Character Creation

Character Sheet

Character sheet is divided into 3. One can play SAKE by only filling out the 1 part found on the first three pages. The first page focuses on the PC’s Attributes, Skills, Abilities, equipment, etc

Second part of the character sheet focuses on characteristics and roleplaying. These fields give depth to a PC otherwise composed of positive and negative numbers. It helps the player relate to their PC and the world that surrounds their PC. 

A PC gains EXP at the end of each game session. For that, they must assess the events of the game session and their PC’s development and write it down in the Game Events system in part 2.

Third part of the character sheet is dedicated to sorcery; only those players who wish their PC to be a priest or sorcerer should fill these fields. Here you should write down character’s abilities in Otherworld and Spells. 

Assigning Attributes

Assigning Skill points 

(Skill descriptions in the respective chapters)

Choosing Abilities

(Descriptions in the Abilities chapter)

Creating a distinctive personality

Personality traits.

Different cultures can consider the same personality trait differently. What is considered positive in one can be seen as negative in another even though they are transcultural. These examples of Personality Traits are divided into 3 groups; rather positive, neutral, or rather negative. They have been divided from Asteanic cultures’ standpoint and characterize this culture which has spread over the world’s oceans.

Personality traits gain you additional EXP in gameplay so consider how you’d play your personality to maximize EXP gain.

Rather Positive:

  • Ambitious
  • Energetic
  • Stubborn
  • Vengeful
  • Dedicated/ consistent
  • Calm
  • Adventurous
  • Proud/ arrogant/ very confident
  • Incredulous
  • Polite/ diplomatic

Neutral:

  • Greedy/ jealous 
  • Honest
  • Caring/ understanding/ empathetic
  • Selfish/ self-centred
  • Brave
  • Cruel
  • Talkative
  • Kind/generous
  • Loyal/ faithful
  • Jolly
  • Straightforward
  • Hard-working
  • Tenacious
  • Fair

Rather Negative:

  • Shy
  • Impulsive/ spontaneous/ unpredictable
  • Passionate
  • Lazy
  • Passive/ insecure / indecisive
  • Busybody
  • Weak-willed
  • Quiet
  • Deceitful

In Conclusion

Once a player has assigned Attributes, Skills, Abilities and Personality Traits they should add a few finishing touches and start the game.

Reflexes

Speed + purchased Reflexes (5EXP for 1Reflex point – Armour penalty = Reflexes

Armour penalty for each type of armour can be found in the Armour chapter.

Parrying 

Reflexes + purchased Reflexes + Shield = Parrying.

Later when a player changes their armour or gains additional Speed they should also recalculate Parrying.

Movement Speed

Go to Abilities chapter to find out how many metres per round a PC moves. This is affected by Armour. Light armour does not affect Movement Speed, medium armour deducts 4m from Movement Speed and heavy armour deducts 8m.

Willpower and Spell Resistance

Soul + purchased Willpower (5EXP for 1Willpower) = Willpower

Willpower + purchased Spell Resistance (3EXP for 1SP) + Amulet) = Spell Resistance

Amulets can be bought. Their prices and descriptions can be found in the Sorcery chapter.

Spellpoints

Willpower + Spellpoints from Spells = Spellpoints

Info and prices in the Sorcery chapter.