# Introduction To create a starting character, you should have a fully written backstory to work with, and consult the [[Main Glossary|Narrator]] you will be playing with. Your Narrator should work with you throughout the process of creating a character, providing feedback and granting benefits or losses depending on your backstory throughout the process. This is collaborative, but the character is expected to compromise to fit within the universe of the story and maintain a power level similar to the starting values as determined by the Narrator. The Narrator may make certain requirements or limitations, and these will be assumed to be followed throughout the process. # Step 0 As stated prior, you should have a backstory already written before you begin constructing a character. Your backstory should typically be a paragraph or two, and answer most of the following questions. - What are their ideals? - What are their goals? - What are their fears? - What do they most depend on? - What do they despise the most? - What memories do they regret? - What memories do they cherish? - What causes them the most pain? - What brings them the most joy? - What’s their defining vice? - What’s their defining virtue? - What is their coping strategy, both specific and abstract? # Step 1 You will begin by choosing your [[Heritage|Heritages]] and [[Class|Classes]], typically one of each. If necessary, choose any [[Main Glossary|Affinity]] requirements in your Heritages and/or Classes. If it makes sense for your character's backstory, you may take one of the following as a bonus. - a [[Systems|System]] proficiency - a System [[Aspects and Proficiencies|Aspect]] - a Weapon Division proficiency List your available [[Aspects and Proficiencies]] from your Heritages and Classes, marking each at level 0. # Step 2 Use the following values, assigning them to your abilities/skills - +2 Ability, +2 skill, +1 skill - +2 Ability, +1 skill, +1 skill - +1 Ability, +1 skill, +1 skill - +1 Ability, +1 skill - +0 Ability, +1 skill - +0 Ability, -1 skill - -1 Ability, -1 skill, +1 skill - -1 Ability, -3 skill # Step 3 Now, with stats and aspects determined, you may choose one facet in every Aspect you have. You may also choose an auxiliary Heritage facet. You must meet the requirements of the facet in order to take it. Each Aspect remains at level 0. If any of the facets adjust your stats, you may increase them now. Abilities with a score in the range of -6 and +2 have their skills capped at +3. Abilities with scores ranging from +3 to +6 have a skill cap of +6. # Step 4 Finish determining your statline. When determining these numbers, include both the base score from the [[Abilities and Skills|skill]], *and* the ability score. - [[Hitpoints and Willpower|Hitpoints]]: 12+3(Vigor) (Minimum 3) - [[Hitpoints and Willpower|Willpower]]: 12+3(Fortitude) (Minimum 3) - [[Defense Rates and Armor|Block Rate]]: 4+Stalwart - [[Defense Rates and Armor|Dodge Rate]]: 4+Reflex - [[Move|Speed]]: 12+2(Balance) meters - [[Combat Rulesets|Initiative]]: +Intuition - [[Actions|Action Points]]: 3+Stamina - Healing from rest: (Vitality)d6 (minimum 1d6) # Step 5 You are then given an appropriate amount of currency as determined by your Narrator, and may purchase your items from an availability list provided by your [[Main Glossary|Narrator]].