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:Stunts | Stunts]] to choose from. You can also choose Stunts from your [[Ancestry]] and [[Archetype]] | |||
# One or more free [[:Category:Stunts|Stunts]] | |||
# [[Spells]], if the class is [{Cleric]] or [[Magician]] | |||
= Ancestry and Gender = | |||
Your [[:Category:Ancestry|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: | |||
* Two Stunts | |||
* Possibly, additional Stunts from your character class (if your class is [[Warrior]] or [[Scout]]) | |||
= Finalize Aspects = | |||
* Add one Aspect reflecting a relationship to another PC | |||
* Add two additional Aspects, which may come from your [[ancestry]], [[background]], or a free choice | |||
Make sure you have 5 character Aspects total (High Concept, Trouble, relationship, and 2 others) | |||
= 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. |
Latest revision as of 04:04, 23 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. You can also choose Stunts from your Ancestry and Archetype
- One or more free Stunts
- Spells, if the class is [{Cleric]] or Magician
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:
- Two Stunts
- Possibly, additional Stunts from your character class (if your class is Warrior or Scout)
Finalize Aspects
- Add one Aspect reflecting a relationship to another PC
- Add two additional Aspects, which may come from your ancestry, background, or a free choice
Make sure you have 5 character Aspects total (High Concept, Trouble, relationship, and 2 others)
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.