Finishing

On Identifying Traits

Give your character at least one detailed descriptive trait, something that sets her apart from the rest of a room. An eye patch, a scar beneath her left breast, a birth mark in the shape of a flower, a tattoo of a skull on her left ankle, unusually bright green eyes, an enormous number of freckles, really big ears, a carefully erected mohawk: the more distinctive traits you can think of, the better. It is, of course, possible for a character to be terribly mundane. A character may be of average height, average complexion, in possession of a common face you see on lots of people, with brownish hair and brownish eyes. This in itself is distinctive: they are uncommonly common. Without a clear mental picture of your character that is shared by the group, the action and dialogue will suffer from multiple interpretations. A picture may help.

Remember: you have to have put points in attractiveness to be attractive, and in grooming to be well-kept past the norm. One point in attractiveness means ugly, two means average, three above average, four beautiful, and five stunningly, head-turning gorgeous.

On Equipment

Your character begins play with the following equipment: one set of clothing, one weapon, one week’s worth of food and drink, a backpack or briefcase, a journal and pencil, and items pertaining to their profession. Your wealth level determines how much (if any) pocket money you have. A character with no levels in wealth has £2 in their pocket at the outset of an adventure. Also, wealth improves the quality of goods available, and the distance from which the goods may have come. An impoverished waiter from London will not have a katana nor a six-shooter, whereas his boss may have the means of acquiring a six-shooter and a noblemen certainly has the ability to acquire either, and, in truth, nearly anything.