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Character Creation.

Step 1: Select a Fairy Tale Archetype

Choose a character archetype from the fairy tale world—this could be a hero, villain, or neutral character. The archetype defines your backstory and primary magical and non-magical abilities.

  • Heroes: They tend to be “good,” but they can still have complex motivations or darker sides. Heroes can become evil over time. Heroes gain ‘True Love’s Kiss’ automatically. True Love’s Kiss allows the hero to roll to save their beloved from an evil curse or drag them back from the brink of death. It ONLY works with the character’s True Loves. (Your character’s True Love does not need to be a partner/spouse, the love can be maternal/paternal, deep and abiding friendship, or what you. Your character’s True Love does not have to be a Hero character.) You may only have TWO True Loves. Once it is decided upon you must inform Staff and have it noted on your character.) Heroes also have the Bounce Back ability. Once a month a Hero who has been severely injured may shake off their wounds the next day without healing. (This does not include curses.) Be Warned: Should your character turn evil or neutral, these abilities will be lost. Strength of Purpose. Once per week, a Hero character can ignore the effects of evil magic, miraculously taking no damage from a single devastating attack, blocking domination, or shaking off the effects of a curse for ONE DAY.
     

  • Villains:. Villains often walk a gray line, and many have tragic backstories or reasons for their actions. Villains can undergo a redemption arc. Villains start with their choice of +10 for beginner, +15 for Moderate, +20 for advanced in Hitpoints or  Mana Points as well as one non-magical minion with 8 points in attributes and 8 points in skills. If a minion is killed they always find their way back to their villain. (roll 1d10 to determine number of days) And Lastly, True Love’s Kiss, because even Villains can occasionally  find love. Villains, however, may ONLY have ONE True Love. (Maleficent for example) Villains lose these bonuses should they become neutral or heroes. 

 

  • Neutral: Characters who may shift between sides, depending on the situation. These could be tricksters or morally ambiguous individuals. Gift of Gab, neutral characters can move freely between sides in the pursuit of knowledge, spells, or what have you. For some reason, known only to the Gods of Madness and Chaos, these characters are trusted by both villain and hero alike. Be aware, however, taking sides too many times, one way or the other, will have consequences. Knowledge from Chaos, somehow those inclined toward neutrality have the ability to pull information from seemingly nowhere. Once a week, Neutral Characters may roll 1d10 and submit a ticket to the storytellers. In return, they will gain one bit of information that is not known to others. The amount of information will be determined by their dice roll. It wasn’t me! Once per week, Neutral characters have the ability to claim innocence to an accusation and be utterly believed. There is no saving throw against this ability.
    And Lastly, True Love’s Kiss, because even Chaos Monkeys can occasionally  find love. Neutrals, however, may ONLY have ONE True Love. Remember, taking one side over the other, too often will result in an Archetype shift.

Step 2: Assign Attributes (Each of the five attributes starts at zero. You must put at least one point in each of the five attributes. DO NOT add your racial bonuses at this time)

  • Beginning Characters distribute 10 points across the 5 attributes (Heart, Mind, Body, and Soul, Health), with a minimum of 1 and a maximum of 3 per attribute.

  • Moderate Characters distribute 12 points across the 5 attributes (Heart, Mind, Body, and Soul, Health), with a minimum of 1 and a maximum of 4 per attribute.

  • Advanced Characters distribute 15 points across the 5 attributes (Heart, Mind, Body, and Soul, Health), with a minimum of 1 and a maximum of 5 per attribute.

NOTE: Spend your Attribute points wisely. The number of points in an Attribute determines the Max number points you may put in the associated skills.

Step 3: Racial Bonuses, Traits and Drawbacks.

     -   Add bonuses, traits and drawbacks from Racial list. Attributes may go above the Max attribute allowance at this point.
 

Step 4: Select Skills* Skill points represent focused training in a given area whether it be mundane, or magical in nature. If your fairy tale character is not a magic user, you MUST have a reasonable twist on the fairy tale character that allows for the use of those abilities. (Red Riding Hood is a werewolf, for example). If an argument can be made for characters who would not be full on magic users, but having a single ability (Snow white summoning birds, mice and small animals and being able to communicate, for instance) chat with staff about being allowed to purchase that one ability as a skill. Note: The number of points you put in your skills cannot exceed the associated Attribute score.

 

Skills are specific areas of expertise under each attribute. Characters start with a selection of skills and can improve them as they level up. Skills can be added as necessary. The number of points you put in your skills cannot exceed the associated Attribute score. The following are lists of example skills. If a skill you want is not listed you may reach out to staff and see which attribute it would fall under.

 

Example: If you have the Attribute Body at 3, you may not put more than 3 points in the Melee skill.

 

  • Beginning characters have 20 skill points to spend on skills that align with their character’s role. These should be based on the attributes and the character’s fairy tale history. For example, a character who is the Big Bad Wolf might focus on Combat, Stealth, Leadership, and Elemental Magic (Wind). 

  • Moderate Characters have 25 skill points to spend on skills that align with their character’s role. These should be based on the attributes and the character’s fairy tale history. For example, a character who is the Big Bad Wolf might focus on Combat, Stealth, Leadership, and Elemental Magic (Wind). 

  • Advanced characters have 30 skill points to spend on skills that align with their character’s role. These should be based on the attributes and the character’s fairy tale history. For example, a character who is the Big Bad Wolf might focus on Combat, Stealth, Leadership, and Elemental Magic (Wind). 

Anything above a Beginning level character will need to be approved by Staff.

  • Skills must make sense for the archetype you are playing.

  • You do NOT have to spend all your skill points at the time of creation. However, unspent points will require one to find an instructor for the skills you wish to learn. (You may only learn one new skill per month. You cannot go from having no training in melee combat to being a master.)

  • Changing out stats (dropping one skill in exchange for another) must be done IC via a Devil, and will have a cost. Methods of contacting a Devil can be researched and may take multiple steps. Be careful who you trust.

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