Character Creation

WELCOME! Before using this guide, take a moment to open up the Character Sheet and create a new copy for yourself. It will help the below make more sense.

It may also be a good idea to take a look at the worlds that have already been created for the campaign. Your character could be anything in the multiverse, and that can lead to too many options. Using an existing homeworld as your origin may give you some direction.

1. Name and Concept

Welcome to the multiverse.

It’s bigger than the mind can grasp and it sweeps you along faster than you ever expected. So who were you, before you left your homeworld behind and realized how much is out there? Where are you from? What did you do there? How did you end up leaving?

The possibilities are endless. Maybe you’re a surviving member of the nefarious Infernal Alliance, left behind when your leadership vanished, forced to contend with former allies turning on you. Perhaps you’re a dimensional gatecrasher, hacking your way from one world to another, conning the rubes who don’t know about the multiverse and moving on to greener space-time continuum when they catch on to you. Are you a proud mecha-knight of house Voskii from the world of DraGun? A gnomish scavenger from the asteroid belts of Pyresol? A zombie-marshal keeping the few mortals in your town safe from vampiric outlaws in Perdition Flats? Genius and startlingly attractive inventor of the Trans-Phlebotinum Wavelength Disruptor, working without funding in the bustling city of Northport? A mere farmworker of Gloriana, secretly heir to a fairy throne?

You could start anywhere and end up anywhere. If you have a cool idea, start there—a concept you can sum up in one sentence. If you need an idea, browse the wiki and talk to people.

2. Foible
Something that hinders your character. This could be a personal flaw, a vice, a haunting secret that dogs you, a supernatural curse, an angry drug dealer out to get you—whatever it is, it’s something that will complicate your life.

Come up with something that will be interesting and fun to play, and can be written as a single word, phrase, sentence, etc. Every time this foible complicates your life, you will be rewarded with style dice!

3. Motivation
This is your first Forte! A forte is a quality, knack, skill, profession, or other thing that your character is good at or makes you good at stuff.

Pick a motivation for your character. This could be a single word (Love, revenge, wealth, safety, knowledge) or something specific (I seek the holy grail, Death Before Dishonor, The Truth Is Out There, etc).

Your motivation is a Good [+2] forte with the trigger quality. Any action you perform that directly pertains to your motivation gets a +2 bonus.

Make sure your motivation is fun to play and informs your character’s storyline/characterization/etc.

4. Origin

This has a lot to two with who or, more specifically, what your character is. Your origin is typically something that wasn’t your choice. If you’re a Grey Elf, that would be a good origin. A Voskii Noble or Exarchate Citizen would also be an Origin. In other RPGs this would be your Race, but depending on the vision of your character, this could be something else. Think nationality or socioeconomic background.

Origin is a Good [+2] Forte with the Trigger quality.

5. Past
If origin has to do with the circumstances of your birth, Past is what you did with those circumstances. This is your backstory—the formative experiences that defined who your character was before their adventure begins. You may have picked up skills, powers, possessions and knowledge from whatever came before.

This is a Good [+2] Forte

  • Examples:

6. Specialty

This is the cool thing that primarily defines your character. Your “Hat” if you will. If this was a TV show and you had to list off all the characters, this would be the phrase or term you’d use to define yourself. If you’re used to other RPGs, this would be your “class”—but don’t be constricted by existing game systems.

You can purchase techniques for your Specialty at a reduced cost, so you’ll be especially good at this. It could be a profession (Space pirate, battle-psychic, tundra hunter, mobster), a personality trait (terrifying, charming, seductive, deceptive, perceptive, etc), a skill (blood magic, fencing, firearms, acrobatics, martial arts, negotiation), a supernatural power (telepathic, water bender, super speed, sixth sense, planeswalker), or anything else you can think of!

This is another Good [+2] forte. Think broadly! If you pick Swordplay [good +2], you will be dangerous in a sword fight—but if you pick Ninja [good +2], you will be good in a sword fight, a stealth scene, climbing walls, knowing about feng-la dragons, and anything else a ninja would be good at.

If you want to be especially good at one thing, don’t worry—that’s coming up.

