Polemos: 4th Age - Character Guide

Character Guide

In Polemos, players take control of a character of their choosing that will grow through the course of their adventures. The Game Master (GM) will play the role of the rest of the world the player characters (PCs) inhabit, including non-playable characters (NPCs). Player characters and major NPCs will likely track the full range of information needed to describe a character's strengths, weaknesses, and anything else important to role-playing. Most NPCs do not need such level of detail, however, so the Game Master may instead use character stubs.

To begin making a character you should acquire a character sheet which will contain all the various information about who your character is and what their strengths and weaknesses are.

Creating a Character

While full information about the various aspect of a character can be found below, the basic "quick start" steps to create a character are:

General Character Information

Physical Information

Experience Points

As a character's story plays out the Game Master will award characters with experience points - or XP for short. Experience points can be given for any reason, but generally it represents the character has become more practiced, improved in some aspect, or otherwise learned something valuable. Examples might include experience from killing a monster, completing a quest, reaching a remote destination through a long journey, or simply learning an important insight to the unfolding story.

Spending Experience

Experience can be spent, like a currency, to improve characters. You should keep track of the total amount of experience points you have left unspent, as well as the total experience earned, so you know how much you have already spent.

Starting Experience

All characters start with some experience, usually determined by their race. However, the Game Master may change this if it will be of benefit to the story. It is recommended that you spend as much starting experience before the story begins as possible.

Level

A character's level is equal to the amount of experience points that have spent divided by 12, rounded down. For example, a character that has spent 12 XP is level one, a character with 23 XP spent is also level one, but a character with 24 XP spent is level two. Remember that a character's level is just a general informational gauge- it won't be used for any calculations.

Aspects

Aspects represent things the character was born into or that have been deeply ingrained during their lifetime. They are things that do not easily change over time, if at all. Your choice of race and background will determine most, if not all, of the aspects you start with. It may also grant you the choice of one or more talents, which are aspects you may choose for yourself.

Backgrounds

Talents

Languages

The languages the character knows each have a fluency rating that represents how skilled the character is at communicating in them. Not having a common language or high enough fluency with another character may affect the communicable requirement of abilities. Fluency (and literacy) is granted by a race's starting package, and often includes a "native" language you can choose based on where the character spends most of their time. New languages (and literacy) can be learned after character creation, but unless the character is a scholar or travels this will likely not be necessary.

Fluency

Literacy

Measures

Measures are numbers that represent how good a character is at a particular activity, or how much of a particular quality they have. Examples include a character's skill at charming others, or their physical stamina. They represent the sum total of any innate talent and any improvements acquired through practice. Higher values are better. A measures's value is the total of a score and modifiers.

Score

All measures have a base value that represents how much the character has improved at it. All measures start with a score of zero, but can be improved. You can raise a measure's score by spending XP on it (see the Improving Measures section below), however raising the score may be subject to diminishing returns. This means that it could take more XP to raise the score as the measure improves.

Modifiers

Sometimes a character's race, abilities, or other factors will grant them a bonus or penalty to a measure. Some are permanent, while others are temporary. These modifiers are always included in the measures's total value, but are not considered when spending XP. It is recommended that you track modifiers separately so that it is easier to recalculate when any temporary modifiers' effects are removed.

Improving Measures

A measure's score can be improved by spending XP. Improving a measures is often subject to diminishing returns. This represents the fact that it is harder to improve something as you get better at it. The base cost to raise a measure's score by one is the current score. This base cost is then modified by any racial costs or other factors like discounts, but has an absolute minimum of one. See a race's progression section for a complete formula.

Examples

Discounts

Sometimes a character may receive a discount to improving a particular measure's score (or category of measure). Any discounts are applied at the end of calculations, but a minimum of one XP to raise the score remains. For example, with a discount of one it could still take one XP to raise a score from zero to one, but might also takes only one point to go from one to two.

Character Measures

A character has many measures that are categorized in several ways.

Fitness

Fitness measures represent how much a character has honed a broad physical or mental ability. They are often used as resource pools that you can spend and gain back, so you should keep track of both their maximum value and their current value.

Skills

Skills are measures that represent your character's strengths and weaknesses at performing certain kinds of actions.

Skill Tag & Roll Modifiers

Some modifiers affect skill tags and skill rolls.

