4., 5., & 6. Finishing

STEP FOUR: Origin

Immigrant or Naturalized
Immigrants, or Unwilling Immigrants. Fallen, New-Comer, New Resident, Fresh Meat and Traveler are also common terms.

An immigrant may come into the Discarded World in many ways, they may not even remember exactly how they ended up here. Some of the most common transitions are caused by large explosions, implosions, magic gone wrong, Science gone wrong, tangling with gods, portals, black holes, worm holes and a strong desire to live beyond death.

Naturalized Characters assign 2 more Advantages and 1 other Trait or Spell.
Immigrants Characters assign 2 more Traits or Spells and 1 Advantage.

The Mists
Consider what your character may have lost in the Mists if they are an Immigrant. Was it memories? Skills? Maybe a part of their body? Something truly strange that simply doesn’t exist in the Discarded World? While the character may not even know what they lost, the player should. Discuss with your Storyteller and be sure to record it in the Character “Prequel” section of the Character History.

Green Horn Flaw
Characters go through a character creation process with the storyteller, learning the game mechanics, the world and establish some history before the game actually starts. It is generally assumed that even if a character is an Immigrant that they have spent between 1 and 5 years in the Discarded World before their actual first session. This period allows the character to gain Advantages and lay the foundation for who they are trying to be in their new world.

However, if a player would like to, has a in character reason to and the storyteller approves, then they can take the Green Horn Flaw. This means that the character has been in the Discarded World less than a year and while they still have to learn the game mechanics with the storyteller they do not get to learn any sort of world information and must hit the ground running on their first session. Mechanically, this means that at Character creation they do not have the initial 3 Advantage Points and may only spend Floating Points on Artifact and Equipment Advantages. Even those must be approved by the Storyteller and must be things that they brought with them from their world. To balance their character they then gain 3 extra Floating Points to be spent on Attributes, Combat, Skills, Pools or Spells.

STEP FIVE: Assign Floating Points, Buy Spells

Place the 5 Floating Points wherever you would like. They are expended, 1 for 1. This is to round out the character. Those intending to use magic should select their spells. Meraki should take Techniques and Spoons and Monks of Null should take their Forms. At this time, only Rank 1 is available of all special Abilities.

Merits and Flaws

These are unique boons or shortcomings you can take for your character during creation. For each Merit you take (up to a maximum of three), you lose one floating point. Or you can instead take a Flaw up to a maximum of 3. If you choose to take a Flaw without a Merit you instead gain one floating point. After character creation a character can still gain Merits and Flaws through proper roleplay justification at Storyteller and Gamemaster discretion. All Merits and Flaws must be approved by the Game master before being fully implemented. This list is just an example, feel free to suggest unique Merits and Flaws for your character. 

Merits

  1. Magic minded: Arcane in benefit

  2. Combat monkey: +1 combat skill

  3. Wooden: +1 resilience

  4. Observant: +1 perception

  5. Light footed: +1 stealth

  6. Nocturnal: low light vision

  7. Charming: +1 Charisma

  8. Curious: +1 Intelligence

  9. Acute senses: +1 Perception

  10. Deadeye: +1 Firearms

  11. What Doesn’t kill me: +1 Resilience

  12. Devout:+1 Faith

  13. Short tempered: +1 Rage

  14. Natural linguist: Language in benefit

  15. Iron will: Determination counts as 1 rank higher for the purposes of resisting effects

  16. Natural Leader: +1 leadership

  17. Wild: +1 survival

  18. Silver tongue: +1 Manipulation

  19. Ambitious: +1 Determination

  20. Magically gifted: +1 Ardor/claret/Déan (can be taken multiple times)

Flaws

  1. Magic ineptitude: Arcane out of benefit

  2. Weak: Strength out of benefit

  3. Sickly: Resilience out of benefit

  4. Wooden +2 damage from fire

  5. Heavy footed: stealth out of benefit

  6. Kleptomania: Determination check to not steal

  7. Nocturnal: light sensitivity

  8. Combat aversion: 1 combat skill out of benefit

  9. Lack of Depth perception: Firearms out of benefit

  10. Naive: Empathy out of benefit

  11. Shy: Charisma out of benefit

  12. Unlucky: St may occasionally cause something unlucky to happen to you

  13. Shady: Charisma out of benefit

  14. Addiction: Consult with ST for specifics

  15. Pacifist: determination check to cause harm

  16. Wild: Manipulation out of benefit

  17. Short sighted: Perception out of benefit

  18. Magically stunted: Ardor/claret/déan out of benefit (can be taken multiple times)

  19. Power hungry: Determination check to resist the offer of power

  20. Phobia: Intense fear of something, Determination check to interact with said thing, Consult with ST

STEP SIX: COIN! 20 yons

Every Character starts out with a base of 20 yons for their beginning equipment. Certain Advantages may increase this amount. Every character is assumed to have one set of clothes appropriate to their station for free, but weapons, equipment and even shelter costs more. Daily needs such as food, lodging, education and health are covered. Choose starting inventory, make sure it is approved by a storyteller and record the remaining amount (if any!) that the character then has in their pocket.


To help you spend that money: here’s some examples:

Now you’ve made your character!

Get your character approved today! We can’t wait to see you at game! You will have a great time!