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rules:character_creation [2025/07/07 00:56] – Ron Helwig | rules:character_creation [2025/07/27 20:26] (current) – Ron Helwig | ||
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- | # Character Creation | + | # 🧬 Character Creation |
- | ## Species | + | This guide walks you through creating a full character—from species and attributes to Domains and starting gear. |
- | ## Body Type | + | <WRAP tip>Â |
+ | 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. | ||
+ | </ | ||
- | ## Attributes | + | --- |
- | ## Domains | + | ## đź§ť Species |
- | When you choose your **starting two Domains**, you also determine your two **Domain Aspects**—each | + | Your GM typically has a set of **Species** they have defined for your game, complete with lore. You choose |
- | At this time, you may increase | + | However, if your GM allows it you may define your own Species by selecting |
- | You **cannot** assign both +1s to the same Aspect, and you **cannot** add +1 to the same Attribute twice. | + | |
- | <WRAP notice> | + | Species not only provide Features, they offer story flavor: lifespan, culture, appearance, and social norms. These narrative details are flexible |
- | **Example:** Â | + | |
- | If your Domains use **Fortitude** (STR + CON) and **Agility** (STR + DEX), you may not choose **Strength**, because it appears in both Aspects. Â | + | |
- | You must instead pick **two different Attributes** from separate Aspects—such as +1 DEX (Agility) | + | |
- | This ensures balanced | + | ---Â |
+ | Â | ||
+ | ## 🏋️ Body Type | ||
+ | Â | ||
+ | Choose a **[Body Type](rules: | ||
+ | Â | ||
+ | Think of Body Type as both mechanical and descriptive: | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🧠Attributes | ||
+ | Â | ||
+ | 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: | ||
+ | Â | ||
+ | - **STR** – Strength | ||
+ | - **DEX** – Dexterity | ||
+ | - **CON** – Constitution | ||
+ | - **INT** – Intelligence | ||
+ | - **WIS** – Wisdom | ||
+ | - **CHA** – Charisma | ||
+ | Â | ||
+ | ---Â | ||
+ | Â | ||
+ | ## 🧠Domains | ||
+ | Â | ||
+ | <WRAP tip>Â | ||
+ | âť— Skip this step if you are starting with **Pre-Domain | ||
</ | </ | ||
+ | |||
+ | 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. | ||
+ | </ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### ✨ 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: | ||
+ | |||
+ | 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**, | ||
+ | |||
+ | - 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**, | ||
+ | |||
+ | Once you have selected your equipment, you can [calculate your damage thresholds](rules: | ||