Character Generation
Step 1, Character Concept stage
This will be from the moment these documents drop, until Session 0. All players are encouraged to come up with multiple ideas that they think would be fun and interesting to play, due to the restrictions and bonuses provided in the following articles. It will be up to the players to sort out character technical roles (i.e. Tank, DPS, Healer, Utility, Etc), Role-Playing Roles (Leader, Lancer, Heart, Tech, Muscle), as well as ensure your characters do not overlap in restricted ways (See other articles under "Introduction" and "House Rules".
I will be available to answer questions. This site is absolutely a work in progress, and I will be adding additional articles frequently, in order to more fully flesh out the world. If you have something you want to do with a character that isn't yet included (i.e. a criminal organization, a musical troupe, or a societal feature not yet covered) please let me know. Chances are, I can write it in for you as long as it doesn't contradict with other written material. I am super flexible, so come at me with ideas and we can discuss how to make them reality. Keep in mind, I may suggest you modify your character ideas to fit better into the setting if I think they would end up feeling out of place.
Starting characters will be built for level 2
Step 2, Session 0
Once characters have been created in concept/technical, and all players have sorted out who is doing what in a general sense, we will have a session 0. This will be my opportunity to give a deeper intro into the world and campaign you will be entering, as well as give you some more solid ideas of what you may face. It is also a chance for everyone to introduce their character to everyone! Players should come to session 0 with a character description, and a synopsis of what they are like. This will allow players to have a good sense of the party feel. After session 0, you will be required to come up with Flaws, Bonds, quirks, and Goals for your character.
Flaws
I will require at least 2 flaws for each character, one major and one minor. A minor flaw can be viewed as more like a quirk, that sometimes gets in the way, such as somethign slightly embaressing, or a slightly annoying tick. A major flaw is something that will have a real mechanical impact on the game, and may impact your relationships with both NPCs and PCs. For example, Armoora Deepspark is a genius, but her focus when tinkering means she will be oblivious to the outside world when working on devices so she will not be able to make perception checks while she is busy tinkering. This may be impactful if she is making a thieves' tools check and fails to be able to hear if a guard is coming around the corner. Flaws don't need to be game breaking, far from it, but they do need to have a tangible impact. All flaws must be sent to me for approval first, so I can either buff or nerf them if necessary (if you give yourself too big of a flaw that will just drag on the whole party experience rather than make your character more interesting, I may veto it).
Bonds
Similarly, You must come up with 2 bonds for your character, a major and a minor. A minor bond may simply be something you admire in another party member, a slight crush, or a similar interest. Minor bonds should be something that predisposes you to bond with another PC, but that's it. A Major bond is something that ties you closely with another player from the outset and is based on a shared history of some kind, something that would make you be willing to stand beside them in a dire situation, or go out of your way to help them if they were having troubles. A major bond could be that you have worked together on multiple jobs in the past, that you are siblings, or that you were Best friends until only a couple of years ago when something forced you apart. Your Major bond is important because it will come into play in the next stage of character gen. If there is an odd number of players, 1 PC may have 2 major bonds, or there can be a 3-person major bond (i.e. you were a monster hunting team prior, but 2 of your members were eaten).
Quirks
Quirks are just small things that make your character different, and add a bit of personality to them. Unlike flaws, they shouldnt have an outright negative aspect (though theoretically they could be annoying). Quirks can also be tied to your skills (i.e. my character as proficiency in acrobatics, why?, because as a side-hustle she worked in a circus troupe in the evenings, and so has a flare for the show when using acrobatics.). Quirks could not be tied in at all to a skill though (i.e. your character enjoys playing the harmonica, even though they are really bad at it, because it was a gift from a friend of theirs who died in battle). You must have at least 1 quirk.
Goal
You need to have a goal, something that your character wants to get out of this adventure. The goal doesn't have to be tangible, it could even be something as simple as wanting to prove yourself to someone back home. The goal must be reasonably attainable, so goals like "I'm going to take over the world and install a new world order" is not permitted. Also, goals should be mutually exclusive within the party, so one person achieving their goal should not make another achieving their goal become unattainable. How to make your character's goal will become clearer after session 0.
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