This chapter will delve into the fundamental components of character creation. Remember, your character is more than just numbers on a sheet—it’s your voice in the game world, a reflection of your creativity to create a three dimensional personality.
Table of Contents
SUMMARY
Download the character sheet and note:
- Select 1 Class.
- Distribute 10 Behavior Points.
- Note your Saves and Wound Treshold.
- Select 2 Lores and note Traits.
- Distribute 3 Ability Points and note Traits.
- Record 7 Lenses as your initial currency.
- Generate 3 common items with at least 1 weapon.
- Select 1 Thought (optional).
CLASSES
The inhabitants’ survival hinges upon their adeptness in expressing, manipulating, and harnessing their emotions. This has given rise to specialized classes, individuals who have honed their relationship with their emotions to a razor’s edge. Each class represents a unique approach to interacting with Echoes, turning raw emotion into practical skills, magical abilities, and essential tools for survival.
FIGHTER – CRIMSON BERSERKER
These fighters have trained to harness the Echoes of strong emotions such as anger or determination into their weapons, imbuing them with deadly power. Their attacks could cause effects that reflect the nature of the emotion infused, like causing terror in their enemies or inspiring their allies.
- STR → DMG: 30
- DEX → HIT: 25
- WILL → AR : 20
- INT → RES: 25
- STAMINA: 2
ROGUE – SHADOW DANCER
Adept at blending into the shadows, these rogues specialize in harnessing the Echoes of fear and sorrow and specialize in brewing potions that mask your true intentions and allow you to create illusions, or cloak yourself in invisibility.
- STR → HIT: 25
- DEX → DMG: 30
- WILL → RES: 25
- INT → AR: 20
- STAMINA: 2
MAGE – CHROMA CASTER
These powerful spellcasters use Echoes of various emotions to cast their spells. The nature of the emotion used can affect the nature of the spell. For instance, a fireball spell cast with an Echo of anger might be more destructive, while one cast with an Echo of joy might be more controlled but dazzlingly bright.
- STR → AR: 20
- DEX → RES: 25
- WILL → HIT: 25
- INT → DMG: 30
- STAMINA: 1
BEHAVIOR
Your Behavior determines how you navigate and interact with your surroundings and the Echoes within it. As you traverse the monochromatic landscapes your behaviors will be your compass, guiding your survival, evolution, and ultimately, your destiny.
DOMINANT STRENGTH (STR)
Strength is associated with confidence. Characters with high strength often have the confidence to face physical challenges head-on, whether that’s battling a monstrous creature or hauling heavy treasure out of a dungeon. This confidence could also translate into emotional strength, giving characters the courage to face their fears or stand up for what they believe in.
- Behavior: dominant, driving, determined, domineering, demanding.
- Positive: confidence – a strong character often carries an assuredness and a willingness to confront challenges head-on.
- Negative: arrogance – sometimes, strength can breed overconfidence, leading to arrogance or underestimating challenges and opponents.
INFLUENTIAL DEXTERITY (DEX)
Dexterity is associated with adaptability. Characters with high dexterity are quick to react and can adjust to new situations with ease. Whether they’re picking a lock, dodging an attack, or balancing on a narrow ledge, they can handle the unexpected. This adaptability can help them stay calm under pressure and navigate tricky social situations.
- Behavior: influential, inspiring, innovative, impulsive, irritating.
- Positive: adaptability – dexterity allows characters to adjust quickly to new situations and think on their feet.
- Negative: impulsivity – on the other hand, those who rely heavily on their dexterity might make hasty decisions without fully considering the consequences.
STEADY WILL (WILL)
Will aligns with patience and perseverance. Characters with high Will are used to routine and can wait for the right moment to act. They don’t give up easily and can stay focused on their goals, even when faced with setbacks or distractions. This can translate to emotional resilience in the face of adversity.
- Behavior: steady, stable, supportive, slow, sensitive.
- Positive: patience – will characters often have the ability to wait for the right moment, demonstrating great self-control.
- Negative: inflexibility – however, too much Will can lead to rigidity or an inability to adapt to sudden changes or unforeseen circumstances, making it difficult for the character to let go or accept defeat.
COMPLIANT INTELLIGENCE (INT)
Intelligence is linked to curiosity. Characters with high intelligence are driven by a desire to understand the world around them. They are always asking questions, seeking answers, and exploring new ideas. This intellectual curiosity can also lead them to be more open-minded and accepting of different perspectives.
