1.0 Character Creation 1.1
ConceptionA character's conception is the controlling idea(s) behind the character. The conception helps in creating and playing the character. Initially, the conception is just one or two key ideas about the character. Those ideas serve as the foundation for the character. Every other decision made about the character is based upon those idea. The conception is eventually expanded into the character’s history and personality, as well as traits and abilities
First, ask your GM about the world you are playing in. Have them give you a brief synopsis or read their GM world pack. Have the GM explain what the other characters in the game are, so you know what you are getting in with.
Secondly, think about what things will be important about the character you play. Those form your key/ foundation ideas.
Lastly, To build up your conception, answer the questions listed below. If it seems like a great deal, it really isn't. Just take it a small bit at a time. Work on the areas that you think are important, then slowly backfill the areas that you think are not. You do not need to fill these out completely before you pick all your traits, but you should be able to answer them after you have.
Feel free to make changes to sections you had previously answered, if something else inspires a better answer. Feel free to change things about so it all make sense. Just make sure it is all complete and consistent before game begins.
1.1.1
Questions Proper:
1) Who is your character and where do they come from?
Ask your game master for what regions or states you can come from and what kind of names they have in those regions.
2) What do you look like? Height, Weight, Hair/ Skin/ Eye color, and any distinctive features you might have. This should include your age, which needs to be adjusted for your race. Think about what your character is like physically.
3) What is your character like emotionally and mentally. i.e. his/ her/ its personality.
4) What is your family like? Who are they and what do they do? Do not forget extended family AND Friends.
5) What did your learn to do when you were younger? People tend to pick up skills and knowledge from their family and friends, as well as where they live.
6) What were you apprenticed as? What job/ profession did your parents set you down the road to become? .
7) How did you become a member of your current profession or calling? Ask your game master if there are any special processes to becoming what you are.
8) What was your training to be your current profession/ calling? Who did you get to know while you were training?
9) Why are you currently doing what you are doing? Why are you adventuring?
10) Who are the people you are adventuring with? How do you know them? Did you meet them previously? Did you meet through a friend?
11) What is your initial opinions about your adventuring companions.
10 and 11 you will need to work out with your fellow players. Maybe you will find out that you were neighbors when you were younger. Maybe you met briefly at a party...
The more you know about your character, the other characters, and the world around you, the EASIER it is to play a character.
1.2
Primary TraitsThere are three primary traits: Archetype, Species, and Milieu. You must choose one of each from a GM provided list or with the GM's approval substitute something.
1.2.1
The Archetype Trait: This is the character’s profession or calling. Each profession or calling comes with an assumed set of skills and training. When performing some action related to the character’s archetype, the character receives 1D.
Certain archetypes might require a character to take specific traits: Elven archers require the character to take the Elven trait, Fleet Officers require the Loyal to Fleet flaw, or Rangers might require the character take the Ranger Training trait. Check with the GM if there are any requirements for a given archetype.
Examples for a Generic Fantasy World:
Fighter, Mage, Cleric, Rogue.
Examples for a Euro Medieval Fantasy Game:
Knight, Squire, Lady, Woodsman, Druid, Priest.
Examples for a Nipponese Fantasy (All assumed to be Samurai class)
Bushi, Shugenja, Gushuko.
Example for a FutureNoir game:
Networker, Blade, Face, Media, Suit, Drone
Examples for Kerren: http://www.rpgcitadel.com/guild/index.php?board=26.0
Ryder, Edge, Wing Leader, Scale, Crafter, Noble.
Examples for Modern:
Doctor, Lawyer, Actor, Engineer, Spy, Hacker, and so on... 1.2.2
The Species Trait:This is species your character is. The default for most games is “Human�, with no option of taking anything else. Certain campaigns will allow for other species: Elves, Dwarves, Tiger-Men, Angels, Werewolves, Dorians, or what ever. A given species might have certain advantages and disadvantages inherent to them. Most of these are expressed as traits. In some cases these are “free traits� that the character receives that are separate from their general traits. In others, the character must “pay� a number of general traits to be a member of that race and have all the required abilities (and flaws). Either way, these traits are normally independent of any regular restrictions. Note: the cost is dependent upon the campaign (a werewolf trait in one campaign might cost you nothing extra, but in another campaign would cost you three general traits).
