Character Creation
Characters are logged on the Curious Pastimes portal, which also allows you to track progression.
You can have only one active character in the system at a time; once a character is retired or dies, it is out of play (i.e. you may not switch back and forth between characters from event to event).
Archetypes
Most characters in the Renewal campaign belong to one of four archetypes, broad character classes that unlock development paths for specialisation and more powerful skills. They’re described in more detail in the relevant sections:
- Creator: Whether weavers or alchemists, blacksmiths or surgeons, tattooists or jewellers, creators are artists who make, repair and alter lasting things.
- Magician: Spellcasters, enchanters, summoners and necromancers, ritualists and oracles – magicians are scholars who channel magic and work miracles.
- Scout: From burglars, assassins and pickpockets, to sappers and siege engineers, to trackers and hunters, scouts rely on wits, skills and guile to survive.
- Warrior: Thugs and berserkers, duellists and tacticians, monster hunters and warleaders alike, warriors master all the arts and modes of warfare.
Archetypes are similar to “character classes” in tabletop or computer RPGs, but less rigidly defined, providing access to a range of archetype skills rather than a set progression.
Each archetype also includes some suggested study paths for further research or training. Characters may pursue up to three study paths, in any archetypes, and may develop one to the highest levels.
Finally, each archetype offers some ready-made example characters for inspiration.
You don’t need to choose your character’s archetype until they learn their first archetype skill; but once chosen, their archetype is fixed (although see Changing Your Mind).
Race
Race no longer plays any part in character creation in the Renewal campaign, or indeed in the setting at all. Your character may belong to a specific local “culture” that may or may not have a distinctive appearance associated with it, but it won’t affect which skills you can learn. See Can I Play An Elf? for more on this topic.]] SkillsYour character starts with 20 experience points to spend on general and archetype skills. You don’t have to spend all your points up front; unspent points may be held back for later use. The following restrictions apply:
Some skills use magic points or work units, or have a set number of uses per day.
General SkillsGeneral skills are available to everyone, both at character creation and via experience or through training, with no restrictions aside from their total point cap. These skills provide the foundation of every progression path in the game, from core weapon training to the simplest crafting designs, for basic skulking and tracking techniques or the least powerful spells. Combat Skills
Creation Skills
Lore Skills
Magical Skills
Personal Skills
Archetype SkillsArchetype skills are the more advanced techniques known to accomplished experts in their fields.
Almost all archetype skills require prerequisites; most are organised into “skill trees” with multiple levels of branching prerequisites. See each archetype page – Creator, Magician, Scout and Warrior – for a list of their archetype skills. Cross-Archetype SkillsNot everyone fits neatly into one of the four archetypes, of course – you may wish to play a spellcasting warrior or a crafter trained in siege weaponry. This is fine! Any character can have a total of one point worth of archetype skills from other archetypes for every two points worth of skills they have in their main archetype. This limitation doesn’t apply to general skills at all; you can always learn as many of them as you wish.
Magic Points and Work UnitsCharacters with relevant magical or crafting skills may have either of the following resources:
These pools are shared between all relevant skills; anyone with creator skills has a single pool of work units, which they may spend on any of their creator skills, while anyone with magic skills has a single pool of magic points, which they may spend on any known spells. Both pools refresh to full every morning at Time In. The base value of these pools depends on how many relevant skills your characters knows:
Character CardsAll of your skills will be assigned to you on your character card. This card is given to you at the Games Organisation Desk at the beginning of every event and includes the following information:
You must have your character card with you at all times during the event and it must be easily accessible in case of emergency. If your character dies or you choose to retire them during an event, the Game Organisation Desk will produce a new character card for you. If you gain any skills during the game in addition to the permanent skills listed on your character card, you will be issued a Special Character Card. This will need to be carried with your character card during game time if you wish to use those skills. Changing Your MindIt’s entirely possible to find, after an event or two with a new character, that the archetype and skills you’ve chosen don’t seem to fit – or you want to go in a different direction, or you just don’t find the skills fun – even though you still want to keep playing the character. Despair not! Any new character’s archetype or skills can be tweaked, or completely discarded and re-chosen, until the character’s third event. As of the start of the third event, the character is fixed. Changing your character’s skills after that point generally requires effort of some sort, including ritual transformation; a number of routes are available in the game. If you wish to change for out of character reasons (such as no longer being able to take the battlefield), please contact the Game Organisation Desk to discuss. |