- Behavior: compliant, careful, correct, calculating, condescending.
- Positive: curiosity – intelligent characters often have a thirst for knowledge, showing interest and enthusiasm in learning.
- Negative: overthinking – high intelligence can also lead to over-analyzing situations or information paralysis, causing stress and indecisiveness.
MOTIVATION
Every action check involves a compelling interplay between Motivation and Behavior. This intricate dance underscores the importance of not only your character’s inherent capabilities, but also the emotional forces guiding their actions.
JOY
Characters motivated by joy are driven to seek happiness, pleasure, and contentment. They might strive to bring joy to others or pursue activities that give them personal joy.
SADNESS
Characters motivated by sadness may be driven by a desire to avoid further sadness or to heal from past sadness. This could lead them to seek comforting environments, support others, or work to change the status quo.
FEAR
Fear can be a powerful motivator, driving characters to avoid perceived threats or dangers. Characters motivated by fear might be particularly vigilant or cautious.
ANGER
Anger can motivate characters to confront issues or people head-on. These characters might be driven to rectify perceived injustices or stand up for themselves and others.
SURPRISE
Characters motivated by surprise might be driven by curiosity and the desire for novelty. They might be explorers, innovators, or thrill-seekers, always seeking new experiences and knowledge.
DISGUST
Characters motivated by disgust seek to avoid things they find repellent. This could drive them to clean, purify, or fundamentally change the things or practices that inspire disgust in them.
TRUST
Characters motivated by trust are driven to form strong, reliable relationships. They might be loyal friends, dedicated team members, or peacemakers.
ANTICIPATION
Characters motivated by anticipation are driven by future possibilities. They might be planners, dreamers, or creators, always working towards a vision of the future.
SAVES
Your character’s ability to withstand the various threats and challenges of this world is defined by their Saves. These are your character’s fundamental defensive abilities, critical elements that stand between your survival and the unchecked horrors of the monochromatic world.
ARMOR (AR)
Determines your resistance to physical damage, e.g. piercing, slashing, bludgeoning. When receiving physical damage make an AR save:
- Triumph: zero damage
- Success: half damage
- Setback: full damage
- Disaster: double damage
HIT (HIT)
Determines your chance to hit a target. Refer to attack check rules for more details.
DAMAGE (DMG)
Determines your damage bonus. Only the modifier is used. A modifier is the first digit of a double-digit value. For instance, if a Behavior value is 23, the Modifier would be 2.
RESISTANCE (RES)
Determines your resistance to magical damage, e.g. magic, fire, lighting. When receiving magical damage make a RES save:
- Triumph: zero damage
- Success: half damage
- Setback: full damage
- Disaster: double damage
WOUND TRESHOLD (WT) & STAMINA (STA)
TRAITS
Traits helps you shape your character’s background and understanding of specific topics. The way you orient your character in the setting by selecting specific Traits also determine:
- Small Buffs and Debuffs you can get for your skill checks.
- Abilities and Talents you can select (together with your Class).
- Roleplaying opportunities.
- Miscellaneous items you can use.
Traits are organized into two categories: physical and personality, but this serves merely as a guide for the PC and GM during the character creation process.
PHYSICAL TRAITS
- [muscular build]
- [slender build]
- [petite build]
- [tattooed]
- [scarred]
- [graceful]
- [light-footed]
- [disabled]
PERSONALITY TRAITS
- [empathetic]
- [altruistic]
- [spiritual]
- [etiquette]
- [business-savvy]
- [book-smart]
- [brawler]
- [brutal]
- [bloodthirsty]
- [protective]
- [intrusive]
- [passionate]
- [indifferent]
- [impulsive]
- [free-spirited]
- [indirect]
- [fearful]
- [intimidating]
- [disciplined]
- [thick-skinned]
- [cunning]
- [rageful]
- [daredevil]
- [scout]
- [explosive]
- [dogmatic]
- [isolated]
- [overzealous]
- [judgmental]
- [meticulous]
- [entitled]
- [out of touch]
- [mistrustful]
- [liar]
- [greedy]
- [attention-seeking]
- [superstitious]
- [stubborn]
- [restless]
- [traumatized]
- [cynical]
- [opportunist]
THOUGHTS
At the beginning of each session, each player may select one thought they wish to internalize during that session. This can be chosen from either the general thought list or from their class-specific list. The selected thought should be clearly declared to the GM and the other players.
