A. WITCHLINE
Choose from one of the following:
Dhampir
Golem
Mongrel
Mummy
Ophidian
Revenant
Shade
Thanids
Vargr
(Human)
A. ATTRIBUTES
Your Accursed begins with a d4 in each attribute, and has 5 points with which to raise them. Raising an attribute a die type costs 1 point.
B. SKILLS
Your Accursed has 12 points for skills. Each die type in a skill costs 1 point, up to the linked attribute. Increasing the skill above the value of the linked attribute costs 2 points per die type. You start with a d4 in Athletics, Common Knowledge, Notice, Persuasion, and Subterfuge.
All other skills must be added, costing 1 point to go from unskilled to a d4. If you need to use a skill but don’t have the skill, you roll Unskilled Attempt (which is d4 minus 2).
C. SECONDARY STATISTICS
• Pace is 6”.
• Parry is equal to 2 plus half Fighting.
• Toughness is equal to 2 plus half Vigor.
• The Fate track begins at the central 0 point.
D. Edges and Hindrances
Your Accursed may gain additional creation points in return for selecting Hindrances. Up to One Major Hindrance (2 points) and two Minor Hindrances (1 point each) may be selected. For 2 points, you can either:
• Gain another attribute point
• Choose an Edge
For 1 point you can:
• Gain another skill point
E. Gear
Characters begin with a selection of gear based upon the character’s backstory as well as the Skills, Edges, and Hindrances that the player has selected. Game Masters should work with players to compile a list of equipment that is particularly well suited to the character’s needs. Gear for Novice characters, however, should never be of the highest quality or best caliber. Such equipment is reserved for a character who has earned it through experience. Further, a character should only have a reasonable amount of equipment that they can easily carry—or that can be carried on their mount, if applicable. Note that the acquisition of additional gear after creation is subject to the character’s Personal Resource die (see page 84). This begins as a d6.
F. Background
Explain your character’s backstory and motivations. This should include his country of origin and may reference places that he has travelled prior to and since his transformation. The circumstance of his capture by the Witch Armies and the specific details of his Witchmark should also be considered. Create the Accursed’s specific starting Witchmark (see page 111).