Any action that any member of the species can perform gets 1D from the species trait.
Examples:
Werewolf: Three Traits Claws, Fur (Resistance), and Regeneration. Requires character to transform into wolf mode before using. 3 traits
Dwarves: Tough as Stone, Flaw: Unable to cast spells: 0 traits
Goblins: Flaw: Hated by all, Flaw: Small, Trait: Night Vision: Bonus 1 Trait1.2.3
The Milieu Trait:This trait defines the world and time period the character comes from. In most cases, every character in a campaign will have the same one. It is only in time travel/ dimension travel games that this become important.
1.3
General Traits:General traits define the bulk of the character. They define what a character can do and how they do it. Each trait will have two parts: phrase and explanation. The phrase is normally a colorful description, or character quote, or at its most staid a tangible listing, that suggests/ implies/ defines what the character can do. The explanation describes what the phrase is getting at. Each category will have examples that will clarify it for you.
Keep in mind a specific trait should never be repeated on a character. You can not take the trait “Strong�: Able to life stuff four times to be really strong. If you want to be really strong, you will need to choose four traits that describe, explain, or imply the character’s strength: Well Muscled, Herculean strength, “Always in the Gym pumping iron�, “I have never taken Steroids.. it is all genetic� (describing their physical aspect), would be substitutes.
A character normally starts with 10 general traits. (The GM may opt for a different number). Each general trait falls into one of four categories: Aspect, Ability, Special, and Power. A character should have four aspect and four ability traits
1.3.1
Aspect TraitsAspect traits are traits that define the character innate abilities. This would cover physical (strength, endurance, and health), dexterial (speed, agility, manual dexterity), mental (wit, reason, and memory), emotional (willpower, empathy, etc), metaphysical (luck, power, and magical aptitude), and charismatic (appearance, influence, and charisma). Aspect traits seldom add Ds, they usually modify how the action is resolved.
Examples:
�Ripped�: Physically Strong -Physical Aspect
“Hard as a Mountain�: Able to withstand punishment and endure fatigue – Physical Aspect.
"An intelligent gleam in the eyes": Mental Aspect"
“Mesmerizing Eyes�: Charisma Aspect
“Has "IT": A Charismatic Aspect that comes from a movie term for having stage presence
"Olympic Body Builder": Massive Muscles - Physical Aspect
"Catlike": Moves with the grace and balance of a cat. Dexterital Aspect
“Catlike: Mystical sensitivities of a cat- Metaphysical Aspect
�Lucky of the Irish: Fates favored- Metaphysical Aspect
"Quicker than a coondog on hot blacktop": A quote explaining Dexterity Aspect
"We were 40 klicks from Mai-chong, marching..: The character has many stories about his endurance - Endurance aspect
1.3.2
Ability (skill) Ability traits are traits that define area of skill and ability that the character excels at. What traits are possible depends on the milieu the character is from. They are normally categories of what can be done, but specific and very specific act traits are possible (Knightly weapons, swordsman, and broadsword for example). Every trait that applies to an action generates 1D.
Certain skills will have prerequisites. For example: You must learn to fly an aircraft in general, before you can fly a fighter plane. A character must have a general aircraft flying trait before they can take jet craft of fighter craft pilot traits. Some times an archetype can be substituted. The archetype pilot grants the ability to fly an aircraft. The GM and the Player will work out any prerequisites required.
Examples:
“Master of Flashing Blades�: Swords skills, with emphasis on flashy
“Excellent trail cook�: Can cook well in the wilds
�Hotshot Pilot�: knows how to fly airplanes and related craft
�Top Gun Graduate�: able to fly a fighter jet craft well (requires ability to pilot first)
"So there I was...": Tons of military stories showing his vast Military Experience.
"See that black speck over there... *blat*: Sniper skill
�Ex-militaryman�: Knowledge of military procedures and basic military skills.
Greatsword Expert: knowledge and usage of great sword.
