Characters in
Spirit of the Century are defined by a cool name, an interesting backstory, up to 10 Aspects, up to 15 Skills, and up to 5 Stunts. Players in our game are welcome to leave some slots empty if they want to start with a streamlined concept and
flesh it out in play.
If you do not already own SotC and don't plan on buying it for now, there is a
free version of the System Resource Document (SRD) available. It will help you follow along during this discussion, and I will link to it for details.
So, in order to make a character, first pick a
concept. The book suggests
a dozen archetypes, but don't feel held to these; what's important is a strong, simple, pulpy idea of your character's role. The ones outlined in SotC are generic; I expect most players to come up with something much more personalized, perhaps "Tenure-tracked authority on Icelandic myth" rather than simply "Academic", or "Agent of the Bavarian Illuminati" rather than "Operator", etc. And while you're at it, give your hero a good, ringing
name.
Then, as you work through your background story, you get to pick
Aspects. Aspects fulfil several roles:
- Provide the occasional boost for your character when it comes into play, by letting you re-roll, add +2 to a roll, make up a detail about a scene, etc. This is called Invoking and Aspect.
- Provide a source of Fate Points, which you can use to obtain other benefits. The GM can offer Fate points as a bribe for letting your character be pulled into trouble by an Aspect, or sometimes you may choose to do this yourself in order to ask for the Fate points. This is called Compelling an Aspect.
- Provide story hooks that will involve your character and background.
You should choose Aspects that are interesting for your to role-play and make for stories that rock your boat. The
best Aspects are ones that can be either good or bad for your character depending on circumstances. This is another good opportunity for personalizing the material, rather than sticking to off-the-rack descriptors.
SotC's character creation process involves you picking those Aspects gradually as you establish your character's background. Here is the process: you create your back story in five phases -- your
background, what you did during the
Great War, your character's
novel, and two
guest star appearances in other player characters' novels. At each step, you get to write a little bit about your character -- a sentence or two is fine -- and select up to two Aspects.
Next, you will want to pick up to 15
Skills from the
list. Characters' prowess with skills is described with both a rating and a descriptor, ranked on a
ladder ranging from Terrible (-2) to Legendary (+8). PCs' skills are arranged as a
pyramid: one at Superb (+5), two at Great (+4), three at Good (+3), four at Fair (+2), and five at Average (+1). Anything else, you're assumed to be Mediocre (0) at.
This makes you a pulp hero, much more capable than the average person: "Most people are Average at the things they do for a living, like Science for a scientist, and are Mediocre or Poor at most other things. It is only when they are driven to excel that they surpass those limits." Your 15 skills and your ratings of Great and Superb make you a giant among mortals (though not when faced with the Immortal Emperor!) Again, you do not have to decide right now on all your skills; you may opt to fill only a few (at least the top three) and wait until later to define the rest in play.
Finally, you get up to 5
Stunts. These are shticks that let you do something out of the ordinary. I use the word advisedly, as they remind me a lot of
Feng Shui. And like in
Feng Shui, they tend to align on a path and build up. Stunts are attached to specific skills which they extend. In general, you're going to want your stunts to be linked to your better skills.
Because of the synergy between stunts along a given path, you tend to get extra oompf every third linked stunt, so taking three linked stunts is likely to give a more impressive character than three stunts for three different skills. Once again, feel free to leave some slots open if you're not sure what to pick yet.
Ideally, players should discuss their character concepts so we can make a halfway decent team without too many collisions, and so you can guest star in each other's novels. For inspiration, browse some of the pulp links I posted in the navigation sidebar.
When the Texan colonists attempted to rebel against Mexico in 1836, Emperor Antonio I crushed them easily, killing hundreds himself in battle. He defeated the Americans with his mighty lightnings a decade later, flinging the invasion forces back to New Orleans and destroying the American Navy with a deadly storm. Only the combined genius of Robert E. Lee and Thomas Edison was able to hold back the Mexican armies in the War of 1863. The Emperor turned his sights south, conquering everything from Guatemala to Patagonia in 50 years of war. Now, the Argus Group in Washington fears that the immortal Emperor will use 1929, the 100th anniversary of his accession to power, to declare himself to be Quetzalcoatl, Returned God-Emperor of the Americas. To stop him, Argus has recruited elite squads of Centurions to infiltrate the Mexican Empire and find Santa Ana's weakness before it's too late.