Players should start building their character by determining their motivations. Motivations are divided into three sections: belief, goal, and instinct. Players of a campaign are free to share their motivations or keep them secret from other players. All Players must share their motivations with the GM.
A belief should encompass the ideals of your character and drive decisions when not in immediate danger. Here are some examples of a possible belief for a character:
Those that break the law are trash but those that adhere to the law at the expense of their companions are worse than trash.
The best adventurers think with their head but act with their heart.
The solution to any problem is always found at the tip of my blade.
Only the strong are fit to rule.
During each task or mission a party partakes a player should set a goal for their character. This goal need not specifically relate to the party's current task. A Player may repeat a goal previously chosen before but all players at any point in time must have different goals. The goal of the character should change if the goal is accomplished or no longer attainable. Goals can also be changed at certain points in a campaign. The GM will inform you when you can or must change your goal. Some examples of a goal for a character:
I will protect my charge on this mission.
I must find evidence of Count Garon's deceit.
I will prove to my companions that I am a valuable member of the party.
An instinct is what a character resorts to when faced with impending danger, when trouble first arises, or is simply the fist thing a character thinks of when a decision could be made. Some examples of an instinct for a character:
I will draw my weapon at the first sign of trouble.
When in doubt I will consult my mentor.
If something needs doing, always offer help.
Never delay when following the orders of my king.
Whenever a player role plays their character's actions to their Belief or Instinct they should earn a fate point. Whenever a player attains a goal they should also earn a fate point. Fate points should be distributed by the GM and discussed with the players at the beginning and/or end of any encounter (not during as to prevent the interruption of play). Fate points can be used to re-roll dice, activate certain abilities, or bolster your energy pool. For more specifics on fate points see their page.
Choose a Race
For player characters it is recommended to choose a race with the size of small, medium or large. Races provide general themes for character backgrounds as well as a list of specialized abilities. See Races.
Choose Primary Attributes
Next a player should determine primary attribute bonuses. A player gets 10 points to distribute between the three bonuses with the max in any one bonus being 5. However should a player choose to put 5 points in a bonus then they only get a total of 9 points to distribute (a player can not have two attributes at 5). Some example distributions: [5, 4, 0] [5, 2, 2] [4, 4, 2] [4, 3, 3]
At level one a player selects a combat ability, background ability, and racial ability for free. The player must meet the prerequisites for the abilities chosen. For each level (including level one) a player gains two ability points that can be used to purchase more abilities. Some abilities require more than one point to purchase. Players keep unspent abilities points and may use them at a later time. Players can only spend ability points during creation and level advancement.
Players receive an amount of money determined by their level that they then can use to spend on equipment. They keep any unspent money on their persons.
Todo: insert table for money
|Basics||Character Creation • Attributes • Races • Skills • Combat • Common Terms|
|Advanced||Abilities • Equipment • Conditions • Vision and Light • Breaking Objects|