Getting Started/Create Your Character: Difference between revisions
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character creation guide - archetypes, xp, skills etc |
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With your 10 starting points, you can specialise in one area or spread across a few. Here's a quick overview of the skill categories: | With your 10 starting points, you can specialise in one area or spread across a few. Here's a quick overview of the skill categories: | ||
'''Vigour (Combat Skills)''' | '''Vigour (Combat Skills)''' - Martial training that makes you deadlier and tougher in a fight. Each Vigour skill line (Weapon Master, Vanguard, Harrier, Bulwark, Brute) costs 4 XP to enter and gives you access to powerful combat calls and abilities. You can also buy '''Toughness''' to increase your hit points, starting at just 1 XP. | ||
'''Conviction (Faith Skills)''' | '''Conviction (Faith Skills)''' - The path of the devout. Costs 3 XP to unlock, giving you the ability to gather faith through dedication to a god and channel it through ceremonies. Priests, chaplains, and holy warriors all start here. You'll choose a deity to follow when you take this skill. | ||
'''Weaving (Magic Skills)''' | '''Weaving (Magic Skills)''' - The art of manipulating the magical essence that flows through Elandra. Each Weaving Sphere costs 2 XP to enter, connecting you to elemental forces and the mysterious Menhirs. | ||
'''Physician (Healing Skills)''' | '''Physician (Healing Skills)''' - The practical art of saving lives. Physician costs 2 XP and unlocks the ability to heal and stabilise fallen characters. Advanced Physician (3 XP) and Mortician (1 XP) expand your capabilities further. | ||
'''Apothecary (Crafting)''' | '''Apothecary (Crafting)''' - The creation of magical consumables, weapon oils, and other useful concoctions. Costs 3 XP to enter and gives you three starting effects to work with. Apothecary products are immediate and disposable: potions you drink, oils you apply, effects you use in the moment. | ||
'''Enchanter (Crafting)''' | '''Enchanter (Crafting)''' - The art of imbuing items with lasting magical properties. Costs 3 XP to unlock. Where Apothecary is quick and cheap, Enchanting produces permanent or long-lasting effects on weapons, armour, and other items. | ||
=== A Simple First Build === | === A Simple First Build === | ||
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Feeling overwhelmed? Here are a few example builds to show how 10 XP might be spent: | Feeling overwhelmed? Here are a few example builds to show how 10 XP might be spent: | ||
'''The Frontline Fighter''' | '''The Frontline Fighter''' - Weapon Master (4 XP) + Toughness x3 (1+2+3 = 6 XP). You hit harder, take more punishment, and hold the line. | ||
'''The Battlefield Healer''' | '''The Battlefield Healer''' - Physician (2 XP) + Advanced Physician (3 XP) + Conviction (3 XP) + Toughness (1 XP). You keep your allies alive through medicine and faith, with an extra hit point for staying power. | ||
'''The Wandering Mage''' | '''The Wandering Mage''' - Weaving Sphere x2 (4 XP) + Apothecary (3 XP) + Toughness x2 (1+2 = 3 XP). You channel two spheres of magic, brew useful potions, and have a bit of extra resilience. | ||
These are just starting points. There's no "wrong" way to build a character. Spend your points on whatever sounds like the most fun, and you can always develop further as you earn more XP. | These are just starting points. There's no "wrong" way to build a character. Spend your points on whatever sounds like the most fun, and you can always develop further as you earn more XP. | ||
Latest revision as of 23:15, 10 April 2026
What you'll cover
- Understand what a character is and how archetypes work
- Learn the skill system and spend your starting XP
- Know how more XP is earned over time
You and Your Character
Your character is the person you'll be playing at events. They have their own name, personality, background, and abilities. Some of those things will be close to who you are in real life; others might be wildly different. That's the fun of it.
You don't need to write a novel-length backstory before your first event. A name, a rough idea of who they are, and a sense of what they're good at is plenty to get started. The rest will develop naturally through play.
First-timer tip: Keep your first character concept simple. "A healer who's curious about the world" or "a fighter who left home to prove themselves" gives you enough to work with while leaving room to grow.
Archetypes
Every nation has a set of archetypes: character frameworks that represent the kinds of people commonly found in that culture. Warriors, mages, priests, crafters, scouts, diplomats, scholars. Each nation puts its own spin on these roles.
Archetypes are a starting point, not a cage. They help you build a character that fits naturally into your nation's culture and give you a clear direction for costuming, skills, and roleplay. But you're free to mix influences, bend expectations, or carve out something entirely your own.
