Character creation: Difference between revisions

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(Everyone gets 3 powers? try it out.)
(Rewrote. Now the overview of character creation is on one page.)
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#Start with the [[:Category: Character Classes|character class]] you want to play
Notes on character creation, in approximate order you make the decisions:
#Choose your [[:Category:Ancestry|Ancestry]] and gender.
#Optionally, choose an [[Archetype]]
#Define the [[High Concept]] of what character you want to play.
#Select the [[:Category:Powers | Powers]] for your character class
#Choose [[:Category:Skills | Skills]]: 1 at Great (+4), 2 at Good (+3), 3 at Fair (+2), and 4 at Average (+1)
#Choose 2 [[:Category:Stunts | Stunts]]
#Finish [[Character Aspects]]
#Choose [[:Category:Equipment|Equipment]]


A completed character will have:
= Character Class =
* A High Concept Aspect
Choose one [[:Category:Character Classes|character class]]. The class gives you three things:
* A Trouble Aspect
# A default list of [[:Category:Powers | Powers]] to choose from, which may be augmented by [[Ancestry]] and [[Archetype]]
* 3 other Aspects, which may come from any combination of [[Ancestry]] or your character's background, personality, and relationships.
# A default list of weapon proficiencies
* 3 first-level [[:Category:Powers]], chosen from the lists for your [[:Category:Ancestry|Ancestry]], [[:Category: Character Classes|character class]], and [[Archetype]]
# One or more free [[:Category:Stunts|Stunts]]
* Weapon and armor proficiencies determined by your character class
 
* 1 skill at Great (+4)
= Ancestry and Gender =
* 2 skills at Good (+3)
Your [[:Category:Ancestry|Ancestry]] gives you options and suggestions. A few ancestries unlock specific powers; most ancestries suggest certain Aspects.
* 3 skills at Fair (+2)
 
* 4 skills at Average (+1)
= Archetype =
* 2 [[:Category:Stunts | Stunts]] (though some classes allow you to trade a power for a stunt)
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:

  1. A default list of Powers to choose from, which may be augmented by Ancestry and Archetype
  2. A default list of weapon proficiencies
  3. 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.