There's going to be a lengthier mechanics post once we get to the Departure Turn (coming up next), but for now I'll talk about the mechanics you need to know to make better, informed decisions for this stage.
The primary resolution mechanic for Turn Actions is a d100 roll like every other CKII game. However, unlike other CKII games, you don't necessarily have set characters filling set roles (e.g. Chancellor, Steward, etc.) with exact percentile chances. Instead, you can assign different characters to different actions according to their skills and personalities, and each of these actions instead has a set difficulty. Characters/advisors start out with 3 Actions they can devote to varying options; various Traits and Gifts can modify this amount.
Now, let's take a random Diplomacy action of difficulty 10 to which you assign an advisor with skill 15. The modifier to their roll is equal to their skill level minus the difficulty level (15 – 10 = 5) times 3.33... rounding down (i.e. a difference of 1 is 3%, 2 is 6%, 3 is 10%, etc.). Thus, this hypothetical advisor has a +16 modifier. They add it to their modifier, and try to beat a 50 (in other words, an advisor matched equally to a task has a 50% chance of success). Or in summary, the roll goes d100 – 50 + 3.33... * (Skill – Difficulty), where a positive result is good, a 0 is a bare success, and a negative result is bad. If the final result is more than 50, then it's a critical success of some kind; less than -50, a critical failure.
Difficulties range from 5 to 35, with the average falling around 15. Skill/Characteristics tend to fall into the same range.
Opinion applies specifically to rolls describing the social interaction between two people – usually Diplomacy, though sometimes Stewardship or Intrigue and veeeery occasionally Martial (i.e. between superior and underling). Like the actual game, this value describes how people see you/how you see them, and ranges from -100 to 100 even if the combined modifiers would normally total to something lesser/greater than that. Before rolling, the Opinions of both people involved are averaged (e.g. one person feels very strongly and has a +100, the other is weirded out but still friendly at a +20, average is +60) and is added as a modifier to the initiator's roll. Just about all Personality Traits impact Opinion in some way.
Personal Combat/Dueling is a stripped down and simplified version of Exalted 3e. The four characteristics are Attack, Defense, Initiative, and Wounds, the first three of which range from 0 to 10 (the average person will have 1-2 in the first three, and 3-5 in the last). Attacks are resolved through rolling a number of d2 equal to twice the Attack characteristic, with every result of 2 counting as a success. Matching or beating the target's Defense reduces the target's Wounds by 1+extra successes (i.e. if attacker rolls 3 successes and target has 2 Defense, there is 1 extra success). First person to bring an opponent to a set number of wounds (0 in lethal duels, 1-3 in non-lethal) wins. Initiative is used to determine who strikes first and how often. If one side has a higher Initiative, they strike first. In addition, for every 2 points by which their Initiative exceeds the other's, they attack an extra time in the same round. If both sides have the same Initiative, I flip a coin to see who strikes first that round. Equipment, special attacks, and all that are summarized entirely by the Combat Characteristics.
Lastly, Prestige and Wealth. Wealth is basically gold from all other systems and is a universal currency used to buy assets, send gifts, take actions, fund armies, etc. Prestige is similar in that it's also a currency, but it's more limited and grows differently. Prestige is a social currency you spend within the Empire to acquire favors, resources, allies, etc. You gain and lose Prestige through your actions, and this forms your Prestige Cap. When you spend Prestige on social influencing, your Cap does not decrease, but the amount of "free" Prestige does. In other words, your Prestige Cap is how well you're known, while your "free" Prestige is the social capital you have available. Wealth is represented through a simple number, Prestige is represented in the form of X (Y), where X is the Cap and Y is Prestige you've spent. X – Y is thus free Prestige.
Now, the last stage of character creation. Everything that follows should be contained within a plan.
Education: Beyond your own practice and Svetlana the Steel Maiden's targeted tutoring, you also received a wider education from her and other sources. This provides a small bonus to Learning (+3), but more broadly what was the focus of your education? Your current stat bonuses are: +3 to Diplomacy, +9 to Intrigue, +6 to Learning (including the just-mentioned +3), +2 to Attack and Defense, and +3 to Wounds.
