Get Started - Character Creation
This game has no session zero or presession prepping for the player characters, you will be creating your character at the table as you are introduced to the world, then you will immediately start playing the first adventure.
This means that the creation process may feel bare for more experienced players, but it allows the players creativity to take charge without being hindered by preset rules or abilities.
That doesn’t mean you can just be all powerful murder hobo though, you still must abide by the GMs world premise, though its is expected to be collaborative and flexible.
Step 1 | The Character Synopsis
A one to two sentence summary describing the who, why, and how or your character. The who being a general description, the why being your characters goal or motivation, and the how being what they do to the world to achieve that goal.
Jenson Exampleton, an old worn out warlock who should have retired but does it for the love of the game. He is slower than he used to be but man he tackles everything with enthusiasm.
The who is the old warlock, Jenson Exampleton. The why is the love of the game, and the how is slowly but with enthusiasm. These give you landmarks to pull from when responding to the world.
Your backstory and family and everything else can be made up as you play, a good GM will accept it as fact an incorporate it into the world.
Step 2 | Skills and Items
As a player you will start with three skills directly tied to that character synopsis sentence. You will choose one Physical Skill, one Social Skill, and one Cognitive/Mental Skill.
We will continue our warlock example.
- Physical Skill = Cool Ass Cane
- being an old man he carries a cane that helps him get around, maybe it could be used as a distraction or a weapon.
- Social Skill = Talks with the Birds
- He has befriended the birds in his chipper old age, now they tell him joke and sometimes secrets
- Cognitive Skill = Soul Pact Magic
- As a warlock he traded his soul to on unworldly deity for a pendant that gives him the power to move rocks with his words.
The skills are meant to shape the character while giving you options to play with. So they are specific but could be used in different ways.
You will choose one to be your stronger skill starting at 4 points. The other two will start at 3 points. This will be explained more in the 4.2_Dice Rolls section.
For our example warlock, his main skill would be his Soul Pact Magic. Speaking of magic there are some restrictions.
- First, magic depends entirely on the GMs world, what types their are, if it exist at all, or if its entirely different.
- Second, to do magic one must posses an item or anatomical reason to have it. Our warlock has his pendant that represents his soul exchange, while a demon with fire magic may have flint fingertips that ignite when they interact with metal.
- Third, starting out you will only have one type of magic ability. GM can grant more at their discretion.
If your character is not magical, give them a cool item that may be useful. A weapon, a piece of armor, an engraved zippo lighter from their late grandpa. Whatever makes sense for them.
Step 3 | The Adventuring Party
Introduce your characters to one another. Draw them on your character sheet, make a small token. What ever feels write for the table.
As a new adventuring party take a few minutes to figure out why your are a team and what adventures have you pursued previously.
Your next step is - 4.1_Learn the Game!