Your nation's wiki page lists its archetypes with descriptions of each. Have a browse and see which ones spark your imagination. If you're unsure, your nation's community on Discord will be happy to help you figure out what fits.
Good to know: Archetypes guide your character concept and costume direction. They don't restrict which skills you can buy. A character inspired by a scholarly archetype can still pick up a sword, and a warrior can learn to brew potions.
Skills and Starting XP
Every new character starts with 10 experience points (XP) to spend on skills. Skills represent your character's trained abilities, the things they've learned to do beyond what any ordinary person can manage.
What Everyone Can Do
Before you spend a single point, your character already has a solid foundation. Every character in Menhirs Fate can:
- Use any melee weapon combination, including dual-wielding, two-handed weapons, and polearms
- Use a shield or buckler
- Wear any weight of armour (light, medium, or heavy)
- Start with 3 base hit points
- Perform an execution on a downed enemy
- Invoke "May the Gods Witness Me" for a dramatic last stand (one minute of immunity to damage, but you cannot be healed)
These basics mean you're never helpless on the field. You can pick up a sword, strap on some armour, and hold your own from day one.
The only weapons that require XP to use are thrown weapons (2 XP) and ranged weapons like bows and crossbows (4 XP). Everything else is available to everyone.
Where to Spend Your XP
With your 10 starting points, you can specialise in one area or spread across a few. Here's a quick overview of the skill categories:
Vigour (Combat Skills) - Martial training that makes you deadlier and tougher in a fight. Each Vigour skill line (Weapon Master, Vanguard, Harrier, Bulwark, Brute) costs 4 XP to enter and gives you access to powerful combat calls and abilities. You can also buy Toughness to increase your hit points, starting at just 1 XP.
Conviction (Faith Skills) - The path of the devout. Costs 3 XP to unlock, giving you the ability to gather faith through dedication to a god and channel it through ceremonies. Priests, chaplains, and holy warriors all start here. You'll choose a deity to follow when you take this skill.
Weaving (Magic Skills) - The art of manipulating the magical essence that flows through Elandra. Each Weaving Sphere costs 2 XP to enter, connecting you to elemental forces and the mysterious Menhirs.
Physician (Healing Skills) - The practical art of saving lives. Physician costs 2 XP and unlocks the ability to heal and stabilise fallen characters. Advanced Physician (3 XP) and Mortician (1 XP) expand your capabilities further.
Apothecary (Crafting) - The creation of magical consumables, weapon oils, and other useful concoctions. Costs 3 XP to enter and gives you three starting effects to work with. Apothecary products are immediate and disposable: potions you drink, oils you apply, effects you use in the moment.
Enchanter (Crafting) - The art of imbuing items with lasting magical properties. Costs 3 XP to unlock. Where Apothecary is quick and cheap, Enchanting produces permanent or long-lasting effects on weapons, armour, and other items.
A Simple First Build
Feeling overwhelmed? Here are a few example builds to show how 10 XP might be spent:
The Frontline Fighter - Weapon Master (4 XP) + Toughness x3 (1+2+3 = 6 XP). You hit harder, take more punishment, and hold the line.
The Battlefield Healer - Physician (2 XP) + Advanced Physician (3 XP) + Conviction (3 XP) + Toughness (1 XP). You keep your allies alive through medicine and faith, with an extra hit point for staying power.
The Wandering Mage - Weaving Sphere x2 (4 XP) + Apothecary (3 XP) + Toughness x2 (1+2 = 3 XP). You channel two spheres of magic, brew useful potions, and have a bit of extra resilience.
These are just starting points. There's no "wrong" way to build a character. Spend your points on whatever sounds like the most fun, and you can always develop further as you earn more XP.
Remember: You don't need to optimise. The best character build is the one that makes you excited to play. Pick what sounds fun and lean into it.
Earning More XP
Your character grows with you. Additional XP is earned by attending events. The more you play, the more your character develops, unlocking new skills and abilities over time.
This means your first event character is just the beginning. By your second or third event, you'll have a much clearer picture of what you enjoy and where you want to take your build.
Putting It All Together
Here's a quick summary of the character creation process:
- Pick your nation (you've already done this!)
- Choose an archetype that inspires you
- Give your character a name and a rough concept
- Spend your 10 starting XP on skills
- Check your nation's Look and Feel guide for costume direction
That's it. You don't need to have every detail figured out. Your character will grow and evolve through play, and some of the best backstory comes from things that happen at events rather than things you planned in advance.
For the full rules and complete skill listings, visit the Rules overview and Skills List.