Character creation: Difference between revisions
m (Stunts can affect starting equipment) |
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* High Concept | * High Concept | ||
* Trouble | * Trouble | ||
* | * Relationship | ||
* 2 others, which may be inspired by your class, [[ancestry]], [[background]] | |||
= Equipment = | = Equipment = | ||
Equipment has a cost. You can start with one Good (+3) piece of equipment, plus whatever may be provided by your stunts. Everything else must be Fair or lower. | Equipment has a cost. You can start with one Good (+3) piece of equipment, plus whatever may be provided by your stunts. Everything else must be Fair or lower. |
Revision as of 18:48, 22 July 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 Stunts to choose from, which may be augmented by Ancestry and Archetype
- One or more free Stunts
Ancestry and Gender
Your Ancestry gives you options and suggestions. A few ancestries unlock specific stunts; 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.
A background includes suggested Skills and Stunts. Some, but not all, backgrounds unlock stunts.
Key Aspects
Define your High Concept
Define your Trouble.
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
Beginning characters get:
- Three Stunts from their character class
- Two Stunts from any other source: Ancestry, Background, or unrestricted Stunts
Character Aspects
Make sure you have 5 character Aspects total
- High Concept
- Trouble
- Relationship
- 2 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, plus whatever may be provided by your stunts. Everything else must be Fair or lower.