Your first adventure / field guide

First, a character.
Then, a possibility.

Never played a roleplaying game? Follow a character from a simple idea to a shared scene. Choose a ready foundation, learn where its rules live, and discover how to describe an action with your group.

  1. 01

    Create / Your character

    Meet the person before the rules.

    A roleplaying game is a story your group makes together. You describe your character’s choices; the DM describes the world, plays the opposition and helps resolve uncertainty. Open Create character. Quickbuild offers ready foundations; Complete character gives more room for the story. A name and one sentence about what you want to play are enough to begin.

  2. 02

    Create / Foundation

    Give that idea a starting point.

    Ask the DM which level or budget to use. Level 1 gives a small foundation; level 3–6 can offer more room for a first adventure. Level 20 is not a maximum. Choose a strength preset or distribute the initial attribute points across Physical, Mental and Magical. Quickbuild takes size from the lineage. A specialty supplies attribute proficiency; the sheet explains its related practices and saves.

  3. 03

    Create / Weakness

    Decide whether a drawback belongs here.

    The Weakness step is optional. Pick a mirrored rule only if its actual drawback fits the character. Read its result and credit, and stay within the level’s combined drawback limit. A story flaw can remain a description without becoming a mechanical weakness. Skipping this step is fine.

  4. 04

    Create / Starting access → Ready to play

    Choose a base package. Leave room to grow.

    Choose ready lineage, upbringing and manifest foundations when you want them. Preview their actual rules. Your build needs a domain and verb tier, supplied by a heritage or a starting access package. Items do not satisfy that requirement. Touch range and 1d4 are free baselines when otherwise absent. Review the build and leave some BU unspent so you can add useful pieces as you play.

  5. 05

    On the sheet / Edit mode

    Turn the foundation into a character package.

    Open the character sheet to inspect your foundation and develop it. Lineage is species or ancestry, upbringing is background, and manifest is the main role or build. You purchase reusable primitives and organize them in these places. Capabilities compile familiar ideas for quick access; effects describe reusable outcomes. Reusing an owned primitive costs no second purchase. Preview and review changes before applying them.

  6. 06

    At the table / Declare an intent

    A scene begins. What do you do?

    Ask what your character can see, then say the result you want in ordinary language. Use a saved capability or improvise with primitives you own. Spare BU can buy or create a missing primitive during play, including combat when agreed. Compatible primitives can be used in either direction without another purchase; a personal mirrored drawback keeps its consequence. During Council the whole party makes a plan and the DM describes the enemies’ round.

  7. 07

    At the table / Agree scope and cost

    Make the important details explicit.

    How many people? How far away? How long? What is being changed, and how strongly? Discuss scale, impact, complexity, conditions, and the surrounding danger. The GM checks feasibility and agrees cost and consequences before commitment. Cost might be Vitality, a resource, a hazard, a narrative twist, lost access, or a condition. Accept it, reduce the scope, propose another approach, or stop before rolling. Optional capability scaling declarations help remember a familiar use; they are not the whole capability. Duration and upkeep are separate: an effect may last without active maintenance; if it is actively maintained, agree upkeep at the start of each turn. The sheet’s guidance supports the conversation, while the table makes the ruling.

  8. 08

    At the table / Resolve and continue

    Choose the right resolution together.

    Agree who rolls, what they roll, what opposes them, and what success or failure means. The available declarations cover your action roll, a target’s saving throw, a target’s practice check against a DC, opposed checks, and no roll. Leave a saved resolution unspecified when the scene must decide it. A resolution note grants no bonus, proficiency, access, or extra action.

One possible turn / an illustrative ruling

The courier hesitates.
The scene moves forward.

Suppose the GM confirms that this modest attempt fits the owned rules, assigns it to Measured, and calls for the courier’s Mental save. The table agrees the DC, cost, and brief outcome before committing.

  1. 01 / Council

    Declare together.

    Bartholomew states his intent. His companion plans to move clear. The GM makes the courier’s visible threat understood.

  2. 02 / Fast → Measured → Heavy

    Let the scene develop.

    Resolve Fast intents first. When Measured arrives, check that the attempt still makes sense. In this example it does; resolve the agreed save.

  3. 03 / The result

    A moment of doubt.

    Suppose the courier fails the save. Apply the agreed hesitation and cost. His companion moves clear when their intent resolves; the courier has not become a puppet or forgotten the encounter.

  4. 04 / Carry forward

    A different next round.

    Finish the remaining intents, record consequences, and check any ongoing effects or upkeep. At the next Council, the courier faces a changed scene and the group declares again.

If the save had succeeded or an earlier action had changed the situation, follow that result instead. Fast, Measured, and Heavy are complexity tracks, not a guarantee that every declared plan completes unchanged.

Keep the reference close

The sheet supports
the conversation.

Open the lower sheet drawer when you need character numbers and guidance. Read the mechanical rules behind a piece before using its name as shorthand.

Check what you own.

Look at the actual primitive output, access, conditions, and sources. Descriptions can be unfinished or purely narrative. Reusing an owned character primitive in a capability does not purchase it again.

Find the relevant numbers.

Use the sheet’s practices, single DC, three saves, modifiers and Vitality when the agreed resolution calls for them. Record consequences so the next action starts from the changed state.

Keep the ruling at the table.

Use the guidance for scaling and resolution as a reference. Your GM decides feasibility, ambiguity, and how the scene changes; an editor selection does not settle those questions by itself.

Your turn

Who will you bring?

A very different existing character, Futoshi, begins with disciplined weapon training and a mind strengthened by emotion. The same process can express a very different person.