, trick shooting, calculating trajectories Possible Skill Focus:Automatic weapons, bows, Handguns, Grenades, Rifles, Thrown Weapons
Combat - Unarmed: One's skill using hands, feet, knees, elbows, and whatever other parts of the body the character can throw at his opponent to win. Whether these are formally trained skills, such as the martial arts, or home-brewed streetfighting techniques is irrelevant; Unarmed Combat is simply a measure of how well the character is able to use his body to the best of his advantage in a close-quarters scrap. Some uses for Unarmed Combat include: martial arts, wrestling, brawling, showing off, meditative/focus techniques, grappling Possible Skill Focus:Against armed enemies, Grappling, Martial Arts, Street Fighting
Craft: The act of creating or applying materials towards the creation of new forms. Craft includes not only a character's skill in design and building, but also the arts in general. Some uses for Craft include: repairing a broken engine, mixing chemicals together, building a make-shift catapault, carving a sculpture, painting a picture, performing a song Possible Skill Focus:Cooking, Chemistry, Maintenance & Repair, Music, Painting, Performance, Sculpture
Defense: Avoiding attack by blocking, parrying, dodging, or otherwise preventing harm. Skill in Defense is vital to surviving any altercation the character may find himself in. Some uses for Defense include: dodging, ducking, blocking, parrying, and resisting attacks, acrobatic evasions, assessing hostile scenarios Possible Skill Focus:Escape, Interception, When Cornered, Willpower
Guile: Knowledge and application of the more subtle, criminal element. Guile is a measure of one's slyness, cunning, and overall sneakiness. Some uses for Guile include: picking locks, stealth, deception, picking pockets, hiding, disguise, illegal trade, street smarts Possible Skill Focus:Lock-picking, Sleight of Hand, Smuggling, Stealth, Theft
Influence: Leadership, charisma, persuasion, and the ability to get others to comply with your will. Influence is a skill possessed by great leaders, politicians, and manipulators who know how to get others to do their bidding. Some uses for Influence include: leadership, manipulation, strategizing, negotiations, subtle control, inspiring others, bartering Possible Skill Focus:Charm, Deceit, Intimidation, Manipulation, Public Speaking, Seduction
Knowledge: Understanding of various fields of academic study and learning. Whether the character had a formal education or learned everything from the school of hard knocks, Knowledge is a measure of just how much information is rattling around in his brain. Some uses for Knowledge include: science, history, lore, biology, philosophy, religion, mathematics, arcane studies Possible Skill Focus:Athropology, Finance, History, Mathetmatics, Politics, Psychology, Sociology, Science
Languages: All characters (unless they are mute) are capable of speaking their native tongue. For fluency in any other language they wish to speak, they must possess this Skill. Each rank of this skill grants the character one additional language that he may read, write, and speak fluently. Some sample real-world languages include: English, Russian, Spanish, French, Japanese, Italian, German, Swahili, Afrikaans, Hebrew, Arabic, Latin Possible Skill Focus:Ancient Languages (pick a culture), Culture, Specific Language, Written Translation
Medicine: Treating wounds, binding bones, curing disease, and purging poisons requires a great deal of knowledge and skill. Medicine is a measure of how knowledgeable the character is in the healing arts; how capable he is at treating the injuries he or his allies may sustain. Some uses for Medicine include: binding wounds, sewing stitches, mending bones, first aid, CPR, removing bullets, treating disease Possible Skill Focus:Anatomy, Disease, First Aid, Forensic Analysis, Surger (pick a specific type)
Observation: The true practice of this Skill is in the noticing of fine details, knowledge of what to look for, and the ability to piece together multiple fragmented items in order to draw an accurate conclusion. It can typically be thought of as the art of investigation. Some uses for Awareness include: searching a room, recognizing a lie, piecing clues together, noticing fine details, reading between the lines. Possible Skill Focus:Ballistics, Interrogation, Investigation, Insight, Psychoanalysis, Research
Technology:One's talent for working with machines, engineering new devices, and programming complex computer code is measured by their technology skill. Even in fantastic settings, technology is everywhere and those with the talent to utilize it are in high demand. Some uses for Technology include: invention, repair, analysis, programming, hacking, operating unfamiliar devices, healing robotic allies Possible Skill Focus:Automobiles, Communications, Computers, Electrical Engineering, Invention
Wilderness: The ability to survive outside the relative safety of civilized society. Wilderness is a measure of how comfortable one is in nature; how well-adapted they are to fending for themselves in the open marches of the world. Some uses for Wilderness include: hunting, gathering, tracking, identifying footprints, foraging for food, finding water, camping, fire-starting Possible Skill Focus:Animal Knowledge, Camping, Foraging, Hostile Environments, Marine, Navigation, Tracking, Weather Prediction
Each player receives 21 points to distribute amongst his character's Skills. Each Skill naturally starts at 0. No Skill may exceed 5 at this point in character creation.