Reserving

Measures (particularly fitness measures) can be "reserved," or lowered until some situation changes. For example, lifting a particularly heavy object might reserve some stamina, which cannot be regained until the object is no longer being lifted.

Tracks

Tracks, unlike measures, are changed solely on circumstances and not through character growth. Track values will be raised and lowered based on actions taken or by being targeted by certain effects. Track values often confer conditions with special effects of their own. Some examples of tracks include:

See the Character Status section below for more information about tracks.

Character Status

A character's current status is primarily made up of several measures and tracks:

Additionally, lists of effects currently being applied to the character are also used:

Body Areas

Abilities

Abilities describe the actions that a character can make, whether they be mundane actions like walking around, attacks or fighting techniques, magical spells, or any number of other special abilities. Many abilities are available to all characters inherently, while others must be learned through XP. Abilities may also replace or enhance each other through ability types.

Ability Types

Combo Abilities

Using a replacement or enhancements while performing a base ability is called a combo ability. To perform a combo ability, first choose the base ability to perform. Then, if a replacement is being used, override the sections of the ability or effects that the replacement defines as necessary. Only a single replacement may be used. Next, for all enhancements that are being used, add their effects as necessary. Multiple enhancements may be used. Finally, the combo ability is performed with the final resolved set of effects.

Feel free to resolve a combo ability's effects before you use it and record it, particularly if it is something a character will use often. For example, if a character often uses a Melee Attack base ability with a Slicing Blade enhancement, then recording a Slicing Blade-Strike combo ability with the combined effects will save time later.

Using Combo Abilities

Anytime an ability is used, a combo ability that still meets any listed requirements may be used. This includes when abilities prompt you to perform another ability, though only with replacements of the same or lower time requirement as the prompting ability.

For example, the Called Melee Attack calls reads, in part, "Perform melee attack" - in this case a combo ability that replaces Melee Attack can be used instead. A "full" action replacement of Melee Attack, however, could not be used as part of the Called Melee Attack ability since it would take longer to perform, and must be used separately.

Learning Abilities

Many abilities must be learned before they can be used.

Inherent Abilities

Many abilities can be used without first being learned, but may have other requirements before they can be used.

Equipment

A character's equipment includes items or gear that they are wearing, holding, carrying in a container like a backpack, or generally have on their person.

Wearable Items

Wearable Item Layers

Several layers exist for wearable items. The following possible layers are generally given from inward to outward, but can be re-arranged when reasonable. For example, a necklace in the jewelry layer by default lays on top of any armor, but could be worn under clothing.

4th Age: Armor Layering

Armor in the 4th age is a highly technical and tactical field of craftsmanship. Soldiers and their armorers spend considerable time, thought, sweat, and blood to find the best ways to protect themselves from enemy attacks. A delicate balance is needed between weight, flexibility, durability, body coverage, cost, and many other factors. Due to the variety of weapons in common use during the time period, as single type of armor is unlikely to be able to protect against all of them. For this reason warriors often layer different kinds of armor on top of one another, allowing specialized pieces work together to provide complete protection.

Held Items

Carried Weight

While being loaded up to the hilt with gear makes a character prepared, it also weighs them down. Most characters will have to, at some point, strike a balance between taking everything and taking nothing.

Encumbrance

Some items like armor can be bulky and can further penalize range of movement beyond what their carried weight would normally entail.

Character Stubs

Character stubs are simplified characters that are faster to create. They do not track the full amount of information about a character, but with few exceptions behave exactly like full characters for the purposes of interpreting rules.

Minions

Minions are character stubs that represent mostly anonymous cannon-fodder for players to easily overcome. Instead of tracking body area vitality, wounds, bleeding, etc. minions are taken out of the fight whenever any of the following happens:

The GM can determine whether these wounds actually kill the minion, cause them to stop resisting, or simply run away from the chaos of battle. Because minions don't require a vital wound to defeat, it's recommended that the GM reveal a character's minion status up-front.

Group Morale

Most groups do not fight to the last man, and would rather retreat from a losing battle than sacrifice life and limb for a lost cause. Players normally choose whether their characters wish to continue fighting, but for groups of non-player characters the GM may use a morale value to track when that group will generally break and attempt to flee. The starting morale value is chosen by the GM, and can remain hidden. For each non-fatigue wound applied to a member, and for each member killed the morale value is lowered by one.