Character creation: Difference between revisions
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Notes on character creation, in approximate order you make the decisions: | |||
= Character Class = | |||
Choose one [[:Category:Character Classes|character class]]. The class gives you three things: | |||
# A default list of [[:Category:Powers | Powers]] to choose from, which may be augmented by [[Ancestry]] and [[Archetype]] | |||
# A default list of weapon proficiencies | |||
# One or more free [[:Category:Stunts|Stunts]] | |||
* | |||
* | = Ancestry and Gender = | ||
* | Your [[:Category:Ancestry|Ancestry]] gives you options and suggestions. A few ancestries unlock specific powers; most ancestries suggest certain Aspects. | ||
* | |||
* | = Archetype = | ||
An Archetype is a specialized style within a class. Character classes are very broad and open-ended. An archetype is like a recipe for building a more specific type of character, by choosing from a pre-selected list of options. Archetypes are optional: you don't have to choose one, and if you do, they expand the options of your class. | |||
Archetypes may be oriented toward a particular culture. | |||
Example archetypes by character class: | |||
* Cleric: Druid, Diviner, Warlock, cleric of a specific deity | |||
* Magician: Illusionist, Bard, Alchemist | |||
* Scout: Burglar, Ranger | |||
* Warrior: Berserker, Knight | |||
In addition, there are some multiclass archetypes. You can start with these but you have to pick | |||
* Paladin is mix of Cleric and Warrior | |||
* Trickster is a mix of Scout and Magician | |||
= Background = | |||
Background is optional. It's the culture and/or occupation your character was raised in. If you want to be a human who was raised by elves, choose human as your ancestry and the particular culture ("wood elves of the North", for example) as your Background. | |||
Some, but not all, backgrounds unlock powers. | |||
= Key Aspects = | |||
Define your High Concept | |||
Define your Trouble. | |||
= Powers = | |||
Every character gets three [[:Category:Powers|Powers]], chosen from among the following lists: | |||
* Character class | |||
* Ancestry | |||
* Background | |||
= Skills = | |||
* One at Great (+4) | |||
* Two at Good (+3) | |||
* Three at Fair (+2) | |||
* Four at Average (+1) | |||
You may get additional skills if you took the [[Extra Skill]] power. | |||
= Stunts = | |||
You get two Stunts. | |||
You may get more if your took the [[Extra Stunts]] power. | |||
= Character Aspects = | |||
Make sure you have 5 character Aspects total | |||
* High Concept | |||
* Trouble | |||
* 3 others, which may be inspired by your class, ancestry, background | |||
= Equipment = | |||
Equipment has a cost. You can start with one Good (+3) piece of equipment. Everything else must be Fair or lower. |
Revision as of 15:01, 27 June 2022
Notes on character creation, in approximate order you make the decisions:
Character Class
Choose one character class. The class gives you three things:
- A default list of Powers to choose from, which may be augmented by Ancestry and Archetype
- A default list of weapon proficiencies
- One or more free Stunts
Ancestry and Gender
Your Ancestry gives you options and suggestions. A few ancestries unlock specific powers; most ancestries suggest certain Aspects.
Archetype
An Archetype is a specialized style within a class. Character classes are very broad and open-ended. An archetype is like a recipe for building a more specific type of character, by choosing from a pre-selected list of options. Archetypes are optional: you don't have to choose one, and if you do, they expand the options of your class.
Archetypes may be oriented toward a particular culture.
Example archetypes by character class:
- Cleric: Druid, Diviner, Warlock, cleric of a specific deity
- Magician: Illusionist, Bard, Alchemist
- Scout: Burglar, Ranger
- Warrior: Berserker, Knight
In addition, there are some multiclass archetypes. You can start with these but you have to pick
- Paladin is mix of Cleric and Warrior
- Trickster is a mix of Scout and Magician
Background
Background is optional. It's the culture and/or occupation your character was raised in. If you want to be a human who was raised by elves, choose human as your ancestry and the particular culture ("wood elves of the North", for example) as your Background.
Some, but not all, backgrounds unlock powers.
Key Aspects
Define your High Concept
Define your Trouble.
Powers
Every character gets three Powers, chosen from among the following lists:
- Character class
- Ancestry
- Background
Skills
- One at Great (+4)
- Two at Good (+3)
- Three at Fair (+2)
- Four at Average (+1)
You may get additional skills if you took the Extra Skill power.
Stunts
You get two Stunts.
You may get more if your took the Extra Stunts power.
Character Aspects
Make sure you have 5 character Aspects total
- High Concept
- Trouble
- 3 others, which may be inspired by your class, ancestry, background
Equipment
Equipment has a cost. You can start with one Good (+3) piece of equipment. Everything else must be Fair or lower.