[_] Military.
You were taught how to read a battlefield, organize logistics, command and lead troops to victory and death, and how to fight and react and survive. Provides +6 to Martial, +3 to Stewardship, +1 to Attack, Defense, and +1 Initiative, +2 to Wounds.
[_] Courtly.
You were taught how to maneuver in high society, play the Apétychen Court, and guide and prod and manipulate people. You were also given some training in courtly dueling, seeing as how it's a favored and longstanding pastime of the nobility. Provides +6 Diplomacy and Intrigue, +1 to Attack and Defense.
[_] Business.
You were taught the rules and patterns of money and business: how it flows, how to nurture it, how to lead and guide, what to look out for, what to guard against. Provides +6 to Stewardship, +3 to Diplomacy and Intrigue and Learning.
Flaw: Upon further thought, there are two dichotomous traits a Gift of Charm could spring from.
[_] Ambition.
Your Gift springs less from a good and effusive personality and more your dedicated belief in yourself. Your confidence and dedication wells forth to draw people into your influence, your every word dripping with passion that sways the mind. As a result, you do not like opposition or setbacks. This does not mean you don't take advice or are incapable of caution, but rather that you are predisposed to see those that stand against you more harshly and more negatively. In essence, you're less tolerant and friction will more easily generate enemies.
[_] Virtuosity.
Your Gift springs from a fundamental goodness of heart, a habit of kindness so strong you at times have the mien of a saint. You will have to take Kind as a Trait, and its effects will be exaggerated; you will balk at certain actions – bloody battles, massacres, assassinations, engendering familial strife, wars of conquest, that kind of thing. Your advisors will still be able to take such actions if you – as the players – direct them to, but they will try and hide or downplay said actions, which will cause strife if the PC rolls well enough to find out and/or the advisor fucks up.
Traits: The personal, physical, personality, and background traits and quirks that define you as an individual. You have 2 BP. You may select a maximum of 5 Personality Traits and a maximum of 3 Perks/Drawbacks. If you have extra BP at the end of this stage, they will be converted 1:1 to extra points in your highest CKII stat (which is basically guaranteed to be Intrigue). You cannot end this stage with negative BP.
-Personality: While you as the players decide what actions your character takes, these personality traits influence the results of those actions. Keep that in mind, as I will stick to the personality traits even, and perhaps especially, where it could be inconvenient. Moreover, the interactions between your character and your advisors will be a major part of the game. Make sure you come out with a character you will be willing to stick with.
[_] Lustful.
You're very passionate when it comes to sex, and your eye tends to wander. You're more likely to initiate and succumb to seduction attempts; also, your relationship with your lover is going to be more open and less exclusive. +5 Opinion to others with Lustful, extra +5 Opinion to those attracted to you, -15 Opinion to those with Chaste (those who are attracted to you still apply both modifiers). Cannot be taken with Draconic Lust, +1 BP.
[_] Draconic Lust.
You've inherited the rampant and ardent desire for physical relations that is present in all true Dragons. You flirt with just about everyone, frequently find yourself in another's bed, and are completely insatiable. As with Lustful, your relationship with your lover is going to be more open and less exclusive. +10 Opinion to others with Lustful, extra +10 Opinion to those attracted to you, -30 Opinion to those with Chaste (those who are attracted to you still apply both modifiers). Cannot be taken with Lustful, +2 BP.
[_] Wroth.
Your anger often grows beyond your capacity to restrain it, leading you to impulsive and ill-advised actions. Does not inherently correlate with physical violence; could manifest as verbal insults, grudges, and termination of negotiations/agreements. Expands the Critical Failure margin on actions involving social interaction (usually Diplomacy) to -40 from -50, -10 Opinion to those with Patient. Cannot be taken with Patient, +1 BP.
[_] Slothful.
