Character Creation Guide
So this post will cover the basics of character creation. Character creation is mostly taken from core Everway game but I have made some small adjustments to fit with an online game like this and adjust to my preferences.
Character creation in Everway is very open ended and flexible. It allows for a wide variety of different characters, you can play almost anything and each character will have a decent amount of power.
The general idea is that you are crafting folk heroes that are going to travel a vast fantasy multiverse. The multiverse is filled with fantasy worlds that are mostly unaware of other worlds. Your character is a spherewalker, a person with the ability to travel between worlds. You have gained that ability by blood or by fate. Its possible you had someone to help guide you to the first gate that lead to another world but you might have just discovered it by chance. No matter how you gained the ability to cross through the gate, making that journey unlocked great potential in you.
LETS GET STARTED
To start off with you want to decide on a general concept for your character. You also want to have a general idea of your origin and what world you were born into. I can be there to help you work out these details.
Characters have twenty points to spend on different aspects. Points get spent in three areas: Elements, Powers and Magic.
Elements
The four Element scores are roughly equivalent to attribute scores. Scores range from 1 (pathetic) to 10 (godlike). Your average human would land at about 3 in all four elements. The upper limits for humans would be around 6. As a general rule element scores are twice as potent as you move upwards. So a 5-Fire hero could best two 4-fire foes in general. The four elements cover different aspects of your hero...
FIRE: This element covers physical movement and offensive action. This is that element you are going to use the most often in a fight. Dexterity and Strength are included in this element.
EARTH: This element covers endurance and physical defense. It would also include general constitution.
Water: This element covers all social aspects for your character. This includes charisma, telling lies and also detecting lies. Perception also comes from the water score. Some elements of wisdom and willpower would also be covered here.
Air: This element covers all aspects of intelligence and the mind. Some aspects of wisdom and willpower are also covered here.
Some aspects of your character can be somewhat fluid. Intimidation for instance might come from Fire because of your physical prowess or Water because you can act intimidating.
Each character also gets a specialty in each element that is chosen by them. Here are some examples... swordplay (fire) running (fire) taking a punch (earth) cold resist (earth) charm (water) find trap (water) occult (air) memory (air). Your ability with these specialties is one more than the element. So a character with a Fire score of 4 that has a climbing specialty climbs like they have a 5.
Powers
Each character also has Powers representing unusual abilities. These cost from 0 to 3 or more points depending on whether they should be considered Frequent, Major (or even "Twice Major", for especially powerful abilities that significantly affect gameplay) and/or Versatile. For instance, a "Cat Familiar," a slightly intelligent cat, is arguably worth 2 points for being Frequent (usually around and often useful) and Versatile (able to scout, carry messages, and fight). A "Winning Smile" that makes the hero likable is worth 0 points because of its trivial effect, while a "Charming Song" that inspires one emotion when played might be useful enough to count as Frequent (1 point). There is no strict rule for deciding what a Power is worth. Each hero can have one 0-point Power for free; additional Powers that would otherwise cost 0 points instead cost 1.
Magic
Magic is also abstract. A hero wanting access to magic, as opposed to a few specific Powers, must design their own magic system or choose from ones already listed. This is done by choosing an Element for its basis, which affects its theme. The new Magic statistic has a 1-10 rating and point cost, and can be no higher than the Element it's based on.
Final Touches
each hero has personality traits based on the game's cards. Players are to choose one or more Vision cards and base a backstory on them, and to have three Fortune cards representing a Virtue, Fault, and Fate (a challenge they will face). These three cards can change to represent new phases in the hero's life.
Here is a link for the fortune deck...(HAVE NOT FOUND IT YET)
Other notes
Equipment such as weaponry is handled completely abstractly, with no specific rules for item cost, carrying capacity, or combat statistics. However, a particularly powerful piece of equipment—for example, a cloak that renders its wearer invisible for a brief period—may be treated as a Power that the hero must spend their initial element points on. Items that are created in this way can be lost or destroyed but the player will always find a new artifact of equal power.
This message was last edited by the GM at 02:22, Wed 16 Nov 2022.