×   Part 1: The Basics Chapter 0: Creating a Character Chapter 1: Ability Scores Chapter 2: Skills Chapter 3: Proficiency Chapter 4: Health Chapter 5: Defenses Chapter 6: Saves Chapter 7: Resting Chapter 8: Size
Iron & Aether
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Part 1: The Basics   ☰

Chapter 0: Creating a Character

Getting Started

A player’s character, referred to simply as a Player-Character (or PC), is their avatar in the GM’s world. Your character represents your will and influence on the world, and it is through them that you will contribute to your group’s and campaign’s story.

When creating a character, it is important to consider who that character will be, what their role is not just in the party, but in the world as well. Are they a Warrior looking to travel the world and enhance their fighting abilities? Are they a Rogue with a dark and mysterious past? An Elemancer looking to learn more about their powers? Whatever your mind comes up with, every character has an incredible story just waiting to be told. The only requisite trait of a character is that they must want to work with a party! Seeing as I&A is a group-focused game, loner characters or those that are active detriments to their party should be avoided.

When considering just how to create a character, use this chapter as a guide for the actual process. Though you do not have to follow the given steps in the order they are presented, it may be helpful to do so, especially for your first couple of characters you make with these rules. Accompaying each step will be visual guides for an example character: Drea Adearie, the Human Warrior.

Step 1: Come up With a Concept

The first and arguably most important step of creating a character is to come up with a concept that you like and that you think would be fun to play. What is their backstory, their goals, their fears, their vices? Do not worry if you have a hard time coming up with any of these; Part 3: Backgrounds is dedicated to helping you come up with aspects of your character’s personality and life story, though everything presented there are mere guidelines – the bulk of creating your character’s life is up to you.


Step 1-1 Step 1-2

This step is quite easy, we have simply put in Drea's name and filled out some details regarding her high-level description and physical features.

A. The Character Name box, which is where the character's name goes.

B. What can be thought of as the Concept Box, this area contains most of your character's high-level/conceptual information.

C. A box of physical details for your character, found at the top of the back of the character sheet.

Step 2: Determine Ability Scores

The next and possibly most vital step to creating a character is to determine their stats. When determining stats, you are determining each of your character’s 7 chief ability scores: Strength (STR), Constitution (CON), Agility (AGI), Dexterity (DEX), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). When determining your character’s ability scores, two options are given here, and it is up to your group to decide if they will use or modify one of those or come up with a method of their own.

Roll 1d8/2 7 Times. For this method, you roll 1d8, divide the roll by 2 (don't round), and record the result; do this 7 times (once for each score), saving each result until you have all 7. Then, place each result into each score as you desire. The main draw of this method is the possibility for very good stats, however this comes at the risk of stats that aren’t as good as some other members of the party.

Point Buy. This method of deciding stats forgoes dice rolling in exchange for more centralized, fair, and consistent scores, eliminating the possibility of anyone having disproportionately high or low scores. With this method, everyone has 14 points that they can use to “purchase” their ability scores using a 1:1 conversion rate (e.g. you can spend 2.5 points to get an ability score of 2.5); you cannot purchase a score higher than 4. Using this method, you can have a few high scores and a few low or a collection of average scores, all before applying any bonuses.

The best way to decide how to allocate ability scores, by far, is for the whole group of prospective players to have a meeting and decide with majority rule how they would like to decide their stats; does the group want the high risk, high reward method of rolling for them, or the more centralized and consistent method of point buy? It is best if this decision is made unanimously, but regardless, each player should respect the group’s will and stick to what the group decides; if they find themselves unable to do this, it is recommended they find a group that more suits their playstyle.


Step 2

A character's ability scores are of the utmost importance, not just for mechanical reasons, but because they can also inform the character's personality. For example, taking a look at Drea's scores (determined via rolling), we can see that she is notably stronger and faster than the average person, though a bit less intelligent, with average Charisma and Wisdom. Given this information, we can deduce that she is likely to look for physical solutions to her problems rather than intellectual or diplomatic ones.

Additionally, it is important to keep in mind what you want your character to be good at while deciding their scores; Drea is good with an arquebus, so I have placed her highest score in DEX, but if I had decided to make her good with melee weapons, STR would also have been a good choice; she isn't meant to be a tank, so I instead made her more mobile, placing her second-highest score into AGI rather than CON. The class list in the Part 4: Introduction will tell you what each class' most important score(s) is/are.

Lastly, although Ability Scores do improve throughout character creation, due to an error in creating the photos needed for this chapter, all of Drea's Ability Score Improvements from both her Background and her Heritage have already been applied in the given photos.

A. Strength (STR) is used for pushing, pulling, and otherwise exerting raw force using your body. It is an important stat for non-DEX-based melee characters.

A-1. For Small, Medium, and Big creatures, your carrying capacity (in lbs.) is your STR score times 50.

B. Constitution (CON) is a measure of the general health and wellness of your body. It is a major contributor to your Health, which is largely determined by your class.

C. Agility (AGI) measures your speed and general bodily coordination. The greater your AGI, the higher your Speed, Dodge, and Reflex. Chapter 1 will tell you how your Speed is calculated.

D. Dexterity (DEX) tells you how how quick, precise, and nimble your hands are. It is important for DEX-based melee fighters & ranged fighters and contributes to your Dodge and Reflex scores.

