The second step in the character creation process is potentially the longest and most involved. This is where you take your Element Makeup from the previous step and translate it into the world. Name, gender, age, background story, likes and dislikes, goals, scars, and, of course, Path, are determined here. You must also choose whether your character is left handed, right handed, or ambidextrous. This comes into play with Injuries, which are discussed in the Combat Rules section. Your story can be as detailed or vague as you like; the possibilities here are as varied as real life.
Paths are found in two steps:
1) Choose an Archetype: Fighter/Rogue/Shaper. An Archetype is a general mode of action that is recognizable by most people. Fighters tend to be combat oriented and direct, Rogues lean towards mobility and slipperiness, and Shapers use ritual or technology to manipulate the elements. Each Archetype has a pool of common skills that can be chosen regardless of Background.
2) Choose a Background: Conduit Cities/Ergon Peoples/Unaligned. This is where your character is from or where they spent their formative years. This choice influences where you start from, but does not have to determine your future.
Once an Archetype and Background have been chosen, your initial Path is determined. See the table below for links to Path's page. Once there, choose an Element Focus. The Element Focus does not have to match your Dominant Element, although this is recommended. The General Advancement Table applies to all characters regardless of Path. There is a second table, unique to each Path and Element Focus, that details a character's advancement down that Path.
Fighter | Rogue | Shaper | |
---|---|---|---|
Conduit Cities | Soldier | Scoundrel | Scienseer |
Ergon Peoples | Warrior | Scout | Shaman |
Unaligned | Freeblade | Specialist | Troubadour |
For information on Dual-Pathing and Multipathing, click here.
When you are ready, move on to the next step.