Start and Demographics, Step 1

Once you enter CGen, the first thing you should do is type: +start

This initiates a character sheet for you and balances traits, leaving the rest a blank slate for you to set and determine during CGen. You can only do this once, anything that needs to be written over or reset can be done so along the way, except for Passions as these are determined by a random roll and may not be reset once rolled for.

After starting the process, type: +fields

This will show a list of demographics and how to set them.

Religion is limited to the choices of: divine (faith of the Divine Empire), faithful (Faith of the First Dawn), paragons (Paragons of the Three Divinities), spiritualist (various polytheistic practice common among the tribes and clans of the east near Sumrov), traditions (Eastern Traditions)
Reference: Religions

City is limited to the choices of: Bergatine, Matora, Montero, Valdona, Vinchia, NA. Most should be set to Matora, this represents the city you are affiliated with and where the game is based.

Family/Houses can be found on Families

NOTE: Houses are meant to be developed by the HoH of each house/family. Please don't develop it unless you are officially the HoH. This is pertaining to the wiki page, motto, crests, colors, etc.

Setting your Traits

These are a vital element of play. They are meant as an RP tool to help keep the character in line with how they have been written. Each starts at 10 and may be raised up to 14 in CGen. Only 10 points may be aloted this way.

These are opposed to each other for balance. Both sides of opposition must add up to 20, no individual trait may ever by above 19.

The traits are as follows:

  • Chaste vs. Lustful: Chaste characters refrain from sex outside of marriage; Lustful characters are more sensual and less modest in their amor and affairs of love.
  • Energetic vs. Lazy: Energetic characters are always doing something useful; Lazy characters let others do the work while they enjoy themselves.
  • Forgiving vs. Vengeful: Forgiving characters do not hold grudges or conduct feuds longer than necessary; Vengeful characters forget nothing and ensure every slight is repaid seven-fold.
  • Generous vs. Selfish: Generous characters keep only what they need to maintain their station and reward their followers well; Selfish characters are stingy and accumulate wealth all for themselves beyond their station.
  • Honest vs. Deceitful: Honest characters are truthful and never lie under oath. Deceitful characters use words as weapons to snare others with tricks.
  • Just vs. Arbitrary: Just characters adhere to the law. Arbitrary characters do whatever they like.
  • Merciful vs. Cruel: Merciful characters accept surrenders, treat prisoners well, and favor leniency in the eyes of the law with a belief in reform. Cruel characters find it better to kill those who surrender so they can't cause you future trouble, or else to break their will through torture, they believe in full punishment in the eyes of the law.
  • Modest vs. Proud: Modest characters play down their glory and do not ask for praise; Proud characters sing their own praises and expect the accolades of others.
  • Pious vs. Worldly: Pious characters generally believe this world is meant to gain something more in the afterlife and follow doctrine of their religion to hopefully attain that reward in the next world; Worldly characters concern themselves with the affairs of this world, even if they believe in some afterlife, it is living this life to the fullest in this world that is most important.
  • Prudent vs. Reckless: Prudent characters look before they leap and think things through before acting. Reckless characters believe in deeds, not words and trust in their instincts and skills to preserve them.
  • Temperate vs. Indulgent: Temperate characters restrain their appetites and eat wisely and drink little. Indulgent characters party the night away and eat and drink until they are fuller than full.
  • Trusting vs. Suspicious: Trusting characters assume the best of everyone until proven otherwise; Suspicious characters fear the worst of everyone until proven otherwise.
  • Valorous vs. Cowardly: Valorous characters do not shrink from honest, fair battle. Extremely valorous characters do not shrink from possibly suicidal battle. Cowardly characters seize any chance to avoid combat. A vast number of famous characters embody this trait.

There are certain traits favored by religion that will give a benefit to someone who has a a value of 16 in each of their traits. The favored Traits are as follows:

  • Divine Empire: Chaste, Honest, Just, Merciful, Temperate
  • Paragons of the Three Divinities: Chaste, Forgiving, Merciful, Modest, Temperate
  • Spiritualism/Polytheism: Lustful, Generous, Proud, Worldly, Reckless
  • Eastern Tradition: Chaste, Generous, Just, Merciful, Modest
  • Faith of the First Dawn: Chaste, Just, Merciful, Pious, Temperate

Maintaining 16 in all religious traits nets a character a religious bonus. These are as follows: Divine Empire (+2HP, +3 Damage), Paragons (+6 HP), Spirtualism (+2 Healing Rate), Eastern Traditions (+2 HP, + Damage, +2 Healing Rate), First Dawn (+3 HP, +1 Damage).

Assign attributes

These are mostly tested in combat or other actions and have very little to do with the skills which are rolled separate without the addition of the attributes.

SIZ - Size. This is mostly defined by weight instead of height and is limited from 8-15. 12 is approx. average. Whatever this is set in chargen it cannot be raised.
DEX - Dexterity. This is an ability to remain standing when taking hits and other actions similar. 12 is approx. average. This can be raised out of chargen.
STR - Strength. 12 is approx. average. This can be raised out of chargen.
CON - Constitution. 12 is approx. average. This can be raised out of chargen.
APP - Appearance. 12 is approx. average. This can be raised out of chargen.

SIZ Chart

This is by modern standards to help with Actors and PBs:

8 100-131 4'10" 5'2" 128-150
9 105-137 5' 5'4" 132-156
10 108-143 5'2" 5'6" 136-164
11 114-151 5'4" 5'8" 140-172
12 120-160 5'6" 5'10" 144-180
13 126-167 5'8" 6' 149-188
14 132-176 5'10" 6'2" 155-197
15 138-179 6' 6'4" 162-207

Assign Skills

Check here first: Skills

Note that most families in Matora will be 'maritime' 'northern' or 'central' in relation to their culture. All are for the most part the same with minor differences in skill distribution. If you are the first to join a main house, you are setting the dominant culture influence for that house.

'+choose CULTURE:'

  • maritime: Bergatino Maritime Cities (Matora and Valdona)
  • northern: Bergatino Cities (Bergatine, Monterro, Vinchia)
  • central: Bergatino Cities close to or in the Paragon States
  • kingdoms: Borzia or Calpera
  • paragon: Paragon State
  • empire: Divine Empire
  • santos: Santos Corta
  • avicorse: Avicorse
  • southernavi: South Avicorse, between Avicorse and Santos Corta
  • navagerse: Northern Avicorse, coastal
  • Sumrov: Sumrov and other smaller clans, tribes and kingdoms of this region
  • eastern: Eastern Empire
  • Kataro: Empire or Kingdoms

Assign Passions

Note passions are presented on the house wiki for each house. You must take at least one passion from this list and may take all of them.

You must also take honor and vindicti, everyone has some feelings about these concepts one way or the other; low score in these means they do not mean as much to you.

Other ideas are



PLEASE - Do NOT fill houses with NPCs named or otherwise. We honestly don't mind if this is left vague in your backgrounds. It will leave options open for house expansion and other players to join such as siblings, cousins, etc.

HoH MUST be minimum age of 25.

Also, please don't write into background that you are the sole remaining survivor. We'd like for new applicants to be able to join houses and for characters to fill out the houses.

Do briefly explain your higher skills please and any high traits in addition to your backstory.

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