Each player has a maximum of three slots for active thoughts. This includes both internalized and incomplete thoughts. Progress towards thoughts is tracked by the GM, but players are encouraged to keep their own records for reference.
Internalizing Thought: once per session, before making a check, the PC can declare their intent to internalize a thought. They must describe the thought and perform the required check, aligning with their selected Motivation and Behavior.
Success: the PC can choose to either:
- Declare the check as a Triumph.
- Reduce Echo by 1D10.
- Remove a Corruption (you must roll a Corrupted Echo).
Setback: the check becomes a Disaster.
The GM can apply Buffs or Debuffs to the check based on the alignment of the scene and PC’s thought process.
Only one thought can be internalized per session. If a player has three active thoughts and wishes to internalize a new one at the beginning of a session, they must choose to replace one of their existing thoughts. The thought chosen for replacement is then removed from the player’s active slots, and the new thought is added in its place.
Incomplete thoughts remain in a player’s active slots between sessions. They can be pursued in subsequent sessions until they are either internalized or replaced.
FIGHTER – CRIMSON BERSERKER
ROGUE – SHADOW DANCER
MAGE – CHROMA CASTER
ECHO CORRUPTION (EC)
When failing a check (be it a Setback or Disaster), you will raise your Echo on EC by the value of the Motivation you initially selected for that check. Subsequently, the Motivation will be reset to 0.
As a result of this process, you will experience an increase in your Luck, in addition to gaining access to new Abilities.
When you reach the end of the track, reset the track back to 0 and add 1 Corruption to the Ability Tree in the first available slot. It’s up to you and the GM to figure out the best corruption type matching the scene. From now on each of the connected abilities on the Ability Tree receive +1 Big Debuff.
Repeat the process for Corruption 2 and 3 but each time you gain a Corruption: fill a diamond box from the right side of the track. This means that the track gets shorter with each new corruption you gain.
Upon receiving the 4th Corruption, the Chromatic Fracture occurs. You have to roll 1D10. On a result of 0-8 you are transformed into an Eldritch Echoe, which other PCs have to face, your character is gone. On a roll of 9 you become one of the awakened Awakened, you clear all Echoes from your EC track but you leave all Corruption. As an Awakened you can activate abilities from a 10% higher range than normal. If you ever reach the 3rd Corruption again, you are transformed into an Eldritch Echoe without rolling the die.
If an enemy or location has one of your corruptions, you gain an additional Big Debuff to any rolls against this enemy or made in this location! To remember all your corruptions, record them in the negative Traits section of your character sheet.
Select the corruption from the list that is most appropriate for your character or come up with a custom corruption with GM:
- [Dread]: the echo has been corrupted by overwhelming fear. Affected locations are gloomy and filled with dread. Monsters with this Trait inspire fear and can use it to debilitate their foes.
- [Wrath]: the echo has been consumed by uncontrolled anger. Locations with this Trait might be scarred by violent storms or constant upheaval. Monsters with this Trait are especially aggressive and may have enhanced physical strength or destructive abilities.
- [Desolation]: the echo has been tainted by intense sadness. Affected locations are bleak and desolate. Monsters with this Trait could drain the morale or vitality of their foes, using their own sorrow as a weapon.
- [Ecstasy]: the echo has been overwhelmed by too much joy, which has warped into a manic and destabilizing force. Locations with this Trait are unnaturally bright and gaudy. Monsters with this Trait might confuse or disorient their foes with unpredictable, frenzied behavior.
- [Obsession]: the echo has been twisted by an unhealthy fixation, often a perversion of love or desire. Locations with this Trait are obsessive in nature, like a labyrinth constantly shifting to keep intruders inside. Monsters with this Trait could be singularly focused on one target or goal, ignoring other threats.
- [Panic]: the echo has been corrupted by acute surprise and anxiety. Locations with this Trait are disorienting and chaotic, while monsters could have abilities that induce confusion or surprise attacks.
- [Malaise]: the echo has been imbued with a sense of sickness or general unease. Locations might be filled with diseased plants and animals, while monsters could carry plagues or use debilitating toxins.
