The Hero Sheet is your personal user manual to playing your hero. It documents every aspect that you will need to play the game without any major complications. Looking for a hero sheet? Here is a Character Sheet PDF.
You can create a Hero using two systems, the gold system (where you buy and sell stats) and the quicksilver system (where you roll for stats). If you are aware of the basics and wish to create a character, please click the link for your preferred system for a tutorial: The Gold System and The Quicksilver System.
This section will explain the character sheets main headings.
DICAST attributes Edit
If you've ever played an RPG before, your character would have had a list of attributes like strength, will, perception and so on. ATK is no different, and has 6 attributes that will govern certain aspects of your character. These 6 attributes form the DICAST system. In ancient Athens, a DICAST was a member of the public picked to perform the functions of both judge and juror at a trial. In ATK, you are the judge and juror for your adventure, and more importantly, your enemies.
These 6 attributes are: Dexterity, Intelligence, Charisma, Attention, Strength, and Tolerance.
Dexterity is the measure of your heroes skill to perform nimble, quick actions, especially with the hands.
Dexterity is linked to: Reflex Defense, Chance Attack & Swift Attacks.
Intelligence is the measure of your heroes smarts and/or common sense.
Intelligence is linked to: Passive Detection, Skills & Special Attacks.
Charisma is the measure of your heroes ability in social situations.
Charisma is linked to: Mental Endurance, Social Resistance, Special Attacks.
Attention is the measure of your heroes awareness of their surroundings.
Attention is linked to: Active Detection, Chance Defense & Ranged attacks.
Strength is the measure of your characters raw physical power.
Strength is linked to: Carry weight, Resistance Defense & Power Attacks.
Tolerance is the measure of your heroes ability to take aggro without crumbling.
Tolerance is linked to: Health, Physical Resistance & Chance Defense.
All attributes start at a base of 10 in the hero creation stage, or Base 10.
In battle, if you are able to break through your opponents defenses or endurance, you deal damage.
When you reach 0, you are slipping away, actions become harder to complete and you begin to die. When you reach your negative maximum HP, you die.
You begin your adventure with 10 Health Points.
Luckily for you, you're a Hero! You aren't going to take a pummelling in your first battle and start slipping away before you know it, you have two defenses at your disposal: Reflex and Resistance.
Defenses are Base 10 in the hero creation stage.
Reflex is your ability to evade an attack before it hits, and is your first line of defense. If your Reflex Situation Roll succeeds against your opponent, you evade the attack.
Resistance is your ability to stand up to damage. If you are unable to evade the attack, you may be saved by your Resistance Situation Roll. If you succeed this roll, you may receive less damage or come away completely unscathed.
Unluckily for you, there are things out there that are just downright nasty. They may try to inflict lasting damage or torment upon you, your Endurance stats are a measure of how well equipped you are to deal with torment of various natures. If an opponent attacks against one of your endurance stats, roll an SD. If successful, you come away unharmed. If not, then you roll again each turn, until you escape the torture imposed upon you or until... well better not to think about it...
Endurances are Base 10 in the hero creation stage.
Ever had a paper cut? Hurts right? Now imagine a creature that lives to inflict millions of minuscule cuts on its victim. Or wraps its victims up in barbed tendrils. Or spits burning acid at them. This is where your Physical Endurance Stat comes into play. Physical Endurance protects against lasting physical damage or effects, some of which can be permanent.
What if a creature had the ability to project your worst nightmares into your mind, and made you think they were real? Well, they exist and will test your mental endurance. Mental Endurance protects against lasting damage or effects of a psychological nature, while not necessarily deadly, they could still leave you with scars... nasty, emotional scars.
Ever been bullied? Sucks doesn't it. Well in ATK, you can't just worry about the creatures you fight, the world is a big place, and its full of bullies. Opponents that attack your social endurance damage your self-esteem. While it might not sound a good thing, but have you ever heard of an outcasr being a hero. A hero needs friends, they needs contacts and allies, and if they've been socially exiled, it's game over.
The world of Alchemy is dark, and there's plenty of nasties hiding around every corner. Your detection stats are there to spot these nasties, so (hopefully) you can put an end to them.
Detections are Base 1 / Base 5 in the hero creation stage.
Active detection is pretty self-explanatory, it is the measure of your attention to the details in the world around you. Active detection can help you find items of interest, people in a crowd, clues and so on.
Passive detection protects you from unseen threats. If there's an ambush in front of you, a high passive detection stat may help you be prepared.
Throughout the course of the adventure, you or your opponent may get the jump on one another. This is where chance actions come into play.
Chances are Base 1 / Base 5 in the hero creation stage.
