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2. Character Creation

Character Creation is a very fast and easy process. Every character needs :


Name : Snazzle
Faction : Nezbereth (Superstitious, Cultured)
Tags : Charismatic, Cheater, Musician
Words : Convince, Daze, Steal
Inventory : Harp, Empty Glass Vial, Cloak
Weapon : Rapier 1d6 / 1d6, Crossbow 1d6 / 1d4
Armor : Leather 3
Stances : Power

Defend
HP : 4/6/6/6


Players should choose a faction from the Storyteller's list and make sure to note the tags that come with it. They then come up with 3 tags that describe their character in a meaningful way. These should be qualities that define the character, things that he is, rather than skills he's acquired. In the above example, we should reasonably expect this character to cheat at any games he plays within the story (and get a bonus to doing so!). It would be inappropriate to treat tags as a wishlist, such as putting "Stealthy" on a character that rarely does so.


The next step is to choose 3 inherent words of power that the character will always begin play with. They do not have to be verbs, but they will define how the character plays. In the above example, Snazzle will often be looking for times he can use [Convince] to get an advantage in diplomacy. However, another character that took the word [Summon] would focus more on conjuring the right tool for the job. As these words are not consumed upon use, they provide consistent access to specific words for both spells and skill attempts. Consider carefully what your character will actually do in the world.


Inventory has no hard limit. The rough guideline used in Words of Power is, "What a normal person could reasonably carry over many miles, on foot, with both hands free (excluding held weapons like a halbero)". Ladders are out, without some method of conveyance. A crossbow slung over your back is fine. 50 crossbows slung over your back is no good. List anything that you want to be able to access in the field.


Currently, Words of Power lacks an economy of any meaningful kind. Players are assumed to have enough money for normal goods and services that can be purchased off-screen. They're weavers of fate. Making money is no biggie but large purchases attract attention. In-game trading for goods and services should generally be handled through bartering.


The final step is to choose weapons, armor, and stances. The Storyteller should have a list prepared and the ability to make your great ideas work in game terms. The tables in the reference are just examples and are not binding in any way.


Reference


Humanoid characters should begin with hitzones Head/Mainhand/Legs/Offhand with HP values 4/6/6/6. Hitzones and HP are further explained in 3. Combat.


Progression

During any rest you can discard 10 drawn words to gain a level.


You begin play at level 1. Each time you gain a level, you get to choose a permanent tag, word, or stance. You also get +1HP for all hitzones.


For every skill check you full success or enemy you land a killing blow on, draw one word from the deck.


If you kill another Fate Weaver, you may choose any one of their base tags to gain permanently.


3. Combat