To build a character in this system, you should keep a few things in mind.
First, the basic rules only account for human mages, those who managed to awaken their magic spark somewhere between the ages of four and six. They would have one of six cores, each aligning with a base element of magic. Their connection to the mana stream would be directly related to their power in the core stat associated with that base element. The mage might seem almost superhuman. In some settings, they're beloved and worshiped as those blessed by the gods. In others, they're feared just as the magic beasts are. In others, they might not be known to the greater public.
Second, your character might not have a conscious connection to the gods of the setting, but the study of magecraft almost always comes with their attention, their blessings. These are the multiversal gods of the system, though each world will likely have gods of their own.
Finally, any character you make should fit into the world your gamemaster is using, whether that be one of our prebuilt settings or an original setting they've created. Make sure to keep contact with your gamemaster as you build your character so they can be on the same page. Some gamemasters will even build your backstory into the campaign lore. Of course, they can only do this if the backstory is known to them and actually works in the setting. Communication is important in any game that involves a story being told by a collaboration.
With all of this in mind, let's build a character.
Magic Core: Determining a mage’s magic core (Water, Air, Earth, Fire, Life, and Entropy) helps to determine the rest of their affinities. Each magic core has natural stat affinities and skill abilities, so this choice is important to a lot of character creation. Stat affinities will be determined in the Rolling Stats portion of this list. Starting core traits will be detailed in the Core Traits subpage
Rolling Core Stats: Roll 5d4 for each of the six core stats (strength, dexterity, vitality, acuity, presence, and intelligence) and add the sum of the roll results. That 5d4 result is one of your totals. You can put this total into any of your stats or roll in order, so long as you roll the 5d4 totals 6 times, once for each stat. You gain an extra point to your core stat total. You can use these numbers to determine your stat bonuses and saves as follows.
Stat Bonus = (Stat total - 10)/2
Round down to the nearest whole number
Stat Save = (stat bonus)*5
Background feats: Your mage starts with a Background feat, which includes any feat in the list that can be earned without any other requirement. They're listed in the Background and Requirementless Feats page. Alternatively, you can take two free points to spend or save on any skill, ability, feat, or stat as listed in the "Spending Free Points" section further down on this page.
Proficiencies: Every character at level one gets one skill proficiency level to invest in a skill associated with their core stat (ie, if your core element is air, your core stat would be dexterity, so you might take a level of proficiency in dodge.) In addition, the mage gets one proficiency in any weapon, armor, and language they choose and one proficiency in their spellbook. The basic options for these proficiencies are listed in the Proficiency Options Lists further down this page, but your setting or GM may allow others. If you would like to take a proficiency not on the basic lists, communicate with your GM and see if it would be an option in your campaign. Calculating saves for proficiencies is as follows:
Skill Saves = (skill proficiency * Mage Level) + Assotiated stat save (if any)
Weapon damage = a number of weapon damage dice equal to proficiency level + stat bonus associated with weapon type
Do not add proficiency to attack saves. Attack saves are determined by the weapon type.
Free Points: Every level one mage starts with 13 free points. In addition, every time a mage levels, they gain a number of free points equal to their new level (ie, at level 2 you gain 2 free points, at level 3, you gain 3, at level 4, you gain 4 free points, and so on). You do not have to spend all your free points every time you level, but you can only spend them while leveling up your character, including to the first level, unless otherwise specified by your GM. They can be spent as follows:
1 free point -> Single Proficiency level in any skill
Note: You cannot have more proficiency levels in a single skill than your level+2
2 free points -> New Spell
3 free points -> One feat or ability that the player meets the requirements for.
Note: You cannot use free points to take worship levels, but you can use them to take an ability from a fighting style that you are not a part of, so long as you meet all the other associated requirements
5 free points -> One additional point to any core stat total
Hit Point Calculation and Hit Dice:
Hit point max = (Vitality Bonus + 10)* Character Level
Hit die = 1d4 per vitality bonus point (d6 at level 10, d8 at level 20, d10 at level 50)
Mana Point Calculation and Magic Dice:
Mana Point max = (Core Stat Bonus +10)* Character Level
Mana die = 1d4 per core stat bonus point (d6 at level 10, d8 at level 20, d10 at level 30)
Speed and Armor Class Calculations:
Speed = 10 + (Dexterity Bonus * 10)
Armor class (before Armor bonuses) = 2*Vitality Save + (Dex bonus*lvl) = AC (Minimum 20)
If your character has unarmored proficiencies then add an aditional (Unarmored proficiency level+vitality bonus) for each unoccupied armor slot (not including cloaks)
Spellcasting Calculations:
Spellcasting bonus = Core stat save + spellbook save
Spell save DC = Core stat save + Spellbook save + 20
Starting Spells: A Number equal to your core stat bonus with a minimum of one plus one spell associated with your core stat
Mage's Familiar: Every human mage has a familiar, a magical assistant born from their magic core that they usually find shortly after their core sparks. For familiar rules, please see the Familiars page. For non-human characters, see the Non-human Races page.
Athletics
Grip
Endurance
Climb
Swim
Acrobatics
Sleight of Hand
Stealth
Flexibility
Dodge
Recovery
Medicine
Resistance
First Aid
Magical Endurance
Insight
Perception
Survival
Will
Focus
Deception
Intimidation
Performance
Persuasion
Animal Handling
Magical Knowledge
Religion
Research
Science
History
Batons
Battleaxes
Bone Saw
Daggers
Flails
Greatswords
Hunting Knives
Knives
Maces
Mirrored Blades
Needles
Rapier
Scalpel
Shears
Shield
Short Sword
Spears
Staffs
Steel Webs
Swordstaffs
Throwing knives
Unarmed
War Axe
War Instruments
Shortbows
Longbows
Textile
Plate
Helms
Cloaks
Gauntlets
Shields
See Setting or discuss with your Gamemaster
Sewing kit
Cook's utensils
Forgery kit
Disguise kit
Carpentry tools
Land vehicles
Water Vehicles
Sky Vehicles
(Mount) Riding
Herbalism kit
Cards
Dice
A specific game
Calligrapher's kit
Climbing tools
Cobbler's tools
Glassblower's tools
Jeweler's tools
Leatherworker's tools
Blacksmith's tools
Anything you can convince your Gamemaster to allow you to use
Below will be examples of the characters sheets. Once the Alpha test is finished and we've moved to beta, we'll have a digital sheet up as well.
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