Legends and myths are full of tales of dragons lounging around on hoarded piles of gold doing nothing but enjoying themselves. While Sloth is not an inherent draconic trait, many dragons, drakes, and dragonborn like the sound of lounging around and enjoying themselves while others scurry to please them. -5 Opinion in general, extra -10 Opinion to those with Diligent. Cannot be taken with Diligent, lose 1 Action a turn on your character, +3 BP.
[_] Kind.
You're friendly, considerate, tolerant of mistakes and accidents, and helpful to those in need. However, you shy away from cruel and hard acts, as well as those who commit them. +5 Opinion in general, extra +5 to those with similar traits (e.g. Kind, Charitable, etc.), -10 Opinion to those with opposing traits (e.g. Ruthless, Envious, Greedy, etc. - overrides general Opinion modifier). Cannot be taken with Ruthless.
[_] Charitable.
You tend to be free and giving with your money and aid, providing help to the less fortunate. This attitude endears you to them, but leaves you somewhat lesser in terms of resources and sets you against the greedy and the grasping. +5 Opinion in general, extra +5 to those with similar traits (e.g. Kind, Charitable, etc.), -10 Opinion to those with opposing traits (e.g. Ruthless, Envious, Greedy, etc. - overrides general Opinion modifier). Applies a -10% modifier to the Wealth Income of overseen ventures (i.e. total income + any personal Stewardship actions), and also improves the benefits and costs of various charity actions by 25%. -1 BP.
[_] Patient.
You rarely feel the burgeoning need to act swiftly or rise to an insult, and are able to tolerate and suffer through delays, problems, and setbacks. Shrinks the Critical Failure margin on actions involving social interaction (usually Diplomacy) from -50 to -60, -10 Opinion to those with Wroth. Cannot be taken with Wroth, -1 BP.
[_] Diligent.
You're a hard worker, devoting a lot of care and attention to the tasks you set yourself. Some might even call you a workaholic. +5 Opinion in general, -10 Opinion to those with Slothful (overrides general modifier). Cannot be taken with Slothful, gain 1 Action a turn on your character, -5 BP.
[_] Ruthless.
Many would say you lack pity or compassion. This is not necessarily true. Rather, you simply prize results and success above all else. At this point, with your hopes and dreams in tatters, you can do nothing else. -10 General Opinion. Cannot be taken with Kind, +1 BP.
[_] Deceitful.
You aren't a pathological liar, but you rarely show your true face. Truth and lies are merely tools in your arsenal, to be wielded as appropriate, and you have few qualms with manipulating others. -5 Opinion in general, if you have a negative Opinion of someone that value is halved for the purposes of calculating roll modifiers. Cannot be taken with Honest, +1 BP.
[_] Cynical.
Your perspective or belief is entirely worldly. You question everyone's motives, are disinterested with 'accepted standards', and if you do believe in a higher power, it's as a very disinterested Fundamentalist. +5 Opinion to others with Cynical, -15 to those with Zealous and differing religious beliefs. Cannot be taken with Zealous.
[_] Gregarious.
You're very sociable and fond of company. Some might say that you talk too much, but usually you manage to keep the conversation balanced and interesting enough to avoid that complaint. Not all of the information you learn is useful or even interesting, but sometimes loose tongues spill extra tidbits. +5 Opinion in general, extra +5 Opinion to those with the same trait, extra +5 Opinion to those attracted to you. -1 BP.
[_] Honest.
You're sincere and straightforward in your dealings, avoiding deceit and underhanded dealings. This doesn't mean you're free with secrets, but you do prefer to keep things aboveboard. +10 Opinion in general, -10 Opinion to those with Deceitful (overrides general modifier). Cannot be taken with Deceitful, -1 BP.
[_] Erudite.
You have a fascination with knowledge, and as a result you're well-read and learned. Often, this results in you knowing interesting bits of semi-relevant trivia, but sometimes this passion and drive produces knowledge that is relevant to the situation. +3 Learning, -1 BP.
