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Why am I? Character Creation

This section provides rules governing the creation and level progression of player characters.

Level 0

The Echoes system defines a playable Level 0, during which a character is no different than any other commoner in the chosen setting. This phase allows players to explore their character's identity and become familiar with the role-playing aspects of the game.

During Level 0, players have access to a limited set of customizations that will have minor impact on progression. Focus on character development rather than abilities, traits, or optimization.

Background

Level 0 is the ideal moment to define your character's background. Consider the following setting-agnostic questions as guidelines:

  • Who were the most influential people in your character's life, and what did they learn from them?
  • What significant event in your character's past has shaped their present?
  • What has your character already achieved, and what are their short-term goals?
  • Is your character driven by a primary motivation or long-term objective?
  • How would others describe your character's personality in three words?
  • Does your character have core beliefs or values that impact their decisions?
  • Are there any causes or ideologies that your character would fight for or against?
  • What secrets does your character keep hidden from others, and why?
  • Are there any mysteries in your character's past that they are trying to unravel?
  • What are your character's strengths, weaknesses, and quirks?

Collaborate with your GM to brainstorm ideas on how to integrate your character's background into the campaign narrative. This will help create a more engaging and personalized experience for everyone at the table.

Talents

The Echoes game system adopts Talents to customize characters, allowing players to shape their unique identities within the campaign setting without being constrained by class restrictions or forced into early decisions. As the game progresses, players can spend Talent Points (TP) to provide their characters with skills, abilities, and other mechanical traits, enabling them to refine or modify their gameplay. Talent Points are obtained as detailed in Progression.

In some cases, it may be worth to tie character development and story together. Players and GM can work out story elements that justify acquiring a new Talent. In these cases, the Talent is chosen and points are spent to obtain it, but the character must first play through the associated narrative to activate it.

The specific Talents available are defined by the campaign setting and may be tiered or have prerequisites to ensure balancing and consistency.

Background Talents

At Level 0, players only have access to Background Talents. These define pre-acquired knowledge or predispositions your character may have and can be acquired using Background Talent Points (BTP). At higher levels, these talents can be further honed using either BTPs or normal TPs.

Progression

In Echoes, character advancement is driven by narrative milestones. This approach allows players to immerse themselves in role-playing and storytelling without the distraction of tracking numerical progress. The GM determines when characters level up based on their achievements, significant story events, or personal growth within the campaign. Examples of such milestones include: completing a major quest, overcoming a personal challenge, or making a pivotal decision that shapes the campaign narrative.

Level Up

When characters level up, players gain new resources to enhance their effectiveness. These resources are allocated as follows:

  • Attribute Points (AP)

    • Level 0: Each attribute starts at -3. Gain 4 AP, which can be immediately distributed
    • Level 1: Gain 9 AP
    • Level > 1: Gain 3 AP at each even level
  • Talent Points (TP)

    • Level 0: Start with 4 BTP
    • Level 1: Gain 2 TP
    • Level > 1: Gain 1 TP at each odd level
    • Levels 3, 8, 13, 18, 23, 28: Gain 1 BTP
  • Empowering Points (EP)

    • Level 0: Start with no EP
    • Level 1: The maximum number of EP is 3
    • Level > 1: Increase the maximum number of EP by 1 at each level

Level Cap

The setting and campaign should guide the GM's decision on the level cap. Here are some suggestions:

  • Level 15 (Recommended): Characters are powerful, but players should still feel challenged. The game should remain engaging and rewarding.
  • Level 20 (Expert GMs): Characters are very powerful, which may lead to imbalances and reduced challenge.
  • Level 30 (Avoid): Characters possess god-like power, risking imbalance and making it difficult to provide meaningful challenges.
    Example of use: secondary mini-campaign with player-driven establishment of powerful entities for the main campaign.

For reference, the mathematical limit of the progression is level 40 (39.67 precisely).

Hit Points (HP)

Hit Points (HP) represent an entity's ability to withstand damage and continue functioning.

To calculate your character's HP, use the formula:

HP = 8 + Character Level x 6 + Constitution x 3

Danger Zone (DZ)

Read as "Dizzy", especially when players ask "How are they looking?"

When a character's hit points fall below 25% of their maximum (rounded up), they incur a d6 penalty on all d20 rolls. This 25% value (rounded up) is referred to as the DZ Threshold throughout the documentation.

