Making a Character
Step by Step
A Resonant is built in eight steps. Two tools take you through the steps and check each one: the Character Creator on the Spark and Stone website (totemicworld.com/sparkandstone), which hands you a sheet to print and a file your GM imports into Fantasy Grounds, and in Fantasy Grounds itself the Creation Wizard on a new character. Both build the same character from the same choices.
- Species. Choose one of the seven peoples. It sets your ability score increases, size, speed, languages and traits, and some species let you choose a proficiency.
- Ability scores. Buy your six scores with 27 points, then add your species increases.
- Class. Choose your path, Elementalist, Survivalist or Aberrant, and your casting ability.
- Background. Choose two skills, three other proficiencies, and two saving throws.
- Starting kit. Choose the weapons you set out with, from the kits your weapon proficiencies allow.
- Totemic Powers. Choose your first powers.
- Gambits and a feat. Choose two Gambits and one feat.
- Name and summary. Name your character and check the whole sheet.
Then talk with your group about who your character is and why they are on the Frontier.
Ability Scores
You have 27 points to spend. Every score starts at 8, and no score can be bought above 15 before your species increases.
| Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| Cost | 0 | 1 | 2 | 3 | 4 | 5 | 7 | 9 |
Then apply your species increases. Most peoples raise two fixed abilities, +2 and +1. Humans raise any one ability by 2 and another by 1.
If your group prefers to roll scores or use a fixed set, the wizard has a manual entry option. Agree on it before anyone builds.
What each ability does
- Strength: lifting, climbing, hitting hard. Athletics.
- Dexterity: balance, aim, quick hands, Armor Class. Acrobatics and Subterfuge.
- Constitution: hit points, endurance, and the saving throw you make when you draw on your Core.
- Intelligence: reasoning and memory. Craft and Lore.
- Wisdom: perception and instinct. Sage and Survival.
- Charisma: presence and nerve. Influence.
Your casting ability, Intelligence, Wisdom or Charisma, powers your Totemic Powers whatever your path.
Your Path
Your class is your path of the Spark. Each is described in full in the Classes chapter.
- Elementalist. Choose your element: fire, water or air. At least three of your first five powers must come from it.
- Survivalist. No specialization. Your powers ride your weapon and your body.
- Aberrant. Choose your manifestation: Solshade, Tempranox, Deepbinder or Auralith. Your first three powers come from it.
Choose your casting ability at the same time. It sets the DC of your powers' saving throws and the bonus of their attack rolls, and it cannot be changed later.
Hit points
Every Resonant uses a d8 hit die. At level 1 you have 8 hit points plus your Constitution modifier.
Background
There are no fixed backgrounds. You build your own from what your character did before the Frontier, and tell the table about it.
- Two skills from the eight.
- Three proficiencies among the kits, weapon groups and armor.
- Two saving throws, any two abilities.
If your species granted a proficiency, it does not count against these. In the wizard, click any skill, kit, weapon or armor proficiency to read what it covers.
Skills
| Skill | Ability | Covers |
| Acrobatics | Dexterity | Balance, tumbling, landing a fall, slipping a hold. |
| Athletics | Strength | Climbing, swimming, jumping, shoving, breaking a grapple. |
| Craft | Intelligence | Making and mending. Turns a kit's help from +2 into your full proficiency bonus. |
| Influence | Charisma | Persuasion, deception, intimidation and performance. |
| Lore | Intelligence | History, the Church, the Spark and the Totems, the natural world. |
| Sage | Wisdom | Perception, insight and investigation. |
| Subterfuge | Dexterity | Stealth and sleight of hand. |
| Survival | Wisdom | Tracking, foraging, handling animals, treating wounds. |
Kits
A kit is a set of tools and the training to use them. Proficiency in a kit unlocks its crafting recipes, and you begin play carrying it.