�Hmmm. It went this way�: Tracker, can follow prey in the wilds
�Skilled at Jacking�: Ability to use virtual reality computers via netjack
�Slipping the Ice�: Ability to avoid anti-personnel/ security software in VR. *Optional: Group Skills: Certain groups of skills come in packages of training. This would be intensive training (like Special Op training or Fleet Academy) or the apprenticeship (training for a specific archetype). These traits cost two traits to take. However, they add 1D to a wide variety of work
Examples:
“Attended Camp Harrison�: Special Ops Training
“Spent time in NASA�: Astronaut Training
“Member of the Crimson Guard�: Battle Mage training
“Time in the Temple�: Priestly Training: Note this trait grants both knowledge of clerical magic prayers as well as cleric theurgical acts, just as if the character had the Priest archetype.
“Fleet Academy class of 27�: Fleet Officer Training. 1.3.3
SpecialsSpecial Traits describe other gifts and abilities a character might have. These can be prerequisites/ perks of the job, wealth, social rank, contacts, special equipment (master sword, a Lear jet), special talents (such as eidetic memory, mage sight, perfect pitch, double jointed), access to special powers not normally available to that archetype (Mage/ Esper/ etc), and special skills (specific spells or psionic effects). Most of these require a single trait to take, like normal. The GM might require additional cost for certain traits.
Examples
“License to Kill�: The agency will sanction any action the character takes
“Attended all the right schools�: Knows many people in the upper crust.
“Invested Well�: Wealth
“Old Money�: Wealth�
“127th in line for the Throne�: Member of the British Aristocracy
President and CEO of Tandcor: Owns his own multinational company
“Eyes like Chuck Yeager�: Character can see details at incredible distances.
“Double Jointed: Can bend in many odd ways.
“Has the Sight�: Can see spirits and magic.1.3.4
Power. Power traits allow character to generate effects beyond what is normally possible for a character with a successful Power roll. The explanation of each power trait gives the game effects of said power trait. Every power trait must have a “catch� or some limit that prevents it from being all powerful. Most spell traits have the limit requires hands to gesture and voice to incant. Psionics often require moments of concentration before use. Witch traits requires magical tools to use. The sources are limitless.
A character is restricted to power traits appropriate to both the genre AND their type of power. The type of power is based either on their archetype (Wizard, Esper, Witch, Mentat) or a special trait (Magegift, Esper talent, Wicca blessed, Mentat training- and said special traits normally cost two traits). Most GMs will list a number of “average� power traits for each type of power in their game.
One last thing, if a character’s archetype is power oriented, power traits count as ability traits for the four trait minimum.
Example:
"Eldritch Bolts":3D of glowing mystic energy -(Power requires incantation and gesture)
"Serriphanic shields": 3D resistance against attacks the target is aware of. -(Power requires incantation and gesture)
"Ariel's hand": Wind based telekensis -(Power requires incantation and gesture)
"Wind's call": Weather manipulation -(Power requires incantation and gesture)
"Scrying": Seeing anywhere the wind goes. This is not just poetic, if the wind touches the area, this spell can see it. (Power)
"Empathy":The ability to perceive and change emotions- (Power - No control, will activate on its own.)
"Astreal form": The ability to send an invisible astreal form - (Power, limited to one minute at a time).
1.4
Flaws Nobody is perfect, everyone has some complication in their life. Every character must have at least one flaw and it should be a moderate one that interferes with their adventuring existence from time to time. A flaw could be a physical challenge, an intense allergy, a missing skill (like literacy in a literate society or Driving in the early 21st century), a psychological issue (fear, compulsion, limiting personal codes, impulse control), ill fated in some aspect of their life (unlucky with women, or always in trouble with the principle), obedience to a higher power or patron (works for the CIA, member of a cyberpunk corporation) some social issue (member of a hated minority group, some unusual habit,), a personal nemesis (the mob, some mad villain, your evil twin) or a reputation among people.
A character can have more than one flaw. Every extra flaw taken generates one general trait. If the flaw more than moderately impairs the character, it is worth two general traits (parapalegic, blind (without super powers to compensate), hunted by all the world's police forces, nemesis of the Assassin's guild, etc). A character can normally start with up to three flaws.
Flaws that come from Chapters in the character’s pre game life, do count towards the three flaw starting maximum. If those flaws more than moderately impair the character (see above), the character does receive an extra trait for them.
