Sigil of Uchma Character Creator


Sigil of Uchma is an open source work-in-progress fantasy tabletop role playing game based on mythologies of medieval Central Asian societies.

Rules of the game are described in the website. You can find more detail about creating a character from the character creation page on the official website.

You may also want to read the combat page as it gives context to many mechanics discussed below.

Have fun creating your character!

Basic Information

Starting off simple, you can start by choosing a name for your character. Here, it is recommended that you first think of a character concept and backstory. You can even name your character after choosing everything else!

When selecting your level, you should use the one your campaign is going to start at.

Class

Player characters in Sigil have two kinds of classes: paths and branches.

Paths determine active and passive abilities you gain from leveling up, your health and half of your techniques. You can find the list of paths currently in the game here: list of paths

Branches, on the other hand, give you one or two abilities at level one, and the remaining half of your techniques. List of branches can be found here: list of branches

As you choose your classes, you will see new choices pop up: techniques. Techniques are your active abilities that cost energy to use, similar to spells, skills or maneuvers found in other games. You can see how many techniques you have at which level from this table.

Equipment

Equipment in Sigil are almost as important as your classes and techniques.

Armor acts as a damage reduction, so it is almost always very effective at keeping you alive for a few more attacks.

All offensive weapons give you two weapon attacks and some even a third one, while defensive weapons are worth using even if they lack damage.

You can learn more about types of armors and weapons in the equipment page.

Aptitudes

Aptitude system is another mechanic in the game. You gain one aptitude point per level, starting with 1 point at level one. Many abilities across the game scale with P and C, so you should choose carefully. You may even want to plan a few levels ahead depending on your abilities and techniques.

Each point spent in potency increases your damage by 1 (exceptions apply), and usually affect how "strong" your abilities are.

Control, on the other hand, does not have an innate effect. However, it increases durations of your abilities, how large of a radius they affect or how many creatures you can target.

Abilities scale differently and with different aptitudes, so read their explanations carefully! You can learn more about aptitudes here.

You have 1 aptitude point(s) left.

Resistances

To understand what resistances do, you must first know what a precision roll is. You can find a detailed description of it in this page.

To explain it simply, resistances are your main type of protection alongside armor. Your base resistances are mainly determined by your level.

In addition, you can choose a major and a minor resistance, or you can have three minor resistances. If you choose a resistance as your major resistance, it is permanently increased by two. Minor resistances, on the other hand, are only increased by one.

You can see how resistances scale with level and what type of abilities they protect against here.


Sigil of Uchma is licensed with CC BY-NC-SA 4.0. This website is under GPL-3.0.