Character Creation

Ability Scores
Each character has six ability scores that represent their basic physical and mental capabilities. They are, in order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. To generate each of your character's ability scores, roll 4d6 and discard the lowest, then apply the total to the ability of your choice. Repeat until all scores are filled.

Profession
A character's profession represents what the character did before their Awakening. Your choice of profession will impact your character's starting wealth and equipment, as well as provide feat and skill bonuses. The default profession is Student, which covers characters still in school as well as ones that did not have any specific life experiences after school.

Class
A character's class represents what the character does after their Awakening. Each class offers its own array of unique abilities, specific to the way that class interacts with the Underworld.

Feats
Feats are special abilities that a character can acquire that are not specific to a class. A character begins with two feats at first level and gains a new feat at every level divisible by three. Some classes may also grant bonus feats. To take a feat, a character must meet any prerequisites that feat may have.

Skills
Skills represent a character's ability to perform specific tasks, such as driving or swimming. Each class has a list of skills that are relevant to their activities; these are known as class skills. Skills are known as trained skills if you have put skill points into them, and untrained if you have not. Some skills cannot be used untrained. A character gains a +5 bonus to all class skills that are trained.

Equipment
Equipment represents a character's possessions that they carry with them. Your character might own a microwave, but unless they keep it on their person it is not equipment. Equipment includes clothing/armor, weapons, and sundry items. All equipment has a monetary value and a weight value.

Resources
Resources represent a character's possessions that they do not carry with them. If your character owns a microwave, it is a resource. Common resources included houses, cars, and bank accounts, but are not limited by anything other than what your character would reasonably be able to access.