- [Apathy]: the echo has been drained of all emotion, leaving only emptiness behind. Locations with this Trait could be stark, silent, and unnaturally calm. Monsters with this Trait might be resistant to emotional effects and could drain the willpower or emotional energy of their foes.
- [Paranoia]: the echo has been infected by mistrust and suspicion. Locations might be filled with illusions and traps, while monsters could manipulate their foes’ perceptions and turn allies against each other.
- [Ennui]: the echo has been overwhelmed by boredom and disillusionment. Locations are monotonous and draining, while monsters might induce a sense of lethargy or disillusionment in their foes, sapping their motivation to fight.
ECHO/LUCK
Each filled Echo box on the EC increases your Echo affinity, increasing your luck chance by +10%.
LUCK CHECK
At any point, the GM can call for a luck check to reward players with equipment, information, or additional rewards. This check is similar to the fortune check. Each PC selected for the luck check makes a roll with 2D10 and compares the result to their current luck value from the EC. On a Success, the PC might uncover valuable items, following the equipment identification rules, or crucial details and hidden objects relevant to their current situation. On a Setback, the PC may gain some useful but less significant information. A Disaster might result in an additional obstacle for the PCs to face.
ABILITIES
Leveling up grants players with special abilities. Each ability has the following components:
- Name: each ability has a unique name.
- Tree: each ability tree has a specific % value ranging from 0% to 90%. Players can only use abilities and talents from a given tree if they have enough Echo on the Echo Corruption Track, e.g. in order to use any ability from the 30% tree you need to have 30% Echo or more on the EC.
- Damage: ability’s damage bonus used for total damage calculation during an attack check. Some abilities may require an attack check without specifying bonus damage. In that case, simply do not include it in the damage calculation.
- Range: ability’s range from 0 to 4.
- Requisite: any additional conditions required to use this ability.
- Trait: each ability and talent grants additional traits. Be sure to record these in the Traits section of your character sheet.
- Description: provides details on how the ability functions.
- Talents: offer additional options to customize and enhance abilities.
Ability Points (AP) can be used to unlock new abilities or add talents to abilities you’ve already acquired. To unlock a new ability tree, you must spend at least 1 AP in the previous tree. There is no limit to how many talents you can unlock for each ability.
Abilities are primarily focused on combat, but they also unlock new Traits that can be used for non-combat checks.
Traits acquired from abilities and talents are always active, regardless of your current position on the EC. Traits acquired from abilities behave the same as traits from other sources.
Remember that before resolving an ability, a PC has to pay the cost of 1 Echo on EC.
FIGHTER – CRIMSON BERSERKER
0%
30%
ROGUE – SHADOW DANCER
0%
30%
MAGE – CHROMA CASTER
0%
30%
To begin, consider your weapon and its attributes: its range, the kind of damage it deals. However, in this vibrant world, a range-2 slashing attack could be more than a simple sword swipe. It could be a cascading torrent of magical daggers summoned from thin air, as long as it aligns with your character’s behavior and the weapon’s properties.
Behavior reflects your character’s usual approach to situations and can be viewed as their modus operandi. If your character is predominantly assertive (STR), perhaps they launch the weapon attack with a bellowing war cry. If they are observant (INT), they may analyze their opponent’s weak points before striking.
Next, introduce your character’s Motivation (emotions). These emotions can add depth to your actions and contribute significantly to your storytelling. A character motivated by Joy might attack with an enthusiastic flourish, while a character driven by Fear may attack defensively, hoping to drive their opponents away.
Additionally, consider the Traits associated with your character. Traits can provide a narrative framework that helps integrate the mechanics of your weapon attack into the unfolding story. For example, a character with a “sorcerer” Trait might carry out a range-2 slashing attack by summoning a whirlwind of spectral blades.
Remember, while your descriptions enrich the narrative, they don’t change the game’s core mechanics. Your attack’s effectiveness still depends on dice rolls and your character’s attributes. But, by integrating behaviors and emotions into your descriptions, you can ensure your character’s actions align with their personality and current emotional state, enhancing immersion and enjoyment.
Bear in mind, too, that your Game Master will have the final say in whether your descriptions fit the game’s narrative. Always respect the shared storytelling space, taking care not to overstep the world’s established boundaries.
Embrace your creativity and explore the depth of your character’s personality in battle.