For example, a character with 53 maximum HP would suffer this penalty when their HP is less than 14.

Temporary Hit Points (TPH)

Temporary Hit Points act as a buffer against damage, providing additional protection.

  • TPH First: When taking damage, Temporary Hit Points are consumed first, and any remaining damage is applied to the character's HP.
  • Stacking: Temporary Hit Points can be stacked up to twice the character's DZ Threshold.
  • Expiration: Temporary Hit Points expire when they are depleted, or after the character completes a Repose.
  • TPH are not HP: Temporary Hit Points do not contribute the character's maximum HP, nor do they count toward the Danger Zone calculation or the application of its penalty.
  • TPH do not heal: Temporary Hit Points do not heal when the character regains HP, and gaining does not count as healing HP. A character with 0 HP

Conditions

Activity effects may impose conditions on entities, temporarily altering their capabilities. Some conditions can be Tiered (T), increasing the intensity or severity of the alteration. Other can be Lingering (L), persisting over time until removed by specific means. The following is a non-exhaustive list of common conditions. Additional conditions may be described in other rules or result from the effects of specific activities.

Charmed (T)

Requires a source entity. The affected entity is susceptible to manipulation in social encounters by the source entity, which gains a d4 bonus on Influence rolls against the affected entity. The tier determines the probability of the affected entity to break free of the effect with a Willpower Roll when hostile action is taken either by the source entity or any of their allies:

Charm Tier 1 2 3 4 5
Source Entity Success Success Willpower + 4 Willpower + 2 Willpower
Source Entity Ally Success Willpower + 4 Willpower + 2 Willpower Willpower - 2

Diseased (L, T)

The entity's maximum HP is reduced by 7 times the Diseased tier. If the reduction brings the entity's maximum HP below twice their DZ Threshold, the condition becomes permanent until a cure is administered. If the reduction brings the entity's maximum HP to 0 or below, the entity dies.
Diseases require rest and successful Constitution or Willpower rolls to recover over time. Setting-specific abilities and objects may help with recovery as well.

Exhausted (L, T)

The entity suffers a flat penalty on all d20 rolls equal to the tier of exhaustion. Recovery from exhaustion requires rest.

Grappled

Requires a source entity. The affected entity cannot take the Movement activity. Offense and Control d20 rolls against targets other than the source entity have a 1d4 malus.

Incapacitated

The entity cannot perform any activities except Movement. Focus time decay increases to 3 Focus Points per turn.

Injured (L, T)

When an entity is hit by an attack that deals damage equal to or greater than twice their DZ Threshold, they suffer 1 tier of Injury. An injured entity suffers:

  • A flat penalty on all d20 rolls equal to the tier of injury
  • At Injury Tier 7, the entity is Slowed by 1 tier
  • At Injury Tier 10, the entity becomes Unconscious

Injuries require rest and successful Constitution rolls to recover over time. Setting-specific abilities and objects may help with recovery as well.

Paralyzed

The entity is Silenced and cannot perform any activities that require any form movement.

Restrained

The affected entity cannot take the Movement activity. Offense and Control d20 rolls have a 1d6 malus.

Sensory Impaired (T)

The entity suffers a penalty on all d20 rolls that require a target other than self, but is unaffected by the Danger Zone penalty. Each tier increases the size of the malus die:

Sensory Impaired Tier 1 2 3 4 5
Malus Die 1d4 1d6 1d8 1d10 1d12

Silenced

The entity is unable to speak.

Slowed (T)

The entity's movement is reduced by 1 square per tick per tier. If the condition reduces the entity's movement below 0, the entity is also Paralyzed.

Unconscious

The entity is completely unaware of their surroundings and cannot intentionally perform any activity. Focus is lost. All Successful Offense activities against the entity count as a critical hits.

Recovery

Rest is essential for survival. Characters must take time to recuperate to recover from fatigue and injury. In Echoes, rest is divided into two types: Repose and Respite.

Repose

Each day, a character must take a period of Repose or suffer one tier of Exhaustion. During Repose, the character is considered Unconscious.

A Repose period must last at least 6 hours in total to take effect. It can be interrupted and resumed within the same day, but benefits are only gained once at least 6 cumulative hours have been completed. Once a Repose period is completed, at least 14 hours must pass before another can begin.

