Character Creation

First Steps
Before anything else, you need a character concept. This is your jumping-off point. Who is your character as a person? If you are unsure whether your character concept is viable or fits into the world of Into the Depths, then please message one of the GMs with questions.

Character Sheet
https://docs.google.com/spreadsheets/d/16L72LyYEguybMaIJ0Zu6Dr0PvCfXoEeVCtGMu2uJz3M/edit?usp=sharing

Attribute Point Allocation
Your character's attributes are divided into three categories: mental, physical, and social. Just by existing, each character has one out of 5 points in every attribute. You get 30 points to spend wherever you wish.

Physical Health
A person's endurance indicates their hardiness and overall physical well-being. Like all other attributes, it ranges from one to five. Included on your character sheet is an outline of a human form with several different boxes. You get to put a number of points equal to your endurance into each slot on the body. These points represent the base amount of damage a body area can absorb before your character gains an injury.

Luck Points
Each character gets a specific number of luck points to spend over their lifetime, given by rolling a d6 at character creation. Spending a luck point can turn one roll into a success retroactively.

Possessions
Mental possessions take the form of knowledges, while physical possessions take the form of resources. Each character starts with one point out of five in every possession sub-category just for existing. The number of points which can be allocated in the knowledges category is equal to a character's ((perception + memory)/2)^2. The number of points which can be allocated to resources is equal to a character's (luck points + ingenuity)/2. Numbers should be rounded down. Below is a list of possession sub-categories:

Knowledges:


 * Culture
 * History
 * Sciences
 * Medicine
 * Religion
 * Linguistics
 * Technology
 * Aether

Resources:


 * Liquid assets
 * Hard assets

Armor
Armor is a hard asset, and adds to a character's points and therefore their absorption pool for each region of the body, and is more resistant to damage than the flesh alone. Normally, attacks do not affect the number of dice that armor adds to the absorption pool. Each set of armor has its own characteristics, however.

Cloth Armor
Regular cloth armor rips and tears easily, and thus its points do not grant dice to the absorption pool after taking piercing or slashing damage. Moreover, it is flammable. This does not mean that it is completely useless, however, since cloth is much easier to bind Aether into than leather or metal. Therefore, enchantments to enhance the qualities of cloth armor are much more common.

Leather Armor
Leather armor is your everyman's armor, with no special benefits or drawbacks.

Chain Mail
Chain mail usually has a strength requirement. Chain mail is resistant to slashing damage, offering double the absorption dice when hit with these types of damage. All other damage types are handled normally.

Plate Armor
Plate armor usually has a strength requirement. Plate armor is resistant to piercing and slashing damage, offering double the absorption dice when hit head-on with these types of damage. Bludgeoning damage is handled normally. Plate armor is held together at the joints, where cloth is exposed to allow for less restricted movement. Therefore, at these locations, slashing and piercing damage bypass the armor's regular absorption dice at a +2 difficulty to hit.

Weapons
Weapons are a hard asset which add to a character's damage dice, along with a couple other effects.

Daggers
Daggers are weapons whose hit pool can substitute strength for agility. They add +1 to damage dice pools. They can be thrown (20/60), and do piercing damage.

Shortwords, Longswords, Scimitars, Rapiers, etc.
One-handed swords are weapons which add +2 to damage dice pools, and +1 to hit and defensive dice. When wielded with two hands, the longsword becomes a +3 weapon. Rapiers are weapons whose hit pool can substitute strength for agility. They do slashing damage.

Lances, Halberds, Pikes, etc.
These weapons add +2 to damage dice pools, with the added benefit that they have an extra 5 ft. of reach. This means there an opportunity to attack before an enemy when they first move into the polearm-wielder's range. They do piercing damage.

Axes
Axes are weapons which add +2 to damage dice pools. This becomes a +3 when attacking against heavy armor, and a +1 to hit dice when the opponent is using a shield. They do slashing damage.

Clubs, Maces, Mauls, etc.
These weapons do bludgeoning damage, which is not resisted by any type of armor unless it is enchanted with Aether. They add +2 to damage dice pools. They do bludgeoning damage.

Greatswords
Greatswords are two-handed weapons which have a strength requirement of 3. They add +3 to damage dice pools, and have a +1 to hit and defensive dice. They do slashing damage.

Greataxes
Greataxes are two-handed weapons which have a strength requirement of 4. They add +3 to damage dice pools, which becomes a +4 when attacking against heavy armor, and a +1 to hit dice when the opponent is using a shield. They do slashing damage.

Bows of All Kinds
They are ranged weapons (80/500), and they do piercing damage.

Traits
Traits are additional characteristics which add some sort of bonus or detraction to your character's abilities for a point price. The traits are broken down into physical, mental, social, and supernatural categories.

https://docs.google.com/spreadsheets/d/13s88QGfTGBDkq-dpiRdMpWLHrPGa_fnjxX8OqFd8_io/edit?usp=sharing

Sorcery, or Aether-Casting
In order to have access to sorcery, your character must have combined mental attribute dots of 15, after which point, they should choose a school to specialize in, or message a GM to ask if your idea for one is possible. All spells cast within the chosen school of sorcery are done with one base dot in each of the parameters.

Backstory
As long as you communicate your character concept before launch, we do not require you to write a backstory.