| Kit | For |
| Apothecary | Tonics, salves, venoms, powder and shot. |
| Artisan | Smithing, repairs, bone and wood work, reforging weapons. |
| Bushcraft | Arrows, darts, waterskins, rations, leather, foraging, making camp. |
| Frontiersman | Traps and snarelines, salvage from a carcass, quieter nights on watch. |
| Mercantile | Records, appraisal, trade goods and pricing. |
| Performance | Turning a room, running a Gambit table, keeping a camp's spirits up. |
| Wayfarer | Maps and navigation, reading the pull of the nearest Totem. |
Weapons and armor
| Proficiency | Covers |
| Simple Weapons | Knives, clubs, staves, hunting spears, slings and shortbows. |
| Martial Weapons | Composite bows, the atlatl, the macuahuitl, warspears, mauls and war axes. |
| Firearms | Powder weapons such as the hand cannon. |
| Two-Weapon Fighting | A weapon in each hand. |
| Unarmed Fighting | Your fists deal 1d4 instead of 1. |
| Light Armor | Padded, leather and studded leather. |
| Medium Armor | Hide, chain shirt, scale mail, breastplate. |
| Heavy Armor | Ring mail, chain mail, splint, full plate. |
| Shields | +2 AC, and Shield Bash as a bonus action. |
Starting Kit
Your weapon proficiencies decide which starting kits you can choose. With no weapon proficiency at all, you choose from the simple kits.
Archer
Ranged.
Composite Bow: 1d8 piercing; two-handed, range 150/600, ammunition
20 Arrows
Nearly twice a shortbow's range. Takes a strong arm to draw.
Atlatlist
Ranged.
Atlatl: 1d6 piercing; range 60/240, ammunition
10 Atlatl Darts
The atlatl throws a dart harder and farther than any arm. Silent, and good out to sixty feet.
Axe and Knife
Dual.
Stone Hand Axe: 1d6 slashing; versatile (1d8), thrown (20/60)
Flint Knife: 1d4 slashing; light, finesse, thrown (20/60)
Throwing axe in the main hand, knife in the off. Pressure at any range.
Blade Pair
Dual.
Obsidian Blade: 1d6 slashing; finesse, light
Flint Knife: 1d4 slashing; light, finesse, thrown (20/60)
Obsidian main, flint off-hand. Two cuts from the same opening.
Brawler
Unarmed.
Unarmed Strike: 1d4 bludgeoning with Unarmed Fighting; finesse
No ceremony. Fists, elbows, knees, whatever lands first.
Bruiser
Melee.
Antler Club: 1d6 bludgeoning; versatile (1d8)
A shed antler with the crown intact. The tines hook. The weight follows.
Guard
Melee.
Hardwood Staff: 1d6 bludgeoning; versatile (1d8), two-handed
Two-handed hardwood. The weapon of those who hold a line.
Hand Cannon
Firearm.
Hand Cannon: 2d6 piercing; range 30/90, ammunition, loading
10 Powder and Shot
Wrought iron and powder. One shot stops a charge. Loading takes time.
Hunter
Ranged.
Shortbow: 1d6 piercing; two-handed, range 80/320, ammunition
20 Arrows
Shortbow for the stalk and the long shot.
Macuahuitl
Melee.
Obsidian Macuahuitl: 1d8 slashing; versatile (1d10)
Obsidian-edged hardwood. Opens wounds no single blade can match.
Slinger
Ranged.
Sling: 1d4 bludgeoning; range 30/120, ammunition
20 Sling Stones
River stones from thirty feet. Quiet, quick to reload, and always available.
Spear and Blade
Dual.
Flint Warspear: 1d8 piercing; versatile (1d10), reach, thrown (30/120)
Obsidian Blade: 1d6 slashing; finesse, light
Warspear opens the gap; obsidian closes it.
Spearer
Versatile.
Hardwood Spear: 1d6 piercing; versatile (1d8), thrown (30/120), reach
Throws at range, thrusts up close. Good against anything that charges.
Striker
Melee.
Obsidian Blade: 1d6 slashing; finesse, light
Surgical and fast. Obsidian takes an edge no stone can match.