Chance Attacks work when you attack an opponent that is completely unaware, they gain a bonus to attack and damage rolls and may allow you to pass rolling against Reflex (and sometimes Resistance, depending on your character).
Sometimes it may be you who is caught unaware. If that's the case, your chance defense may be the fine line between fighting back or a quick death. Chance defense works alongside your passive detection stat.
You may believe in it or not, but in Alchemy Luck is very real, and its measurable. At the start of the game, you have a +1 in Luck and one 'gift': critical hit. As you progress through your adventure, and you make a 10 on your Situation Roll, you gain a point towards Luck. 10 points equals an extra level, and also an extra 'gift'. your luck can change at any point though, if you hit a 1 on a Situation Roll, you lose a point in Luck.
If you wish to use a 'gift', you may use it at the cost of 1 Luck Point.
NOTE: If you have at least +2 in Luck, and you lose all points in the current level, you do not lose that level (unless of course, your QM decides you do...).
Click the link for a list of suggested gifts, and ideas how to make your own: Gifts.
You will have a maximum of three attacks at your disposal at any time; a primary attack, a secondary attack, and a tertiary attack. Attacks can be of a physical nature, a technical nature, or a psygenic nature.
Primary Attack Edit
Your primary attack is the attack you can use whenever you want. For a swordsman, it may be a lunge. For a soldier, it may be a burst of bullets. Primary attacks have no extra effects on their own, and are available to use whenever you wish.
For tips on creating Primary attacks, click the link: Primary Attacks.
Secondary Attacks Edit
Your secondary attack is an attack that is still quite frequent, but may need time to charge, or may be used only several times per battle, or once a certain pre-requisite is met. Secondary attacks may have additional effects, or increased powers, but are generally limited in their use.
For tips on creating Secondary attacks, click the link: Secondary Attacks.
Tertiary Attacks Edit
Your tertiary attack is the most uncommon of your attacks, depending on their effect, they may be limited to one use per battle or once per day. Tertiary attacks can be augmentations to your other attacks, or attacks that inflict massive damage or lasting effects.
For tips on creating Secondary attacks, click the link: Tertiary Attacks.
Skills are what you use to complete interesting and sometimes fantastic actions throughout your adventure. Each hero has a number of skills at their disposal that represent their capabilities on and off the battlefield.
Skills chosen at the hero creation stage will normally have a base between 1 and 3, and determines how proficient or successful you are in using this skill.
Alchemy is all about becoming a master of something so you won't have many skills in which you are trained in, because of this there may come a time (most of the time) where you will be required to use a skill you haven't chosen, in these circumstances, assume the skill is Base 0.
In some adventures, you may be required to use skills a lot. These skills may be gifted to you by the QM, these are called flavour skills, which just add more spice and excitement to the gameplay without having an effect on your Hero Creation budget.
You may have a maximum of 5 skills.
Click the link to learn about skills in detail and choose your own, or information on how to create new skills: Skills.
Flairs are unique tricks or uses for the skills you are trained in. While all may be trained in Persuasion, one character may be especially good at persuading the opposite sex, while another may be particularly well-versed in persuading those of the same background or species. Flairs add more variety to a game.
You are able to pick a flair for each skill you are trained in, and these flairs may grant your hero one of the following:
- Add a bonus to a situation when you use the skill.
- Add a penalty to a situation when the skill is used by an opponent.
- The ability to use this skill in place of another in a certain circumstance.
- The ability to use the skill more than once in a certain circumstance.
Click the link for a list of suggested Flairs, and ideas on how to create your own: Flairs.
This section is the backstory, the essence of your character and contains three parts: Profile, Traits & Scars.
This is what your character will see himself as. This can be anything from Survivor of the Katinina Disaster to Grand Thief of the Wastes. Your profile will document your background, and can be used to generate drama and backstory.
Click the link for tips on profile creation: Profiles.
Each character will have between 3-5 traits (depending on the amount of characters) that define their goals, ambitions, enemies, allies, the dramatic aspects of their life.
Click the link for tips on Trait creation: Traits.
If your character is unfortunate enough to become the victim of a torturous event in their life, it may leave a scar. Scars are aspects of your character that provide obstacles in their adventure, whether they be physical, emotional or social. Scars can be permanent, and there is no limit to the amount you can have, just try to keep them to a minimum.
Click the link for tips on Scar creation: Scars.
Now you have an idea of what each part of the Hero Sheet means, let's look at how to fill it out! Let's start with Attribute Generation.
(Please note: The next steps will lead you through how to make a hero, but this isn't necessarily how you need to make all your heroes, you can start anywhere on the hero sheet!)