Everway home > Character creation

Binder has given you not one, but two character creation methods. You may want to use the short form as an overview, and then look at the long form for use with your own hero. You may also want to try this sample Character Creation Sheet. If you hate that one, you can always try the Amberway Character Sheet.

Short Character Creation

Your character has 20 points to spend. You can spend points on:

To create a character (short form):

  1. Create a character name and backstory using a divination method such as Tarot cards, Everway focus cards, or the I Ching.

  2. Determine your character's Elements. Elements are broken into the following categories:

    You will need at least 2 points in elements, so spending the minimum of 2 on each element could leave you up to 12 points to spend on powers and magic.

  3. Determine your character's Powers. The cost for a power will depend on several factors: How good your character is at the power and how useful the power is. All costs are determined by the GM. Powers cost one point if they are any one of the following: Major, Versatile, or Frequent. The more something is, the more points it costs.

  4. Determine your character's Magic. You can pick from the sample magic paths or create your own.

  5. Determine your character's specialties. Specialties are a particular focus within an element, one thing that they're particularly good at. Whenever your hero does something in their specialty, treat their Element level as one higher than it normally would. For example, if you specialized in archery and your Fire level was 4, you would treat your Fire level as a 5 for archery-releated rolls.

    Note: You get one speciality per element, and specialties cost no points. You can also cross-specialize by basing a speciality off a different element than normal.

    Why cross-specialize? You get more bang for your elemental buck. For example, if you had Fire at 3 and Air at 2 and specialized in Archery under Fire, your archery would count as a 4 (3+1=4). If you specialize it under Air only, it would count as a 3 (2+1=3). However, if you cross-specialized your Archery under Air from Fire, your Archery counts as 4 (3 from the Fire+1=4), and Fire has another slot for another 4-power specialization to boot.

 

Long Character Creation

Your character has 20 points to spend. You can spend points on:

To create a character (long form):
  1. Vision stage. Develop a general vision of your hero by first:

    1. Observe the GM's premise.

    2. Select five cards from the vision deck and use them to develop a basic idea for your character. You can substitute stuff webcollage feeds you or striking pictures you find in magazines, calendars, posters, postcards or in your own head. This step is to help jumpstart imagination and if anyone wants it, I can pull five vision cards for you later [they're not here at work with me right now].

    3. Introduce your hero to the other players.

  2. Identity stage. Hammer the concept in to a solid shape.

    1. Name the hero. Most names in Everway are either common words or based on common words, such as "Fireson", "Chance", "Heather" or "Heavensent".

    2. Motive. Figure out why your hero travels among the spheres.

    3. Virtue. A card from the Fortune Deck or a Tarot Deck representing your hero's special strength, gift or luck. If you are using cards with different meanings upright and reversed, choose the most benign interpretation.

    4. Fault. Another card, representing your hero's special weakness or vice. Choose the most malign interpretation of a reversable.

    5. Fate. A third card, representing your hero's destiny for their current personal story arc. If the card contains two meanings, it's a fork deciding between the two in some way. If the card is one meaning, that's okay, too. Destiny doesn't mean the end of the hero in this usage, just the closure of a story arc at which point you can get a new Fate, most of the time.

  3. Powers stage. You may choose special or supernatural abilities for your hero. Not all heroes have them. You spend 1-3 points for powers from a pool of 20 points you'll use for all character purchases. If a power is Major, Frequent or Versatile, it costs one point for each of those traits. You're entitled to a free 0 point power for your character which is none of those things. I think we can probably decide on a consensus basis if a power has a given set of traits.

  4. Elements stage. Hero's have four stats. You spend points out of your pool for these, one for one.

    1. Earth, the element of might, health and endurance.

    2. Air, the element of thought, speech and intellect.

    3. Fire, the element of action, strength and speed. [Yes, this is how you fight.]

    4. Water, the element of feelings, intuition and sensitivity.

  5. Specialities Stage. Now pick a specialty for each stat, which is like a skill, a focus for that trait. Example specialties:
  6. Cross-Specialization. You can also designate a specialty as a cross-specialty. For example, if you specialize in archery under Fire but want to play up the connection to it passing through air to hit the target, you can say it's an Air
    cross-specialization. This is to cover situations where a specialty you want is mostly-one-element but kind-of-another-too.

  7. Magic stage. Spend points on magic if you wish. You can't spend more than 7. You can't spend more than the Element [stat] you're tying it to. Yes, all magic is Elemental sort of. There are example paths of magic for each Element but you're also welcome to invent your own path. I'll save that discussion for a separate post if it interests anyone. You can take more than one path of magic, spending points there, as well.

  8. Questions stage. You ask other players questions about their hero. You get asked questions about your hero. This is to help you flesh out your hero and understand other player's hero better, as well.

For an example of character creation, see Vylar's guide to her character, Palette.

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