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.

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.

Score89101112131415
Cost01234579

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

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.

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.

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

SkillAbilityCovers
AcrobaticsDexterityBalance, tumbling, landing a fall, slipping a hold.
AthleticsStrengthClimbing, swimming, jumping, shoving, breaking a grapple.
CraftIntelligenceMaking and mending. Turns a kit's help from +2 into your full proficiency bonus.
InfluenceCharismaPersuasion, deception, intimidation and performance.
LoreIntelligenceHistory, the Church, the Spark and the Totems, the natural world.
SageWisdomPerception, insight and investigation.
SubterfugeDexterityStealth and sleight of hand.
SurvivalWisdomTracking, 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.

KitFor
ApothecaryTonics, salves, venoms, powder and shot.
ArtisanSmithing, repairs, bone and wood work, reforging weapons.
BushcraftArrows, darts, waterskins, rations, leather, foraging, making camp.
FrontiersmanTraps and snarelines, salvage from a carcass, quieter nights on watch.
MercantileRecords, appraisal, trade goods and pricing.
PerformanceTurning a room, running a Gambit table, keeping a camp's spirits up.
WayfarerMaps and navigation, reading the pull of the nearest Totem.

Weapons and armor

ProficiencyCovers
Simple WeaponsKnives, clubs, staves, hunting spears, slings and shortbows.
Martial WeaponsComposite bows, the atlatl, the macuahuitl, warspears, mauls and war axes.
FirearmsPowder weapons such as the hand cannon.
Two-Weapon FightingA weapon in each hand.
Unarmed FightingYour fists deal 1d4 instead of 1.
Light ArmorPadded, leather and studded leather.
Medium ArmorHide, chain shirt, scale mail, breastplate.
Heavy ArmorRing 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:

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.

StandingA month's living
DestituteNothing but what you can barter
Meager300 to 750 Stars
Modest9 to 18 Rudys
Comfortable30 to 60 Rudys
Wealthy150 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.

LevelProf.ManaElementalist powersSurvivalist powersAberrant powers
1+22553
2+24553
3+26664
4+28664
5+310775
6+312775
7+314886
8+316886
9+418997
10+420997
11+42210108
12+42410108

Each level

Higher tiers

A power's tier sets when you can learn it.

TierFrom levelYou must already know
11Nothing.
23Two Tier 1 powers.
37Two Tier 2 powers.
411One 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.