“Wears an eyepatch�: Missing an eye- no peripheral or depth perception
“Illiterate�: Can not read
“Dyslexic�: Difficulty telling directions
“Must protect Innocents�: a personal rule that character must follow
“Can not kill�: a personal rule that character must follow
“Follows the Old Code: The character strictly adheres to the old code of chivalry
“Fear of enclosed spaces�:
“Company man�: Works for the CIA, must obey their directions
“Enemy of the Yakuza�: The Japanese Mob is their nemesis
1.5
Chapters The term chapters comes from the phrase “Chapters in the character’s life�. These are important parts of the character’s life story, granting them experience and personal development (or change). Every chapter of a character’s life will have a heading, explaining the chapter: High School, College, Defeating Torgon the Terrible, Time in the Service, Assignment to The Enterprise. Each chapter grants the character two general traits that the character developed during that time. As the character lives and adventures, they often develop personal complications (flaws). Every two chapters the character has, generates one additional flaw.
1.5.1
PreGame Experience: Some characters start their adventuring with some real experience under their belt, rather than being “fresh off the farm�, “just out of school�, or “freshly minted�. With the GM’s permission, they can take any appropriate number of chapters. Most GM’s limit it to three, but that will vary from campaign to campaign. Some GMs will require characters to have chapters of previous history.
Note: Flaws generated by pregame experience DO NOT generate extra traits for the character. The flaws should still be tied into the chapters in some way.
Examples:
* Chapter: Parents killed by Mob hit before his eyes
1) "Totally Driven, Will do what ever it takes to 'get the job done'": Emotional Aspect
2) "Inheritance of family fortune": More money than anyone really needs.
* Chapter:The Orren War -He is a vetran of this five year long war. This war was started by a blackhearted wizard in the Orren court. It damaged both countries.
1) He was in the Bowman Line at many a battle: skill at battle archery
2) Military Wit: A knowledge of tactics and strategy
* Chapter:The Attack at Odwald Keep: This is one of the decisive battles of the war. 112 men held out for 20 days against a force of 5000. People who were there are held in awe.
1) Spotting Movement on the enemy line: Good at spotting the enemy
2) Famous Rep: Was a warrior at Odwald 1D
The Flaw for the two Chapters was "A total hatred for the Orren". Though the Wizard was to blame, he blames the people who followed him.1.5.2
Game Experience: The character’s story continues into play as well. After a character completes one important story arc or is involved in three good stores, the GM should award the character one additional chapter. This chapter should be named after the story arc OR after an important event/ period in the three stories. This chapter can be “saved� until an appropriate story event can be arranged in the campaign: A player wants to go off to collegium for a while, visit Old Man Chang for personal instruction, or take some time off for personal research.
Note: The character receives the extra trait for the flaws generated by game experience chapters.
Examples:
* Chapter: Recovered the Ark of the Covenant
1) "Belief in God or at least God's Power": Metaphysical Aspect
2) "A few more scars to go with the old ones": Just getting tougher and tougher. Physical Aspect
* Chapter: Defeating Various SuperVillians: (BlackClaw, Wipeout, and Dr Chaos)
1) "Improved control over Plasma powers": Skill at using powers
2) "Friends with the Swat Team": He has contacts with the police, especially the swat team.
*Chapter: Defeated the Night Ninjas
1) "My hands are lethal weapons": Through his training, the character can now hit with 2d damage in unarmed combat.
2) "What an incredible smell we have found": Knowledge of the sewers and undercity of San Francisco1.5.3
Building Up by Chapters. A character can be built up chapter by chapter. When building a 10 general trait character, you can consider the character’s five life chapters that occurred. Each trait is then associated with a period in the character’s life. These five chapters only have to generate one flaw trait. This process helps solidify the character for the player, as they know every important element of the character.
Some GM’s will build upon this concept. They will start the characters with fewer general traits (6 or 8) and require the characters to have one to five additional chapters. Many characters in the same campaign will have the same chapter names, as they will have experienced the events together.
1.6
Trait Pools: A trait pool is a number of extra traits set aside for a special purpose. These traits can only be used for the defined special purpose. A trait pool is used for things like super powers, cyberware (which are a form of super power), special equipment (magical items, super hero equipment, things people normally could not have), or extraordinary resources (a personal army, a reality altering computer, gun powder on a world without gunpowder). The number of traits is based upon the GM and the campaign. It could be three traits for cyberware, or ten traits for super powers, or five points for magical artifacts. It is really up to the GM.