[_] Zealous.
Whatever your beliefs are, you cling to them tightly and with much devotion. You take issue to being questioned regarding those beliefs, and stand against any that oppose them. Whether you're religious or not is, ultimately, irrelevant, as your zeal permeates your entire personality. To others with similar religious beliefs, apply a +15 Opinion modifier (i.e. you like them more); to others with different religious beliefs, apply a -25 Opinion Modifier (i.e. you like them less). Cannot be taken with Cynical, +1 BP.
-Other: These traits describe your skills, capacity, and connections.
[_] Attractive.
You are pretty, shapely, and nice to look at. Not close to the height of beauty, and nothing close to the near-divine presence of some Gifted individuals, but still fair and appealing. +20 Opinion against those attracted to you, half against everyone else. Cannot be taken with Gorgeous, -1 BP.
[_] Gorgeous.
Your natural beauty knows few peers. You have a kind of body that matches many with beauty-and-figure related Gifts, and you know it. +40 Opinion against those attracted to you, half against everyone else. Cannot be taken with Attractive, -3 BP.
[_] Genius.
Your mind soaks up information like a sponge, makes connections at a blistering pace, and retains information like a miserly dragon clutching at their horde. +3 to Diplomacy, Martial, Stewardship, Intrigue, and Learning. -4 BP.
[_] Grand Exodus.
As part and parcel of the lifeline she offered to you, the Steel Maiden has leveraged her own connections to play up the benefits of supporting you, emphasizing your skill and drive and what an asset you could be to the Empire. You get extra governmental support and resources to start, which translates to more choices and higher quality everything. Cannot be taken with Encouraged to Fail, -4 BP.
[_] Encouraged to Fail.
Your enemies are particularly vicious and well-connected, and they seek to cut you off at the knees before you even start. They've weighed in on the Senate and implied that since you're so skilled, you don't need as much of the customary support. You start with only a middling ship, a half-competent crew, and any resources you can scrape together by yourself. Cannot be taken with Grand Exodus, +3 BP.
[_] Imperial Blood.
Through your father, you have a somewhat close familial connection to the Imperial Komnevosian Family. Their star and power has long since waned, but having close blood ties to the family of the Emperor is still seen as a coup and a boon even in this day and age. You start with the Imperial Blood Trait, which provides you some extra Prestige and +15 Opinion to people within the empire. This Trait may also apply when dealing with planar governments with sympathies or hatred toward the empire. -2 BP.
[_] Burnt Bridges.
Your fall from grace was especially turbulent, and the aftermath found you with few supporters and fewer friends. Your name does not carry the weight it once did, and it may be a while until it does so again. You start with the Burnt Bridges Trait, which halves your starting Prestige and -15 Opinion to people within the empire. If taken with Imperial Blood, the two functionally cancel each other out (in the empire at least) until this Trait is removed. This Trait can be removed by either spending 500 Prestige or naturally accumulating 2500 Prestige. +1 BP.
[_] Major Gift.
By default, your Gift will start at Minor, and it will take time and dedicated effort playing into your Flaw in order to advance a stage. With this option, you instead start at the Major stage, magnifying both the benefits of the Gift and the Flaw. -1 BP.
[_] Martial Savant.
Fighting comes as naturally to you as breathing. The tempo of battle, the weight of a weapon, situational awareness, all of it is second nature to you. Provides +1 Attack, Defense, and Initiative. Cannot be taken with Martial Incompetent, -1 BP.
[_] Martial Incompetent.
You suck at fighting; there's no denying it. You have the wrong temperament, your reflexes are poor, and it's not like you have a Gift suitable for combat anyway. You prefer to just avoid all that physical labor and excitement. Provides -1 Attack, Defense, and Initiative. Cannot be taken with Martial Savant, +1 BP.
Considering the slightly delayed timing of this post, personal work, and an event I have on Wednesday that means I won't be available to answer any questions that crop up after putting up the first turn, voting will stay open for 48 hours.