War Axe
Melee.
Bone War Axe: 1d8 slashing; thrown (20/60)
Wide bone head balanced for the throw and the follow-through.
War Axe Pair
Dual.
Bone War Axe: 1d8 slashing; thrown (20/60)
Stone Hand Axe: 1d6 slashing; versatile (1d8), thrown (20/60)
Both axes throw. Both bite. The war axe sets the pace; the hand axe presses it.
War Maul
Melee.
Stone War Maul: 2d6 bludgeoning; two-handed, heavy
Two-handed stone. Slow, heavy, and final.
Warspear
Versatile.
Flint Warspear: 1d8 piercing; versatile (1d10), reach, thrown (30/120)
Longer and heavier than a hunting spear. Throws true at thirty feet.
Along with your kit you begin with:
- each kit you are proficient in,
- the best armor you are proficient in: padded armor, hide armor or ring mail,
- a wooden shield, if you are proficient with shields.
Starting coin
You set out with a month's living: thirty days at the standing your background describes, from the cost of living in Equipment and Coin. Agree on the standing with your GM.
| Standing | A month's living |
| Destitute | Nothing but what you can barter |
| Meager | 300 to 750 Stars |
| Modest | 9 to 18 Rudys |
| Comfortable | 30 to 60 Rudys |
| Wealthy | 150 to 300 Rudys |
Powers, Gambits and a Feat
Totemic Powers
Elementalists and Survivalists begin with five Tier 1 powers, Aberrants with three. An Elementalist must take at least three from their own element. An Aberrant's come from their manifestation. In the wizard, click a power to read it before you take it.
Gambits
Choose two Gambits. You learn a third at level 5 and a fourth at level 9.
A feat
Every character begins with one feat of their choice, from the feats your path allows. Some feats ask you to choose an ability or a proficiency when you take them.
Advancement
The GM decides when you reach a new level, usually at a turn in the story such as reaching a Totem. There are no experience points.
| Level | Prof. | Mana | Elementalist powers | Survivalist powers | Aberrant powers |
| 1 | +2 | 2 | 5 | 5 | 3 |
| 2 | +2 | 4 | 5 | 5 | 3 |
| 3 | +2 | 6 | 6 | 6 | 4 |
| 4 | +2 | 8 | 6 | 6 | 4 |
| 5 | +3 | 10 | 7 | 7 | 5 |
| 6 | +3 | 12 | 7 | 7 | 5 |
| 7 | +3 | 14 | 8 | 8 | 6 |
| 8 | +3 | 16 | 8 | 8 | 6 |
| 9 | +4 | 18 | 9 | 9 | 7 |
| 10 | +4 | 20 | 9 | 9 | 7 |
| 11 | +4 | 22 | 10 | 10 | 8 |
| 12 | +4 | 24 | 10 | 10 | 8 |
Each level
- Hit points: roll your hit die or take 5, then add your Constitution modifier (at least 1). If your Constitution modifier ever rises, your maximum rises by the difference for every level you have.
- Mana: your maximum rises by 2.
- Totemic Powers: learn new powers as the table shows.
- Gambits: learn one more at levels 5 and 9, when your proficiency bonus rises.
Higher tiers
A power's tier sets when you can learn it.
| Tier | From level | You must already know |
| 1 | 1 | Nothing. |
| 2 | 3 | Two Tier 1 powers. |
| 3 | 7 | Two Tier 2 powers. |
| 4 | 11 | One Tier 3 power. |
Some powers name a specific power you must know first.
Tier 3 and Tier 4 powers are few. Most of those that exist were forged at the table by the players who reached them, and the list grows the same way. If you reach a tier with nothing you can learn, forge one with your GM.
Ability scores or a feat
At levels 4 and 8, increase one ability score by 2, or two scores by 1 each, to a maximum of 20. Or take a feat instead.
In Fantasy Grounds, press Level Up on your sheet. The wizard handles hit points, powers, gambits and the choice at 4 and 8, one level at a time.