CREATING LIFEPATHS

During Session Zero, the Players each translate their concept for their Adventurer into information on the playsheet used to track their Adventurers' status in the game.

Adventurer Playsheet

Lifepath creation can take the most time building an Adventurer, but can reward the Player with a starting Adventurer packed with added roleplaying opportunities the Player may not have initially considered.

Lifepath generation can provide an Adventurer with specific events, their effects, and possible attitudes resulting from those events as a starting point for their backstory.

The process usually combines random die rolls with a set of event tables which cover a number of areas of an Adventurer's fictitious past before they began adventuring.

Family, childhood events, education, and more can be generated through the lifepath tables to create the background story outline.

The events may also, optionally, improve or degrade different combinations of the Adventurer's Attributes, Skills, and Special Effect (SFX) Abilities.

After generating the bare bones of a backstory and its initial effects, the Player can then take over and add details to link or expand the events, their effects, and complete the Adventurer's backstory and its impact on them.

Core Lifepath Events Design

LIFEPATH SPECIES EVENTS

LIFEPATH ORIGIN EVENTS

LIFEPATH BACKGROUND EVENTS

LIFEPATH EDUCATION EVENTS

LIFEPATH PROFESSION EVENTS

Lifepath Effects Design

LIFEPATH ATTRIBUTE EFFECTS

LIFEPATH ATTRIBUTE RESERVES

LIFEPATH ADVANTAGES AND DISADVANTAGES

LIFEPATH SKILL EFFECTS

LIFEPATH SFX ABILITY EFFECTS

LIFEPATH RESOURCE EFFECTS

LIFEPATH EQUIPMENT EFFECTS

LIFEPATH ALLY EFFECTS

LIFEPATH CONTACT AND ACQUAINTANCE EFFECTS

LIFEPATH RIVAL OR ENEMY EFFECTS

Lifepath Effects: Goals, Motivations, and Attitudes

LIFEPATH GOALS

LIFEPATH MOTIVATIONS

LIFEPATH ATTITUDES

Chronology :: ◢ References: Session Zero and Sessions

1) , 2) , 3) , 4) , 5)
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