Player's Handbook · Chapter 2

Making a Character

The creation flow walks you through it. You can change almost everything later.

  1. Who you are. A few lines: your name, where you are from, how you look and act, who you care about.
  2. Species. Your people. Each gives a small stat bonus, powers, and sometimes an Expertise.
  3. Path. Do you brood? Brooder (you have called and been answered) or Blank Slate (no brooding, and no need).
  4. If you brood: you always brood True Centre (on yourself), and you may add one more Direction: True South (the world around you), True East (forward in time) or True West (backward in time). East and West are harder, and you must hold still to use them. Then choose your first Call from either.
  5. Gift. What sets you apart. Each gives +1 to a stat, one Expertise and a signature power: Prodigy (Expertise in any skill you choose, and the world bends once a session), Genius, Tactician, Born Fighter, Ghost, Ace, Silver Tongue, Iron Will, Sensitive or Kindred. Every character has one Path and one Gift.
  6. Training. How you fight or work: one of eleven Disciplines, or Open Training. It gives you starting feats and one Expertise. The Effector needs True South.
  7. Stamina or Energy. Put your starting 10 into Stamina (physical), Energy (brooding and tech), or split them.
  8. Drive. Pick one or write your own. It is a direction, not a quest.
  9. Stats. A quick array (+2, +2, +1, +1, +0) or 6 points to spend, none above +3.
  10. Expertise. Two skills you are good at, on top of the one from your Training and the one from your Gift.
  11. The weight of a wish (optional). Something someone else wants for you.

Every player character is a Chosen Vessel. It is shown on your sheet.

Six ready-made examples are included: a Blank Slate dock guard, a True Centre brooder, a True South Effector, a battlesuit Genius, a Prodigy duelist and a Shaphelite infiltrator; each has one Path and one Gift.

Manual updated Oct 7, 2026.