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Unwritten: System Reference Document/Character Creation
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==Quick Character Creation== If you want to skip making a detailed character and just want to play, you can leave most of the character blank and fill in as you play. After all, the Myst games start you off immediately in the game without telling you much else. At minimum, you need to have the following filled out to start: * High concept aspect * Your Great (+4) skill * Name When it comes to your high concept, you can start off vague and refine the aspect later. Rugged Archaeologist is an okay high concept for this method, and later you might discover something about your character that puts a spin on it. When that happens, rewrite the aspect to reflect that spin. You should know your best skill to start—that gives us further ideas about your character. If you have any other thoughts on skills, either skills you’re good at or skills you’re bad at, write those down. (Since you don’t normally write down any skills you have at lower than Adequate (+1), just make a note on your sheet about those skills you’re intentionally saying you don’t have.) And, of course, you need a name! Maybe a first name is all you need for the moment, or a nickname. (There’s also the trick of giving yourself a name, only to later reveal that you’ve been hiding, are undercover, or have amnesia, and write down what your real name is.) ===Adding Aspects in Play=== With your Journey aspects, you’ll just make up whatever aspect seems interesting to you at the moment. Typically you’ll do this when you need an aspect on your character to achieve something, or you want to turn a situation that’s happening into something that’s compel-worthy. As with high concept, don’t stress about getting this aspect dead-on. After the session’s over, take some time to look over and tweak the aspects you’ve created on the fly. ===Adding Skills in Play=== At any point, if you are using a skill that isn’t on your character sheet, one of two things happens: you’ll assume the skill is Mediocre (+0), or you’ll write it down on one of your empty skill slots and roll it at that level. This choice exists until all of your skill slots are filled in. If you roll for a skill not on your sheet and choose to assume it was Mediocre rather than write it down, you can later fill it in on your sheet as something higher. Likewise, if you roll well on a skill when you chose to take it at Mediocre, maybe that’ll inspire you to take that skill later. ===Adding Stunts in Play=== You get three stunts for free, which you can fill in at any time. You can fill in other stunts at any time, but you must pay a fate point for each one. That’s because your refresh tells you how many fate points you start the game with, so by taking a stunt, you should have started with fewer. If you’re out of fate points, but want to note down a stunt you have because you’re suddenly struck with the idea, do so. But your character doesn’t actually have it until you gain a fate point and spend it. You’ll also need to reduce your refresh by one for the next session for each extra stunt you take. ===After the First Session=== After the first session is over, if you’re planning on playing your character again, you should take time to fill in the rest of the aspects, skills and stunts. Revisit your previous choices and make sure they fit what you want to do with your character as you continue to play.
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