A successful Repose provides the following benefits:

  • Hit Points Restored: HP equal to twice the DZ Threshold plus the HP Rest Dice reported in the Resting Locations table.
  • Empowering Points Restored: EP equal to the character's level.
  • Exhaustion Recovery: One tier of Exhaustion is removed.
  • Injury Recovery: A successful Constitution roll reduces the Injured condition by one tier.
  • Disease Recovery: If the disease is not permanent, a successful Constitution or Willpower roll, depending on its origin, reduces the Diseased condition by three tiers.

Respite

In addition to Repose, characters can take up to two Respite periods during a day. During a Respite, characters catch a breath: it is a perfect moment for role play, planning and effortless activities.

A Respite period lasts at least 30 minutes, and a character may take up to two Respite periods per day, but they must be at least 4 hours apart from any other rest.

Each Respite provides the following benefits:

  • Hit Points Restored: HP equal to the DZ Threshold plus the HP Rest Dice reported in the Resting Locations table.
  • Empowering Points Restored: EP equal to half the character's level (rounded up).

Resting Locations

The effectiveness of a resting period is influenced by environment, safety, and comfort. Not all resting places are equal, and the context of where and how a character rests plays a role in recovery. The GM may adjust the recovery effects based on circumstances, ensuring that rest is not only a mechanical necessity but also a meaningful part of the narrative.

Resting locations can be categorized into the following tiers based on their comfort and safety:

Location Tier Harsh Rough Simple Comfortable Luxurious
HP Rest Dice Respite 2d4 + 2 (7) 3d6 + 3 (13) 4d8 + 4 (22) 5d10 + 5 (32) 6d12 + 6 (45)
Repose 4d4 + 2 (12) 6d6 + 3 (24) 8d8 + 4 (40) 10d10 + 5 (60) 12d12 + 6 (84)
Injury & Disease Recovery Roll +2 +1 0 -1 -2

Meals

Proper nourishment is just as crucial as rest. Characters must consume at least one meal per day or suffer one tier of Exhaustion. Meals may be taken at the beginning of any resting period, before its outcome is determined. The quality of the meal determines its restorative value, modifying the effects of the rest as follows:

Meal Tier Scant Meager Wholesome Hearty Exquisite
HP Rest Dice Roll -1 die No Change +1 die +2 dice +2 dice
EP Recovery -1 No Change No Change No Change +1

Some setting-specific meals may provide unique benefits or drawbacks on top of those detailed above.

Death's Door

When a character reaches 0 HP, they gain the Death's Door condition and are also affected by the Unconscious condition. At the beginning of each of their turns, they must make a d20 roll with a success threshold of 10 (EPs or modifiers cannot be applied):

  • Critical Failure (Natural 1): Gain 2 knocks.
  • Failure (< 10): Gain 1 knock.
  • Success (≥ 10): No change.
  • Critical Success (Natural 20): Lose 1 knock.

Taking any damage while on Death's Door results in gaining 1 knock. Recovering any hit points removes Death’s Door condition and resets knocks.

Sentence

If a character reaches 3 knocks, they must make a Sentence d20 roll, which is an Inverted Roll with a Failure Threshold equal to their Willpower:

  • Critical Failure (Natural 20): The character dies.
  • Failure (≥ Willpower): The character dies, but each ally restores 1 Empowering Point or gains a d4 bonus on their next d20 roll.
  • Success (< Willpower):
    • The character stabilizes, loses the Death’s Door condition, and resets their knocks.
    • The character permanently loses 1 Empowering Point.
    • The character remains Unconscious and gains the Spared condition until they restore 1 or more HP. While Spared, the character is immune to all offensive and control effects. After 1 minute (5 rounds), at the beginning of their turn, the character restores 1 HP, ending both the Unconscious and Spared conditions.
  • Critical Success (Natural 1): The character lives and restores as many HP as their DZ Threshold.

EP: Adrenaline

While on Death’s Door, at the end of their turn, a character can choose to spend a number of Empowering Points equal to half their level (rounded up) to restore as many HP as their DZ Threshold, ending the Death’s Door condition.

Last breath

While on Death’s Door, at any point except after the Sentence roll, a character can choose to embrace death and gain the Last Breath condition:

  • Restore all Empowering Points.
  • Gain immunity to all offensive, control and support effects. The Character’s HP remains 0.
  • Gain 4 ticks that must be spent immediately (these cannot be used for reactions).
  • Reroll any Critical Failure.

At the end of the 4 ticks, the character dies. A character that dies from the Last Breath condition cannot be resurrected by any means.