Most character creation, Archtypes and backgrounds will be handled by the world and campaign settings. What is found here is links to the Base Verps character creation, which is generally available on every world throughout the Ver’dea.
Verps
To allow more flexibility the Ver’dea uses Verps, a point based system, where a character ‘buys’ what they want with experience points. While this makes character creation a bit more complicated than the pick-a-class type systems, it allows a player to create a character closer to what they envision, and to grow the character organically rather than being destined to follow the path of their training.
The first thing which in needed is the amount of Experience Points (ExPt) the character starts with. This is determined either by the Game-Master or as a group. Generally they are given according to campaign level,
Jump Block
1. Species
Obviously every character belongs to some species (anomalies and aberrations aside). They will cost from nothing to hella-o’lot amount of ExPt. The character’s Species will give the starting Base Adjustments and Combat Block,
Go To Species Page
GO to Descriptions
Go to Individual Traits page
2. Culture
The characters also gains a number of bonus skills dependent on the culture in which they were raised. These are most likely campaign specific, but there is a cultural archetypes here.
Go to Culture Page
Vocation And Skills
Vocations and the character’s training and experience in a profession or career. Each one is a collection of skills and abilities which are shared by everyone who is trained in that profession as well as a bonus to roles related to the vocation. The vocational background can also be considered as a template for the skills required to be considered part of that profession. Generally, characters will choose a class as well or instead which are vocational back grounds with special abilities attached to them, such as wizard or holy-warror
Go to Vocation page
A player make a vocation not on the list, or to add skills not provided by their vocation. this page will also have the explanation of skills.
How Skills Work / / Go to Skill Page
Option: General Abilities
This section contain abilities of interest to all characters. It also contains the special abilities from professions for those who desire to build their character from scratch. Most abilities have some requirement, usually skill levels, which needs to be purchased first.
Go to Abilities Page
Option: combat block
The explanation of the Combat Block, as well as a means of improving it.
Flaws
most flaws are associated with a species or state of being, such as a vampire’s problem with holy items, or a troll’s vulnerability to fire. The others will come from some sort of limitations imposed by a class or conditioning. Such as the Imperial Soldier’s conditioning preventing them from betraying the Empire or the code of conduct of the Paladins of Kro’Gurin. These flaws gain the character bonus experience points, which have the effect of lowering the background kit.

