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=Character Creation= Each player picks a Descriptor, Type, and Focus. Essentially, you should be able to describe your character, according to the book: ''[Name] is an [Adjective] [Noun] who [Verbs].'' The adjective is your Descriptor, the Noun is your Type, the Verb is your focus, and generally more than one word long. ==Types== The "Noun" is the easiest to explain. They are your [[class]]. :'''Glaives''' are fighting men and women of all sorts. :'''Nanos''' are techno-wizards with "spells" that can achieve various effects. :'''Jacks''' are [[skillmonkeys]] who can be built to do a bit of either. Notably, they have a "flex skill" that they can pick each day to gain automatic training in one area. Later expansions added more classes when they realized that the Jacks who were supposed to be [[Rogue]]s didn't do their jobs too well and often ended up being a multiclass Fighter/Wizard instead. :'''Arkai''' are bard/Face characters who rock social interactions and specialize in leadership. :'''Delves''' are investigators and explorers, generally better at being true Rogues than Jacks are. :'''Wrights''' are engineers who can craft things out of bits and bobs of the previous Worlds called "iotum". All of them pick up different tricks as they increase in level. Naturally, this being a [[Monte Cook]] game, [[CoDzilla| high-level glaives get a few okay tricks to be marginally better fighters, while high-level nanos get the ability to stop time or throw literal mountains with their minds]]. ==Descriptors== Are like a [[5e]] background, and, in fact, very likely where that mechanic originated. Your descriptor essentially explains your character's origin story, what race they might be, or which region they grew up in. They are a bundle of skills, benefits, extra items, points, etc. Things that give your character flavor. Some of the more powerful ones also have negative stat penalties to your character pools or impose "inabilities, " making certain tests one step ''harder'' for you. Notably, a few of the more-alien aliens, or "visitants," since they've technically been around for generations too, have harsher penalties to offset stronger abilities. Verjellen, for instance, can literally rework their bodies and adjust their stat pools, but they have fewer points to spend, while a lattimor is a symbiotic collection of a brutish bursk and a clever neem who can switch personalities to gain different abilities and penalties depending on who is in control of the body or if they're cooperating. However, a number of non-human descriptors that are less harsh also exist, such as the plant-like purpose-seeking golthiar and the water-crafting fish-like rayskel. There are also playing a mutant, which involves [[Gamma World| rolling on a series of tables and seeing what you get]]. ==Focus== Your "Verb" is where the ''sauce'' is. A focus is a bundle of different powers that you get as you level. From turning into a werewolf to throwing lightning around with your mind, to just being a sneaky bastard or dead 'ard, this is a large part of how you specialize your character. Some Focuses synergize extremely well with appropriate class Types, such as "Masters Weaponry" being obviously suited to Glaives, who in turn receive absolutely nothing from "Wields Power with Precision." Though nothing inherently prevents players from mixing it up and trying to create something unique like a "Nano who Rages" or an "Arkus who wields two weapons at once" unless the Focus explicitly states it's for one Type only. {{D&D-3rd-Party-Settings}}
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