7. Fortes

You get three additional fortes! These allow you to flesh out your character in other areas or specialize.

Fortes can either be completely new, or you can use these to increase the rank of the fortes you picked up above (From Good to [Expert +4] and from Expert to [Master +6]). Each rank you go up takes one of your fortes.

Consider adding fortes of the following types:
Professional: Careers, training sets, “classes” that your character might have (FBI Agent, Cat Burglar, Professor, Linguist, Mechanic, Financial Advisor, Engineer, Ninja, Mecha Pilot, Space Sailor, Inventor, Samurai, Pirate, Navy SEAL, etc)

Personality Traits: (Charming, Seductive, Cold, Engaging, Deceptive, Intimidating, Scary, Soothing, Unassuming, Compelling, Leader)

Physical Traits (Fast, Slippery, Tough as Nails, Unusually Strong, Hearty, Lithe, Hand-Eye Coordination, Athlete, Fencer, Track Runner)

Mental Traits (Quick witted, stubborn, strong-willed, genius, clever, perceptive, suspicious, analytical, poetic, creative)

Other skills (Swordplay, firearms, sniper, repartee, stunt driver, daredevil, acrobat, never say die, determined, hacker, lucky, ancient lore, academic, wealthy, rune magic, gearhead, Secret [half vampire])

Possessions/Equipment/Extras (Gear [Ancestral Sword, Gun, Fancy Computer, My Mother’s Locket, Bag of Tricks, anything], Vehicle [Private Jet, Guardian Mecha, Spelljammer, Limousine, Sailboat], Sanctum [Good Guy Bar, Ancient Castle, Asteroid Base, Safehouse, Hideout], Sidekick [Bodyguard, Squire, Secretary, Mission Control, Apprentice, Haruchai], Minions, Social Status)

Anything goes as long as we work it out in advance. Remember, anything that a given forte might help out with, it will help out with.

8. Techniques: These are special bits that make you extra effective under the right conditions. Techniques can be chained to a given forte (they only apply to that forte) or unchained (usable with ANY forte as long as they apply).

When you activate a forte, you get to either add +1 to your roll, or roll +1d6 (take the best)

You get 5 points to spend on techniques.

  • Unchained techniques cost 3 points
  • Techniques chained to a forte cost 2 points
  • Techniques chained to your specialty cost 1 point!


There are five types of techniques:
Idiom: Performing actions in a particular idiom grants you the bonus
Examples: Calculating, cold, cocky, mysterious, acrobatic, casual, under pressure, focused, intense, sarcastic, precise, professional, insane

Location/Situation: Performing actions under certain conditions grants you a bonus.
Examples: City streets, bars, at court, in disguise, on hallowed ground, in graveyards, crime scenes, following orders, in total darkness, while wounded, with a partner, in moving vehicles


Maneuver: You have a trademark move that gives you an edge.
Examples: Convince, dodge, parry, research, lie, throw, crazy ivan, bootlegger reverse, I am not left handed, Curse of the Muses, Magic Missile, Dead Aim, Charming Smile, bait and switch, IT WAS THE BUTLER/dramatic reveal


Foes or Vs X: Using your forte against certain foes or challenges is your specialty.
Examples: Vs Undead, Vs Men, Vs. Brick Walls, Vs. Airplanes, Vs Criminals, Vs. Romance Languages, Vs. Forbidden Lore, Vs. Security Cameras, Vs. Dames, Vs. Whiskey


Tool or Weapon: You have preferred implements.
Examples: Prepared Speech, Ritual Circle, Dual Pistols, Walking Stick, Tablets, Improvised Tools, My Custom Rig, Katanas, Bungee Cords, Fire

9. Miscellany: Character appearance, backstory, etc. Go nuts! This is the fun stuff!

10. Make it Official: Create a new character on the portal, link your character sheet to that character, pick an awesome picture, write up some backstory and fluff and appearance and stuff and share your awesomeness with the world. Then, all you need is a story hook and a group to join in the Slack chat, and you’re off.

Character Creation

Carmichael Chronicles TormentedbyGnomes