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Posted: Thu Oct 30, 2008 10:06 pm
STEP #4: SECONDARY STATSSecondary Stats are those derived from Primary Stats. Each is a numerical assesment of other aspects of the character's nature not addressed elsewhere. Life: Stamina x 5 = total Life. Life points are lost each time the character is damaged. When Life reaches 0, the character loses consciousness and must make a Stamina + Will feat (on his turn each round) to stabilize his condition. Failing 3 of these feats results in death. Lost Life is recovered by medical treatment and lengthy rest. Guts: ½ Life. Living creatures can do amazing things when pushed to the edge. Once a character has lost an amount of Life equal to this Stat, his Guts effect comes into play. Guts has a different effect on each character; this effect is choosen by the player during Step 6 of character creation. Threshold: Will + Intellect. Even those with the Second Sight must still live under the oppressive weight of the Veil. Direct interaction with the supernatural can push the human psyche to its limit; this Stat represents that limit. Each time the character comes into direct contact with the unexplainable, he must roll his Will+Defense to resist the damaging effects it has on his mind. Failure results in the loss of Threshold points (between 1 and 3 points, depending on the severity of the supernatural phenomenon in question). At 0 Threshold, the character loses his mind and must take a Derangement; the point value of this Derangement will then add to the character's current Threshold and must bring it to 1 or more before the character regains some semblance of his fractured sanity. Threshold points are only recovered through mental therapy and psychological counseling at a rate of 1 point per hour. Critical Threat: 13 - Luck. Critical Threat is the minimum number that a d12 must roll in order for a Dare to succeed. A successful Dare will turn a normal success into a Critical Success or turn a failure into a success. A failed Dare will turn a success into a failure and a normal failure into a Critical Failure. Defensive Limit: ½ Agility + ½ Perception (round down). This number indicates that maximum number of Defense Feats or reflexive actions a character may make before his next turn begins. Wait: Starts at 4. This number represents the amount of other posts/turns which must pass before the character is able to take another turn/make another post. Wait does not apply during free RP. Last Resort: Starts at 1. The Last Resort is exactly what you think it is; a point that should only be spent when in dire need. Not only does it give the character an extra 2 points to apply to any of his available stats, but it also instantly recovers 1/4 of the character's total Life and can increase the effectiveness of some spiritual powers. The Last Resort may be used as a reflexive action and is restored after 6 or more hours of rest. Weapon Proficiencies: Each character may choose one weapon type to be proficient with. Additional proficencies may be purchased by way of Advantages. Armor Proficiencies: Each character may choose one type of armor to be proficient with. Additional proficencies may be purchased by way of Advantages. ArmorArmor is determined by the equipment the character is currently wearing. Refer to the bonuses offered by your current equipment. Some special abilities can also grant Armor points with or without protective gear being currently equipped. Physical: Defense against bludgeoning, stabbing, piercing, and crushing damage. Physical damage uses brute force to inflict harm. Elemental: Defense against fire, ice, electricity, extreme temperatures and other primal forces of the physical world. Biological: Defense against acids, poisons, diseases, and other chemical/biological agents which damage and destroy living cells. Magical: Defense against the unexplainable forces which seem to harm not only the body, but the soul as well. Magical damage is uncommon and defenses against such damage are equally rare. Carrying Capacity: Strength + Agility. This number represents the total amount of item slots the character has. Each item takes up a number of slots depending on its size and weight (for more information, visit the Equipment Section.
