Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
rules:character_creation [2025/06/18 19:56] – created Ron Helwigrules:character_creation [2025/07/27 20:26] (current) – Ron Helwig
Line 1: Line 1:
 << rules:progression ^ rules:start ^ rules:species >> << rules:progression ^ rules:start ^ rules:species >>
  
-====== Character Creation ======+# 🧬 Character Creation 
 + 
 +This guide walks you through creating a full character—from species and attributes to Domains and starting gear. 
 + 
 +<WRAP tip> 
 +You can also create a **Pre-Domain Character** (a beginner, apprentice, or origin-phase character) by completing every step *except* choosing Domains. This option is great for narrative prologues or survival scenarios before characters step into their heroic roles. 
 +</WRAP> 
 + 
 +--- 
 + 
 +## đź§ť Species 
 + 
 +Your GM typically has a set of **Species** they have defined for your game, complete with lore. You choose one of those and gain its Features. 
 + 
 +However, if your GM allows it you may define your own Species by selecting **two features** from the list on the [Species](rules:species) page. These features define your character’s unique traits—like special senses, movement types, resistances, or natural tools. 
 + 
 +Species not only provide Features, they offer story flavor: lifespan, culture, appearance, and social norms. These narrative details are flexible and usually have no mechanical effect unless granted by a feature. 
 + 
 +--- 
 + 
 +## 🏋️ Body Type 
 + 
 +Choose a **[Body Type](rules:body_types)** that describes your physique—such as Brawny, Nimble, Graceful, or Sturdy. Each one modifies your Attributes and affects your **HP**, **Stress**, or **Thresholds** in small but meaningful ways. 
 + 
 +Think of Body Type as both mechanical and descriptive: it helps anchor how your character endures hardship and handles physical strain. 
 + 
 +--- 
 + 
 +## đź§  Attributes 
 + 
 +Assign your six core Attributes. The default mechanism is the **Standard Array** *(15, 14, 13, 12, 10, 8)* but your Game Master might allow other methods. See [Attributes](rules:attributes) for more details. 
 + 
 +- **STR** – Strength   
 +- **DEX** – Dexterity   
 +- **CON** – Constitution   
 +- **INT** – Intelligence   
 +- **WIS** – Wisdom   
 +- **CHA** – Charisma   
 + 
 +--- 
 + 
 +## đź§­ Domains 
 + 
 +<WRAP tip> 
 +âť— Skip this step if you are starting with **Pre-Domain Characters**. You will gain Domains later through story progression. 
 +</WRAP> 
 + 
 +Choose **two Domains**. These define your training, identity, and abilities. 
 + 
 +Each Domain specifies: 
 + 
 +- A **Domain Aspect** – a specific Attribute pair used with most Domain actions   
 +- A **Base Card** – showing your core Domain feature   
 +- A selection of **Tier 1 Feature Cards** – choose two   
 +- Access to spells, combat techniques, or unique abilities (depending on Domain) 
 + 
 +<WRAP todo> 
 +After you have calculated your Core Stats and Aspects (below) you should mark your Domain Base Card with the current value of the Aspect it uses. 
 +</WRAP> 
 + 
 +--- 
 + 
 +### ✨ Spells 
 + 
 +If your Domain provides access to spells, you'll choose a **source tag** (like Arcane, Divine, or Nature) or **elemental type** (like Fire or Lightning), depending on the Domain. 
 + 
 +Spellcasting rules and limitations are detailed in each Domain. They vary in how they use Action Dice, cost resources, or interact with the action economy. 
 + 
 +If you gain spells from other Features, such as Species, follow those rules to add the appropriate spells. 
 + 
 +--- 
 + 
 +### 🔍 Other Domain Features 
 + 
 +Your Domains may provide: 
 + 
 +- Special movement or exploration actions   
 +- Combat finishers, reactions, or crowd-control options   
 +- Roleplay abilities that shape your social influence or insight   
 +- Recovery or support features tied to Stress, HP, or exhaustion   
 +- Ways to mark HP or Stress to gain powerful effects (at higher Tiers) 
 + 
 +--- 
 + 
 +## đź§® Core Stats and Aspects 
 + 
 +Each **Aspect** is derived from two Attributes. For example: 
 + 
 +- **Agility** STR + DEX   
 +- **Tact** INT + CHA   
 + 
 +(See [Aspect Tables](rules:aspect_table) for the full list.) 
 + 
 +Your **Aspect Values** are equal to the sum of their Attributes. These are also your **Action Dice Pools**—you roll a number of d4s equal to the Aspect Value when taking an action with that Aspect. Write down each Aspect value on your **character sheet**. 
 + 
 +**Mark the Aspect Value used by each of your Domains on the corresponding Base Card.** 
 + 
 +Fill out the rest of your **character sheet** with all the relevant info, including your Species choice, HP, Stress, Evasion, and Action Point Bonus. 
 + 
 +At this point everything on your character sheet should be filled in except your damage thresholds. 
 +--- 
 + 
 +## 🎒 Starting Equipment 
 + 
 +The lore your GM created for each Domain suggests a starting equipment kit. Work with your GM to pick gear that fits your character’s background and role. 
 + 
 +For **Pre-Domain Characters**, limit gear to: 
 + 
 +- Basic or handmade clothing and tools   
 +- No magical items, armor, or weapons (unless narratively justified)   
 +- One or two personal items like a family token, heirloom, or artisan tools 
 + 
 +These characters are defined by **potential**, not yet by power. 
 + 
 +Once you have selected your equipment, you can [calculate your damage thresholds](rules:armor) based on your Aspects and Equipment. Write those down on your sheet.Â