Character Creation

When it comes to the actual creation of your character, there are three ways to go about it, each based on more or less role-playing involved in the process. There's a mote-based method which is fairly quick and easy, and a method familiar to most gamers. It's the most crunchy, and the method with the least role-playing. You can use a story-based system, well suited to creating characters as a group, and midway on the scale. A final option allows you to create your character as you play, filling in details as you discover them in the game.

Whichever method you use, the process itself is fairly simple. Every character, object, place, or organization is built from a combination of Thresholds, Traits, and Aspects. At first, how these fit together may sound complicated, but once you get the hang of them, they're actually very simple.

The Three Keys

Thresholds define the innate, base ability. They're the bones, which define the general shape of the body and provide a basic, if fuzzy, idea of what the character is like. Every color has an individual Threshold, which can take damage.

Traits define the highs and lows of ability and skill. These are the muscles - they're the strong points, and the weak points, fine tuning the blur that Thresholds create. They span everything from descriptors like Strong or Willful, to skills like Firearms or Chemistry. Every Trait has a color and a hand, describing what kind of tasks it's relevant to, and how strong an effect it will have.

Aspects are the ultimate defining features - these would be the skin, hair, coloring, clothes, and everything else that makes a character or object unique. They provide the final polish, and list out the specifics of what the character (or object, or organization, or…) is about.

As an example, consider a sword. It would likely only have a Red threshold, which would define how much physical damage it could take before breaking. It might have traits like Sharp R2 and Flexible A1. And as for Aspects, possibly "Forged by Wayland", "Heirloom of the Green Family", and "Sought by Collectors". A magical sword would have an additional Clear TH, possibly even a Cyan TH if it's sentient. Traits might be something like Dragonslaying R3 or Souldrinking M2, and the Aspects could go anywhere.

Between these 3 factors, anything in the world, and the ways in which it affects the world and the people and things in it, can be simply defined.


Luck is… well, the ways in which your character is lucky. Luck is partly tied the Aspects you have - the more Aspects, the luckier, in theory, you will be. Luck is used to improve your draws in various ways, to change reality by coincidence or magic, and otherwise make things go well.


A Numen is the "spirit" of your character, the symbolic and metaphysical source of inner strength, talent, and individuality. Personality, appearance, and interests can sometimes show signs of the Numen, but it's just as likely that a Numen lies undiscovered for a person's entire life. A Numen is an Aspect, and can be invoked or compelled just like any other Aspect. They also influence the way your character will change over time.

Fate Colors

When you draw a Fate mote, the colors you've drawn will do double duty. They'll determine whether you succeeded or not as normal, but they'll also be used to determine which kind of Fate has manifested. In order for that to work, you need to assign Fate colors to your character.

What kinds of things make your character feel blessed? What kinds of things inspire and energize your character? What are her interests and manias? This is not the same as what she's good at, though that's certainly a possibility. Rather, think of Superman - he's very good at red and amber things (being strong and flying), but blue things, the people and the community, is what inspires him to use his strengths.
How is your character unlucky? What sort of things go wrong for him frequently? What are his phobias and weaknesses? What circumstances make your character lose control? As with the Boon, this is not the same as what your character is worst at; rather, it's the color which characterizes common complications in your character's life. A character might be terribly clumsy, but have green as his Bane color - it's not paying attention to the world around him that causes problems, and clumsiness is simply a side effect of that.
In what color is your character lucky or unlucky? When things go weird, how do they do it? What kinds of coincidences show up a lot? What sorts of things represent his belief in the supernatural or divine? How does he know when Fate is coming - what are the omens? These questions will help you choose a Wyrd color.

Sometimes, you won't have any idea of what to choose; get help from the Guide to determine what the Fate colors should be. As a last resort, simply choose three colors.

Note that these three colors must be different - if you could have the same color for two of the categories, you won't be able to tell which Fate applies.

Three Ways to Create

Now, you have three options for creating your character. You can:

  • Build the character with motes, or
  • Grow them through role-playing, or
  • Find them in play.