CURRENCY
EQUIPMENT (EQ)
In Echoes, the equipment your character carries isn’t just a collection of statistics – it’s a part of your character’s story, their past, their personality, and their aspirations. Each piece of gear represents not just a mechanical benefit but a tangible piece of the world your character interacts with. The functionality of your equipment is determined by the rules, but its form and its history come directly from you, the player.
When you acquire a piece of equipment, you’ll receive its mechanical attributes (type, bonus, etc.) as per the game rules. But beyond that, you’re encouraged to envision what this item looks like, what it represents, how it came into your character’s possession, and what unique quirks it might have. This is your chance to add flavor to your gear, and to further invest your character in the world they inhabit.
For example, if your character obtains a sword, it’s not just “a sword”. Maybe it’s a family heirloom, passed down through generations. Perhaps it’s a blade your character forged themselves as a rite of passage, or a trophy taken from a vanquished enemy. Maybe it’s made from an unusual material, or has a unique design.
You may only equip one item of a specific type at a time: weapon(s), shield, helmet, armor, gloves, pants, boots, accessory. The only exception being the possibility to wield two weapons or to use a one-handed weapon along with a shield.
Bonuses with the ‘unique’ trait do not stack. You can only apply the highest version of that bonus from a single item.
EQUIPMENT IDENTIFICATION
Once you get an item immediately record your current Level and carry on with the gameplay. During downtime, or when prompt by the GM, identify the item:
- Roll 1D10 for the item’s quality.
- Roll 1D10 for the item’s type. Roll an appropriate die for a sub-type if any.
- Roll XD10 for the item’s bonuses, where X is the item’s quality. Roll an appropriate die for a sub-type if any.
- Add +1 to the bonus based on item’s level /2, rounded down, e.g. lev 7 = +3, lev 4 = +2.
- If you roll a bonus you already rolled, the bonus will not apply to the item. Ignore this roll.
- Should you fail to meet the prerequisites for a bonus, the bonus will not apply to the item. Ignore this roll.
- Optional: once per equipment identification, gain 1 Echo to reroll a single die.
- Record your results and choose which items to equip and which to stash/sell.
ROLL | QUALITY | TYPE | BONUS |
0 | Common (1) | Melee/Ranged One-handed Weapon [1D10] 0 Melee [slashing] 1 Melee [bludgeoning] 2 Melee [piercing] 3 Ranged [slashing] 4 Ranged [bludgeoning] 5 Ranged [piercing] 6-9 Select any | +X% Luck (unique) |
1 | Common (1) | Melee/Ranged Two-handed Weapon [1D10] 0 Melee [slashing] 1 Melee [bludgeoning] 2 Melee [piercing] 3 Ranged [slashing] 4 Ranged [bludgeoning] 5 Ranged [piercing] 6-9 Select any | +X% AR |
2 | Common (1) | Shield Raise Shield [1] [slow]: gain +1 Big Buff for your next defense check until your next turn. | +X% HIT |
3 | Common (1) | Helmet | +X% RES |
4 | Magic (2) | Armor | +X% STR |
5 | Magic (2) | Gloves | +X% DEX |
6 | Magic (2) | Pants | +X% WILL |
7 | Rare (3) | Boots | +X% INT |
8 | Rare (3) | Accessory | Requirement: Rare quality or higher. Motivation [1D10]. Once per session reduce or increase Echo by 1, e.g. Anger Shield reduces or increases Anger by 1 (this does not grant XP). 0 Joy (unique) 1 Sadness (unique) 2 Fear (unique) 3 Anger (unique) 4 Surprise (unique) 5 Disgust (unique) 6 Trust (unique) 7 Anticipation (unique) 8-9 Select any |
9 | Ancient (4) | Accessory | Requirement: Ancient quality. Enhancement Dye [1D10]. 0 Retaliation (unique) 1 Tranquility (unique) 2 Misery (unique) 3 Surge (unique) 4 Adaptation (unique) 5 Ethereal (unique) 6 Momentum (unique) 7 Absorption (unique) 8-9 Select any |
ENHANCEMENT DYE
The process of infusing equipment with the power of Echoes is referred to as Enhancement dyeing. The art of dyeing one’s equipment with these essences unlocks new abilities.
Harnessing the power of these enhancements demands both strategic foresight and an understanding of one’s own strengths and weaknesses. As you delve deeper into each dye’s intricacies, remember that even the faintest hint of color can make all the difference.