CHARACTER CREATION
The following section serves as a roadmap to guide players through the various facets of character creation. Players are encouraged to complete these steps in any order that inspires their creative process, so long as each step is completed:
- To create a character, players should first choose a PATH. A Path does not determine how a character can grow, only where they will begin. Regardless of their chosen Path, a character begins with 3 Life Points and a Score of 2 in each Trait.
- When selecting a Path, characters will also receive a STARTING BONUS, which adds dice to specific Trait Scores. As players Level Up, they can increase the value of each Trait Score to strengthen their character.
- In addition to a Starting Bonus, each Path also includes a STARTING TALENT. These Talents give specific bonuses to certain Trait Scores for use in roleplay or combat. Players should add these to their character sheets next.
- When calculating a character's starting Maximum Life Points, players should include the LIFE POINT BONUS granted by their chosen Path. For example, if a Path provides a Life Point Bonus of 3, the character’s Starting Maximum Life Points would be 6.
- Next, players should add their character’s ENDURANCE SCORE to their Life Points. For example, if a character’s Endurance Score is 4, players should add another 4 Life Points to their total. As a character Levels Up, any increase in their Endurance Score should directly translate to an increase to their Maximum Life Points.
- After assigning Life Points and adding a Path's Starting Talent, players should create a TREASURED POSSESSION for their character. This can be anything from a special weapon to a piece of jewelry with sentimental value. Players should also create a list of COMMON ITEMS their character has on their person.
- Next, players should create up to four WEAPONS, and determine their Range. If a character has any ARMOR, it can be selected from the COMBAT section.
- Following this, players should add any POWERS they possess to their character sheet. Powers can either be added from the POWERS TABLE, or created from scratch with the help of the Wayfinder.
- Finally, give the character a name, and fill out any personal details not constrained by the rules.
Not Using Powers
If a player decides not to use any POWERS, they may leave their Magic Trait at 0, and assign their 2 starting dice to another Trait. However, if a player decides to avoid using Powers at Level 1, they cannot add dice to their Magic Trait until Level 6.
Leveling Up
Characters progress by LEVELING UP. This occurs at the discretion of their Wayfinder, often after completing a major portion of a game or overcoming a challenging obstacle.
When a character Levels Up, they roll their Path Die (assigned by their chosen PATH) and add the face value to their maximum Life Points. For example, a Level 2 character with a d4 Path Die would roll 1d4, and then add the face value to their maximum Life Points. Any increase to a character’s Endurance Score should also increase their Maximum Life Points.
Every EVEN LEVEL, characters gain a Dice Bonus, which grants them the ability to add dice to the Trait Score(s) of their choosing. These dice do not need to be added to the same Trait.
Every ODD LEVEL, characters gain the ability to add a new TALENT. Players should work with their Wayfinder to create a new Talent that fits their character. The Wayfinder has the final say on what Talents are allowed.
Actions
As players Level Up, they gain more actions per turn, up to a maximum of Five. These actions pertain only to combat and must be taken consecutively (but do not have to be focused on the same target, so long as a new target is within range).
Level | Dice Bonus | Talent Bonus | Powers Known | Actions Per Turn |
1 | Path Bonus | Path Bonus | 2 | 1 |
2 | 2 | N/A | 2 | 2 |
3 | N/A | New Talent | 4 | 2 |
4 | 2 | N/A | 4 | 2 |
5 | N/A | New Talent | 6 | 2 |
6 | 2 | N/A | 6 | 2 |
7 | N/A | New Talent | 8 | 2 |
8 | 2 | N/A | 8 | 2 |
9 | N/A | New Talent | 10 | 2 |
10 | 4 | N/A | 10 | 3 |
11 | N/A | New Talent | 12 | 3 |
12 | 2 | N/A | 12 | 3 |
13 | N/A | New Talent | 14 | 3 |
14 | 2 | N/A | 14 | 3 |
15 | N/A | New Talent | 16 | 3 |
16 | 2 | N/A | 16 | 3 |
17 | N/A | New Talent | 18 | 3 |
18 | 2 | N/A | 18 | 4 |
19 | N/A | New Talent | 20 | 4 |
20 | 4 | N/A | 20 | 4 |
21 | N/A | New Talent | 22 | 4 |
22 | 2 | N/A | 22 | 4 |
23 | N/A | New Talent | 24 | 4 |
24 | 2 | N/A | 24 | 4 |
25 | N/A | New Talent | 26 | 4 |
26 | 2 | N/A | 26 | 5 |
27 | N/A | New Talent | 28 | 5 |
28 | 2 | N/A | 28 | 5 |
29 | N/A | New Talent | 30 | 5 |
30 | 4 | N/A | 30 | 5 |
Crafting NPCs
The Wayfinder has the flexibility to create NPCs using the same rules as players, but with some variations. When crafting Key NPCs and other important characters, it’s recommended to roll them up to Level 15. Include Trait Scores, Talents, and Powers (if applicable) to match their significance in the story.
For minor NPCs, the Wayfinder can improvise stats on the fly. Instead of creating full character sheets, adjust Life Points and Trait Scores as needed in the moment. The goal is to strike the right balance between detail and flexibility.