D-1. The amount of time you can reduce from actions, determined by your DEX.

E. Intelligence (INT) quantifies your ability to think critically and reason things out logically. It is important for Artificers and Psychokinetics.

E-1. Your INT score grants you extra skills and/or languages.

F. Wisdom (WIS) informs what you think you should do, as well as how in touch you are with your surroundings and events occurring around you. Not important to any class, but does partially determine your Willpower score.

G. Charisma (CHA) measures your presence, self-confidence, and ability to interact with others. Not particularly important for any classes, but a smooth talker is always good to have around, and it partially determines your Willpower score.

Step 3: Establish Baseline Skills

Every character starts with 1 proficiency in each Action and Weapon Skill. Further into character creation, you will select which Action and Tool Skills to allocate Skill Points into, and which Weapon Skill you would like to be your Proficient Weapon Skill.


Step 3-1 Step 3-2

Step 4: Implement Heritage and Size Features

Next up are a character's Heritage and Size, in particular the features they get from both. A character's Heritage factors greatly into both mechanics and roleplay, while Size is largely important for mechanics. When deciding on your Heritage, you can pick and choose what features and aesthetics you want or pick from/modify the example Heritages given in Part 2.


Step 4

Seen here are the features Drea gains as both a Medium creature and as a Human.

Step 5: Determine and Fill Out Background

A character’s background is their life story, it is who they were and what they were doing up until they took up a life on the road. In addition to informing part of your character's personality, your background also gives you an Ability Score Improvement (ASI), a handful of skills, and a smattering of equipment. If you are having difficulty creating your character's background, Part 3: Chapters 2 and 3 are dedicated to helping you do just that.


Step 5-1 Step 5-2 Step 5-3 Step 5-4

Drea's life prior to becoming an adventurer was that of a farmer, so I gave her an ASI snd skills that would reflect that life. I also decided her family's primary method of defending their home was an arquebus, which Drea took with her when she left.

A. The character's actual life story prior to the start of your group's adventures.

A-1. The skills that a character - in this case Drea - gains from their background: one ASI, 6 Action Skill proficiencies, 2 Tool Skill proficiencies, and 1 Classless Feat.

B. The equipment Drea has gained from her background.

B-1. The money that one gets from their background.

B-2. The weaponry that Drea got from her background.

Step 6: Fill Out Action Skills, Defenses, Saves, and Other

Now would be a good time to implement all of the Action Skill proficiencies your character has gained, including any additional skills granted by your Intelligence score. After that, you should fill out the cluster of stats that make up most the top-middle of the character sheet (your Health will be implemented in the next step): Defense and Ranged Defense scores, save scores, your Enduring Save DR (which for all characters fresh off a rest is 5), whether or not you're Well-Rested (up to your GM), and, if your class has its own resource to keep track of, the final empty box is a prime place to keep track of that; each stat's chapter will inform you of the exact mechanics for determining them.


Step 6-1 Step 6-2

A. Drea is wearing no armor but has a Natural Armor of 1 as a Human, and her Dodge is her AGI (3) + her DEX (4.5) - her Dodge Penalty (3), totaling 4.5; adding these two together gives her an M-DEF of 5.5; since her R-DEF is her M-DEF+3, it is 8.5.

B. Drea's saves are calculated thusly:

C. Drea is not currently Enduring, so she does not have an Enduring Save DR; I am assuming my GM will allow me to start with Drea being Well-Rested; and lastly, the third box in that row is a general-use box that you can use to keep track of a class-specific resource, like an Elemancer's Mana or a Warrior's Maneuvers.

Step 7: Implement Class Features and Health

Last step of all is to implement your chosen class' 1st-level features and Health.


Step 7-1 Step 7-2

A. Drea is a Warrior, and the only two things a Warrior gets at 1st level is 2 Proficient Weapon Skills, for which I chose Firearm and Small, and their Fighting Style, and of the available options, I felt the Riflery style would fit Drea best.

B. A Warrior gets 10 Health to start with, and Drea has a CON score of 3.5, granting her a Maximum Health of 13.5, and making her 10/20/30% thresholds 1.35, 2.7, and 4.05 respectively.

Complete Character Sheet

By this point your character sheet should be complete, and for reference Drea's completed character sheet is given here.


Drea's Completed Character Sheet Front Drea's Completed Character Sheet Back

Step 8: Starting Beyond 1st Level

Many groups start their characters off at a level higher than 1. This is not a problem; simply create a character as if you were making them at level 1, then roll for their maximum Health appropriately, distribute their accrued Skill Points, and use the class table for your character’s class to determine what features they would have at the level your group is starting at.

Extra Skills. I&A presents many opportunities for characters to increase their skill proficiencies outside of leveling up, and to emulate such opportunities, characters starting at levels higher than 1 gain an extra number of Skill Points equal to their level/4, rounded up.

Starting Money. The amount of Aeons that a character has depends on their Tier and level, assuming they are starting at level 2 or higher - refer to the following table as a guide. For change, each character can roll 1d100.

Tier Starting Aeons
1 10 times PC level
2 25 times PC level
3 50 times PC level
4 75 times PC level
5 100 times PC level
6 150 times PC level