Getting Started (updated December 2014)
Start with an idea of who your character is, or what profession they follow. Is your character a swashbuckling mercenary, an inquisitive wizard, or a devious rogue? Does your character obey rules and strive to make the world a better place, or live by their own code, intent on personal gain?
You’re going to take your ideas and turn them into the two central aspects for your character—high concept and trouble. Your high concept is a phrase that sums up what your character is about—who he is and what he does. It’s an aspect, one of the first and most important ones for your character. In addition to a high concept, every character has some sort of trouble aspect that’s a part of his life and story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your character’s existence?
Your character’s race is a matter of personal preference, but also has some impact on the mechanics of game play. Non-humans have racial aspects and/or stunts and can often see a broader visual spectrum. Humans, in contrast, learn and practice a wider range of skills than other races.
Choose: Choosing a Race
Once you have a character concept, your GM will share a character sheet with you. Character sheets are Google Sheets (spreadsheets), accessible with most browsers, that will allow you to assign and track the numerical elements of your character.
When encountering challenges, how does your character overcome them? Is your character combative, using physical force or martial skill? Or, does your character prefer to use their knowledge or wisdom—gained from the contemplation of lore— to engineer a favorable resolution? Perhaps your character prefers to rely on agility, dodging out of harm’s way, or persuading a foe that there are better targets available.
A skill is a word that describes a broad family of competency at something—such as Reflex, One-handed (melee fighting), or Crafts—which your character might have gained through innate talent, training, or years of trial and error. Skills are the basis for everything your character actually does in the game that involves challenge and chance (and dice).
Skills are rated on the adjective ladder. The higher the rating, the better your character is at the skill. Taken together, your list of skills gives you a picture of that character’s potential for action at a glance.
The skills used in the Dominium campaign are informally divided into three categories: Combat, Lore, and Agility. Note that Agility includes both physical and social agility.
Martial Arts (melee)
The skills you assign form a pyramid, with a single skill rated at Great (4)—which is referred to as the peak skill—and more skills at each lower rating on the ladder going down to Average (1):
One Great (4) skill
Two Good (3) skills
Three Fair (2) skills
Four Average (1) skills