Pursuit | Potential | Aptitude Bonuses | Professions |
Ambition | Ether | Presence, Vigor | Mercenary, Pirate, Socialite, Thief |
Discovery | Ether | Focus, Reason | Academic, Alchemist, Explorer, Magus |
Dominion | Purpose | Presence, Vigor | Constable, Diplomat, Politician, Soldier, Spy, Witchfinder Star |
Faith | Purpose | Focus, Will | Priest, Tradesman, Witchfinder Canon |
Industry | Purpose | Grace, Reason | Industrialist, Inventory, Politician |
Freedom | Ether | Grace, Will | Activist, Artist, Radical, Unionist |
Background | Potential | Class | Means | Skill Bonuses | Assets |
Agent | Ether | 2 | 2 | Bureaucracy, Composure x2, Guile, Intuition, Parley, Refinement | 3 |
Clergy | Purpose | 2 | 2 | Academics x2, Composure, Intuition, Mysteries, Parley, Refinement | 3 |
Criminal | Ether | 0 | 0 | Athletics x2, Burglary x2, Guile, Melee x2, Streetwise x2 | 4 |
Gentry | Purpose | 3 | 3 | Academics, Bureaucracy x2, Composure, Refinement x2, Riding | 2 |
Laborer | Purpose | 1 | 1 | Artisan x2, Athletics x2, Guile, Vocation x2 | 4 |
Peer | Purpose | 4 | 3 | Academics, Bureaucracy, Command x2, Composure, Refinement x2, Riding | 1 |
Police | Purpose | 1 | 1 | Athletics x2, Command, Composure, Investigation x2, Melee, Streetwise x2 | 3 |
Professional | Purpose | 2 | 2 | Academics x2, Bureaucracy, Parley x2, Refinement, Vocation/Medicine | 3 |
Rogue | Ether | 1 | 0 | Composure, Guile x2, Intuition x2, Parley, Streetwise x2, Temptation x2 | 3 |
Scientist | Ether | 2 | 2 | Academics x2, Bureaucracy, Composure, Engineering, Science x2 | 3 |
Soldier | Ether | 1 | 1 | Athletics x2, Command, Composure, Firearms x2, Melee, Tactics x2 | 3 |
Vagabond | Ether | 0 | 0 | Guile, Streetwise x2, Survival x2 | 6 |
Distribute 5 more points into Aptitudes.
Each character begins with 1 point in each aptitude, has gained 1 from their Bloodline and 2 for their Pursuit. After Step 4, your character should have 14 total Aptitude points
In addition to skill points gained in Step 1 and 3, gain another 10 ranks in skills of your choice (up to rank 3 only, unless you take the Expertise asset in Step 6).
Choose the number of Assets equal to the number gained in Step 3 - Backgrounds. A character may also take up to 2 Liabilities; for each Liability taken, you may gain another Asset. Each Asset and Liability may only be taken once unless stated otherwise in its description.
Create one Rank 2 Affinity, and one Rank 1 Affinity. Affinities represent a character's motivating goals, loyalties, and affections that drive your decisions.
Create on Rank 2 Reputation, and one Rank 1 Reputation. Reputations are traits that define the things for which a character is known in society.
A character's Means (from Step 3: Background) determines what types of expenditures you can support without impacting your standard of living. Choose any accoutrements from Chapter 6 listed with a Cost rank equal or lower than your Means. Review selection with the Narrator, both to ensure you are covering any basic items that would be helpful at the beginning of play, as well as to help establish the resources and standard of living for the character. Narrators may place certain limits on the number and type of accoutrements chosen. Describing your home and other property can be a wonderful way to illustrate who your character is.
Determine derived traits:
Description & Personality:
Conceptualize your character as a three dimensional being. Imagine physical appearance and voice. Create at least one distinguishing feature.
Affinities & Reputations tell you what you care about and how other people feel about you; Aptitudes and skills tell you what you excel at and what your weaknesses are. Assets and Liabilities can offer personality quirks and unique situations. Cobble these elements together into a cohesive backstory for your character. Create a name, family, and friends/close acquaintances.