From the Fields
• Section 1 includes the basic stuff:
1. Name—your character’s name
2. Player—your name
3. Chronicle—the name of this game, which I haven’t thought up yet
4. Nature—this and Demeanor will replace the old alignment system for those of you who know what that is. Pick a word to describe your general nature, that is, your outer self, how you act towards/behave around other people. Be more descriptive than Good or Bad.
5. Demeanor—Works the same way Nature does, but this describes your inner self.
a. Here are some options, though I think they are kind of limiting. bq). http://www.deathquaker.org/gaming/archetypes.html
6. Tradition (see Traditions)
7. Birth—How to roll your birthday
a. everyone is between the ages of 18 and 24. Roll 1d8 and add to 17 to determine age
b. Roll a d12 to determine what month you were born,
c. 1d4 to determine the week,
d. 1d4 to determine the time of day [Dark Morning(1-6am), Morning (7am-noon), Day (1-6pm) and evening (7-midnight)]
8. Draw a card, write down your color.
• Section two lists your attributes, your general strengths and weaknesses. You will have 5:7:9 points to spend in the three categories. You will pick your strong attribute and that will get 9 points to spend in that category. Your weak attribute will get only 5 points. You must have a dot in every option, you’d have to be a paraplegic/vegetable to have a strength of zero dots. These points are general estimations of your attributes. 2 in any one is average. 3 is better than, 4 is exceptional, and 5 is crazy awesome, 1 is poorer than usual, but still capable of surviving. In time you will get more points to spend in these attributes.
1. Vigor—vigor includes brute strength, general health and heartiness, and high spirits. Vigorous people are often loud and buoyant. Are less likely to have their spirits dampened, their resolve weakened by lack of faith or hardships, or their health and wellbeing exhausted by illness, fatigue, poison or harsh conditions. Vigorous people are also much more likely to have a strong physical presence, good athletics and clear muscle definition.
2. Deftness—deftness includes a wide range of skills from wide, athletic dexterity, to nimble fingers. Having a high deftness would improve your ability to juggle, forge signatures, pick locks, catch tossed items, respond to stressful, hectic and surprising situations, jump, tumble, survive a fall without injury, and carefully apply your makeup.
3. Resolve—Resolve includes your stamina, your ability to keep going, and your general strength of convictions. High resolve will allow you to run for long distances, hold onto an equally matched grapple, out drink your fellows, sing hours of karaoke, hold absolutely still for several hours, keep going without rest or food, not betray your morals, keep a particular conviction or thought in your head during stressful situations, track down your long lost enemy and exact the revenge you’ve been lusting over for years, and do prevent you from cracking under torture.
4. Charisma—Charisma is how likeable you are as a person. Having a high charisma will help you to persuade others, make friends, and relieve tense situations.
5. Manipulation—manipulation is the flip side of charisma. It helps you to lie convincingly, to pretend to be someone else, to adopt a disguise, to have your motivations go undetected, and the like. Someone with high manipulation is not afraid to lie or trick to get their way, they are skilled at bending rules, and are better at seeing loop holes than the average person.
6. Stunning—Stunning is a somewhat abstract attribute that is hard to describe. In America, we often call it “the cool factor”. Being stunning is more than just being charismatic. You can be Stunning and unlikable. Stunning does not exclusively refer to physical looks, though it can. Stunning takes whatever your best traits are, and makes them glamorous. Are you a Stunning singer? Is your keen intellect as stunning as Sherlock Holmes’? Are your muscles rippling like lieutenant Armstrong? Stunning surrounds you like a halo of awesome. You stand out. You can choose to limit stunning to only certain talents (i.e. performs), but chances are it will leak out into every aspect of yourself. People are amazed by you, even if they hate you. Stunning differs from Charisma in that your glamour often makes the object of envy and scorn, rather than honest friendship and compassion.
7. Perception—Perception covers your ability to notice things. Did you see the figure moving in the darkened corner? The key resting on the table? The odd bird tune outside, the quiet whistle, the strange smell, the off taste in your drink? Or were you off in neverland, dreaming with a thousand mile stare?
8. Comprehension—Comprehension is your ability to take in information, process it quickly and retain it over long periods. Comprehension will help you to learn new information, recognize unfolding patterns, solve riddles, study, acquire new words and languages and the like. A certain level of comprehension can overcome an average vigor or deftness in the act of, say, shooting a bow, where the precision of your body position is more important than actual strength (mind, it cannot overcome a below average deft/vigor).
9. Wits—Wits help you think on your feet. Where comprehension takes time and acquisition, wits help you on the spot. You don’t have to be very smart to have strong wits. Wits help you bullshit under pressure, react in surprising situations and recognize when someone else is about to fuck up royally. Wits can also help you think of the right thing to say to the right person, it can help you notice the subtleties of the situation/people around you and the like. It’s a good match for manipulation, or perception, or deftness.
a. Keep in mind the main difference between Comprehension and Wits is that Comprehension takes time and last longer, where as Wits is more sudden intuitive impulses. Think Captain Jack Sparrow (wits) vs Sherlock Holmes (Comprehension).
• Section three is divided into three sections, the first is Talents (See Talents and Flaws), which go hand in hand with flaws in section 4, the second is Appearance, which is a detailed description of how your character looks (get creative, I encourage ethnic diversity), and the middle section is a space for you to draw your character. If you’re bad at drawing, feel free to use character/avatar generators for help. Here’s a really basic one— http://www.dolldivine.com/chibi-maker.php— I encourage greater detail than this allows. Things like Skyrim, Soul caliber and the Sims can be useful for this.
• Section four is likewise divided into 3 sections. Your flaws, your Humanity and Willpower gauges and your health status, which isn’t important until gameplay.
o Flaws – see Talents and Flaws
o Humanity—everyone gets full points in this, just fill all the bubbles in in pencil.
o Willpower – everyone gets half points filled in in this.
• The rest of the character sheet is likewise unimportant until gameplay begins, so ignore all that for now.
• The last step is your leveling points. Each character will start with 15 extra points that can be spent in many ways to adjust your character as you like.
o It cost 5 points to gain one bubble in attribute
o It costs 2 points to gain one bubble in Talent/ or the addition of another flaw
o It costs 2 points to add a bubble in willpower.
o Spend your points as you see fit, when you are done, if there are any remaining points, you can hold them over until your next level.
• One last thing, figure out how you know each other, and write down your party members on the back of your sheet, maybe how you know them? Are two of you rivals? Brothers? Cousins? Best friends? Arranged to be married? Quiet acquaintances?
• And now, Guess what?
o YOUR DONE!! :D
Remember, your character will change a great deal from what you are starting with. These guys will grow and evolve an incredible amount over the course of the journey.