The main characters are part of a pilot programme of a new way of training sorceror-engineers to make them more multi-talented, and of greater use in tactical situations than simply mobile artillery/repairmen. They have been encouraged to pursue diverse interests and develop different talents, as well as pursuing team work and finding new ways to maximise the benefits of terrestrial cooperation. They have had some training outside the academy, and have only completed parts of the academies training course by the point the campaign begins.
Notes: The main characters are in general heroes. Scenarios are likely to test almost every ability within the scope of the campaign. Training times will be more or less abandoned, anything can be learnt in 'about a day', without a tutor.
Character Creation Rules:
These are based off the numbers in the DB book on the page about Lookshy character creation, with changes as below.
Attributes - characters get 8 dots to assign in the primary category, 6 dots to assign in the secondary category and 6 dots to assign in the tertiary category.
Favoured Abilities - character may pick 5 (not 3), but must have both Occult and Craft as favoured or aspect.
Ability Points - after assigning their initial 35 points (capped at 3 in any one ability), may assign an additional 5 points (capped at 4 in any one ability).
Ability Minimums - characters must have a minimum of Archery 2, Craft(any mundane) 2, Craft(any magical) 2, Linguisitics 3, Lore 2, Martial Arts 2, Melee 2, Occult 3, Performance 1, Presence 1, Ride 1, Stealth 1, War 2
Backgrounds - characters automatically get Sorcery 2 and Breeding 3. These two backgrounds may not be raised through bonus points. Characters also get 5 points to assign to further backgrounds. The only permitted backgrounds (others are pointless, you can't take them with you) are Artifact, Manse, Familiar and Resources. Resources represent any non-trivial equipment or portable wealth that is being carried (characters are aware that you are going on a long expedition before the game starts).
Charms - characters get Wind Carried Words, Elemental Bolt Attack, Terrestrial Circle Sorcery, plus 12 charms and 3 spells (some charms may be exchanged for spells, this inludes the bonus from the Sorcery background).
Virtues - characters may assign 6 points (virtues may not be raised above 4 except by spending bonus points).
Essence - starts at 3, may not be raised with bonus points.