Some GM’s will allow traits to be swapped into and out of a trait pool. Three general traits will often buy another trait in the pool and traits are traded out of the pool at a one to one ratio, but it is up to the GM.
Example
PlasmaBlue: This Human appearing Android can burst into blue plasma fire. Can only use Plasma Powers when in flaming form. (10 traits)
1-3) Plasmabolt: 3D ranged attack
4-5) Float on thermal energy: His intense heat lifts him. He can hover and fly at running pace, indefinately (no fatigue for use)
6-8) Plasma Aura I: +2D Resistance as the plasma protects him from incoming attacks (no fatigue for use)
9-10) Plasma Aura II: Flaming Plasma does 1D to anything that touches him. (No fatigue for use)
Fields's Cyberware: All cyberware has the "hardware" restriction, so it can be emped or disabled. (5 trait pool)
1-2) Red Glowing Cyberoptic eye circa 2010: This antique (but so is Fields) has Thermographic and telescopic abilities
3-4) Wired Reflexes: 2D towards speed and dexterity aspects.
5) SkinWeave: Carbon Fibers under the skin grant him greater resistance +2D. It can easily be detected by touch or careful observation.
EbonKnight: A Detective superhero that strikes fear in his victims and the general public. Most of his powers are "items" which can be destroyed or taken away from him. (10 trait pool)
1-2) The Crypt: His secret underground base filled with useful equipment and secret passages to the surface. It is built in a "lost" subway station.
3-4) The DarkRide: This super fast vehicle is filled with tons of offensive and defensive gadgets. While not as fast as the Mach 5, it has more toys.
5-6) Mini-Jet: This mini-jet allows him to patrol from the sky and travel to far away places quickly. It also has stealth abilities.
7-8) Utility Belt: He has gadgets for every occasion. Mostly Smoke and Gas Bombs, a grapple projector, and some tools of the trade.
9) Armored Suit: Provides +3 Resistance -
10) Gauntlets: These add +3 to his hand to hand damage, can have special gimmicks installed in them.
1.8
Clean UpClean Up refers to tidying up all the loose ends of the character. This is the time the character is made ready for play. The player should go over the character’s conception one more time to make sure it is sound. Various numbers should be generated for ease of play. The character’s final history should be generated, and any other details that will be useful in play should be written down. Once the character is cleaned up, you are ready to start play.
1.8.1
Important DsThere are a number of Ds that should be determined before play starts, so play will not be slowed down while you calculated them.
Initiative (INIT): 1D for species, 1D for any combative archetype, and 1D for any trait dealing with dexterity, speed, or reflexes.
Sense: 1D for species, generally. 1D for any archetype that relies on its senses (Detective, Forrester, Doctor), and 1D for any trait dealing with the senses. If a specific sense is listed in the trait, a character might have several sense Ds, one general one and one for each specific sense.
Offense (OFF): 1D for species, 1D for any combative archetype, and 1D for any trait dealing with combat or a weapon. If a trait defines a specific weapon, then several offensive Ds can be listed.
Defense-Dodge (DOD): 1D for species, 1D for any combative archetype. 1D for any trait dealing with dexterity, speed, or reflexes, acrobatics, or full body movement
Defense-Parry (PRY): The Same as Offense
Resistance (RES): 1D for species, 1D for any combative archetype, and 1D for any trait dealing with toughness, endurance, and stamina. If the character has armor or shields or some protection, there will normally be a +XDs added to resistance. So a resistance 2 character with 3 resistance armor will have a RES of 2+3
*Power (POW): 1D for any magical archetype or power special, 1D for the power trait, and 1D for any trait dealing an appropriate power.
*Resistance-Metaphysical (R-POW): 1D for species, 1D for any magical archetype, and 1D for any trait dealing with metaphysical or spiritual strength.
1.8.2
Aspect DsSome GMs will use aspects frequently, so having them tabulated on your character sheet would be advantageous. They are normally marked as 1(for species)+ number of appropriate aspect traits.
1.8.3
History:
This would be a brief paragraph or two that sums up the character’s history. There might be a longer, more detailed history available, but this would be a “short version� for ease of use.
1.8.4
Formal Character Sheet:It is time to transfer all the notes, traits, and numbers into one easy to use format. Examples of the character sheets are seen in the character examples.