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
Magic minded: Arcane in benefit
Combat monkey: +1 combat skill
Wooden: +1 resilience
Observant: +1 perception
Light footed: +1 stealth
Nocturnal: low light vision
Charming: +1 Charisma
Curious: +1 Intelligence
Acute senses: +1 Perception
Deadeye: +1 Firearms
What Doesn’t kill me: +1 Resilience
Devout:+1 Faith
Short tempered: +1 Rage
Natural linguist: Language in benefit
Iron will: Determination counts as 1 rank higher for the purposes of resisting effects
Natural Leader: +1 leadership
Wild: +1 survival
Silver tongue: +1 Manipulation
Ambitious: +1 Determination
Magically gifted: +1 Ardor/claret/Déan (can be taken multiple times)
Flaws
Magic ineptitude: Arcane out of benefit
Weak: Strength out of benefit
Sickly: Resilience out of benefit
Wooden +2 damage from fire
Heavy footed: stealth out of benefit
Kleptomania: Determination check to not steal
Nocturnal: light sensitivity
Combat aversion: 1 combat skill out of benefit
Lack of Depth perception: Firearms out of benefit
Naive: Empathy out of benefit
Shy: Charisma out of benefit
Unlucky: St may occasionally cause something unlucky to happen to you
Shady: Charisma out of benefit
Addiction: Consult with ST for specifics
Pacifist: determination check to cause harm
Wild: Manipulation out of benefit
Short sighted: Perception out of benefit
Magically stunted: Ardor/claret/déan out of benefit (can be taken multiple times)
Power hungry: Determination check to resist the offer of power
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!