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Posted: Thu Oct 30, 2008 10:07 pm
STEP #5: EQUIPMENTEach character starts the game with some basic equipment. Before the game begins, each character has $1000 with which to purchase equipment from Equipment Section. Characters are limited in the amount of gear they may carry by their Carrying Capacity (Strength + Agility). Carrying Capacity represents the number of slots a character has for items to fill and each item consumes a number of slots depending on its size, weight, and shape. The itemized descriptions of various pieces of equipment are listed in the Equipment Section. STEP #6: SPECIAL QUALITIESThe Second Sight grants all characters a vague awareness of the truth; that there is more to the world than what we see with our eyes. But some individuals go beyond simple awareness of the world and begin to understand that they themselves are more than mere flesh and bone. Player characters come equipped with some means to defend themselves against the onslaught of darkness they find themselves and the whole of mankind pitted against. There are two types of Powers: Advantages, which are abilities that are always active and grant permanent bonuses to characters, and Spiritual Powers which go beyond the physical into the realms of the truly unexplainable. Players may spend their Power Points however they see fit in order to equip their characters with the competitive edge they'll need to survive the dangers of a mad world. Characters have 8 Power Points to spend on Advantages and Spiritual Powers; the idea is not to create characters with a great deal of supernatural ability, but to provide your character with some small Advantage they can make regular use of, or a powerful ability they may fall back on when in dire need. For a complete list of special abilities, please see the Special Qualities section. What makes a character truly interesting are not his strengths, but his weaknesses. It is the failures of a protagonist that make his victories all the sweeter; those who can overcome their shortcomings in order to achieve their goals are truly worth the attention of the story's audience. To reflect the dramatic tension provided by a character's faults and award players who outfit their characters with such deficiencies, Experience bonuses are awarded to characters who take Faults. One can think of Faults as the opposite of Advantages; these anti-powers provide permanent weaknesses which characters must constatly struggle against. They can be as benign as a smoking habit or as debilitating as a serious mental illness. Players are awarded a number of Experience Points to spend on their characters during character creation depending on how serious their Faults are. For a complete list of Faults, please see the Special Qualities section.
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Posted: Thu Oct 30, 2008 10:10 pm
STEP #7: CHARACTER GROWTH Character creation never really ends. Just like any interesting character, yours is constantly growing, learning, and evolving. To reflect his heroic journey, each character is given Experience Points (abbreviated XP). These points represent the sum of what his experiences have taught him. They are used to increase Stats and Skills and to purchase new abilities. The Judge determines how many Experience Points he will reward the players with based on each encounter, sending PMs to players as they earn XP. (and keeping his own tally as well).
Players can only spend Experience when training. It is in training that they focus the disparate bits of knowledge into something useful. When training (either under their own tutilege or the teaching of someone more knowledgeable), characters may spend XP according to the chart below:
XP Exchanged => Points Gained 500 XP : 1 Stat Point • Note that Stats cannot permanently exceed 5 unless acted upon by an external, often supernatural, force.
300 XP : 1 Skill Point • Note that Skills cannot permanently exceed 10
150 XP : 1 Power Point
Characters may only train themselves in Skills they already have a rank of at least 5 in. They are free to increase their Stats regardless of current rankings. They may also increase the rank of any Advantages or Stunts that can grow in level. While training himself a character may spend 10 points of Experience each day he spends training.
A trainer may teach a character any skill they have a rank of at least 3 in and any Stunts, or Spells they are familiar with. Stats may also be increased normally. When learning with a trainer, a character may spend 50 points of Experience each day he spends training.
Note that only characters with previous knowledge in a branch of magic may spend Experience Points learning Spells. If a character has no knowledge of a particular branch of magic, he will have to enroll at the magic academy for at least 4 semesters before he can begin spending XP on magical abilities.
STEP 8: POST YOUR PROFILE PM your profile to Mercurius James or another Mod for approval. Once approved, you may post your character's stats and picture in the appropriate forum's "Character Profiles" thread.
You can continue updating your character's profile as your character gains Experience points and grows more powerful. Notify your Judge of any changes you're making so that he can keep track for his own purposes as well.
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