Character Creation
From Fate's Harvest
How to Become a Real Person in Twelve Easy Steps
Step 1: Template Selection
- Changeling - Supernatural. Follow the CtL book.
- Ensorcelled - Human. You need to line up a changeling to pledge with, NPC or not.
- Fae-touched - Human+. No special requirements.
- Mortal - Human. No special requirements.
- Psychic - Human+. Must have at least one Psychic merit using CG merit dots. You gain access to special merits.
- Thaumaturge - Human+. You must have at least 1 dot in Occult, must choose a tradition (SS pp.80-102), and gain a free Defining Merit from said tradition, as well as strengths/weaknesses, and have access to special merits.
If you want to be ensorcelled by a Changeling in game, but want to be Psychic or Thaumaturge, choose the Psy/Thaum template and set up the ensorcelment pledge in a separate +req/pledge at the end of CG.
Step 2: Initial Setup
- This step sets your character's basic information, including sex, +finger, +glance and description data.
- If you are a Changeling, or Fae-Touched with the Seeming merit, you will need to write a &faedesc and &short-mien as well as the regular @desc and &short-desc.
Step 3: Sheet Basics
- Character concept. From WoD p.34: "...come up with a short, two- or three-word description of your character. This usually, but not always, includes some idea of a career: 'nightstalking journalist,' 'stoic mechanic,' 'lost waif,' 'petulant yuppie,' 'angry young man.'"
- Virtues and Vices currently accepted by CG code.
Step 4: Integrity and Breaking Points
- Breaking points are explained in detail on GMC p.155.
- Explanation of how to shape the answers to the questions into appropriate breaking points with examples.
Step 5: Families
- More information about the (optional) seven local Families can be found via the links below.
Step 6-8: Attributes, Skills, Specialties
- Attribute details can be found on WoD p.42 (Chapter 2).
- Skill details can be found on WoD p.54 (Chapter 3)
- Specialties can be found on WoD p.54 as well.
- Note: Changelings, you get an extra specialty in Athletics, Brawl or Stealth to represent the physical changes made to you during your Durance.
- Use +ref/attribute <attribute> and +ref/skill <skill> commands for descriptions of these in game.
Step 9: Merits
- Merits are listed here. Full descriptions are not included; you need the books.
- Use +ref/merit <full merit name> to see a brief description of merit mechanics in game.
Intermission: Advantages
- No player action needed. This is an FYI, showing automatically calculated stats based on what you entered earlier in CG.
- Defense: Lower of your Dexterity or Wits + Athletics.
- Initiative: Dexterity + Composure.
- Size: 5 for humans (6 for Giant, 4 for Small-Framed)
- Speed: Strength + Dexterity + 5.
- Willpower: Resolve + Composure.
Step 10: Background
Sphere-specific questions may be found on the pages below:
- Changeling/Applications#Backgrounds
- Psychic/Applications#Backgrounds
- Thaumaturge/Applications#Backgrounds
- Mortal/Applications#Backgrounds
Step 11: XP Tier
- XP Tiers are explained here. You will get a set number of XP points.
- Our Alt Policy limits how many of each Tier you may play.
Step 12: XP Spending
- Spend your XP. Note: if you want a stat which is only purchasable during CG, buy it with points in the appropriate section above.
- The XP here is NOT CG experience. This is your life's supposed sum total of experience points up until this point in your character's existence.