Ethernalis Systems Reference

Character Creation

Race, vocation, measures, and temperament decide what kind of survivor enters the first room.
A rule-book account of making a character
9 Races·10 Measures·Classes and Traits
I
Before the First Room

Creation Sequence

A new character is assembled in layers. Choose an origin and vocation, shape the Ten Measures, accept the resulting traits, name the character, then choose where the expedition begins.

Origin

Race supplies inherited strengths and weaknesses. Class supplies a starting vocation, equipment, and the first direction of future growth.

Measures

Distribute the available points among the Ten Measures. These values govern combat, carrying, survival, social encounters, spellcraft, and fate.

Temperament

Personality traits adjust comfort and may change the available measure points. Review the whole character before confirming the expedition.


II
Origin and Vocation

Race and Class

Race describes inherited nature. Class describes learned practice. Together they set the starting profile, but neither locks the character into one final path.

RCE
Race

Inherited Gifts

Each race changes the balance of attributes, survival, magic, or luck. The race pages in First Steps describe their identity and homeland.

CLS
Class

Starting Practice

A starting class determines the character's early strengths and the class choices offered at later levels.

PTH
Growth

Branching Paths

Level-up choices can retain a vocation or turn it toward a new one. The class reference lists every authored branch and reward.

Browse Class Paths Read the Race Guide

III
Capability and Character

Measures and Traits

The Ten Measures describe capability. Extreme values also create defining gifts and weaknesses, while personality traits describe what brings comfort or distress.

A Measure of 5

A measure raised to its highest creation value grants a powerful positive trait tied to that ability.

A Measure of 1

A measure left at its lowest creation value grants a serious weakness. These burdens can change what actions are possible.

Personality Traits

Three to five preferences and aversions are shaped by race and class. Harder traits repay some of their burden with extra measure points.

Read the Ten Measures Read Personality Traits

IV
What Leaves the Gate

Destiny and Starting Equipment

A character begins with gear suited to their origin and vocation. Destiny measures the rare protection of fate and can turn a fatal moment into a final trial.

Starting Gear

Weapons, clothing, supplies, and class tools form the first inventory. They are ordinary items and remain subject to weight, durability, and loss.

Destiny

Destiny influences fortunate outcomes. When a destiny point can answer defeat, it is spent to pull the character into a Destiny Trial instead of ending the run.

First Destination

The selected point on the region map establishes where the character begins and what kind of dungeon or settlement they first enter.

Items and Crafting Survival and Defeat