Starting characters have 5 basic traits: Endurance, Fortune, Psyche, Strength, and Warfare, each of which ranges from -2 to 4. A sixth, derived, trait, Power, is always the highest of Endurance, Psyche, Strength, and Warfare, but never higher than 3. The two other derived traits are Stamina, the higher of Endurance and Strength, and Presence, the higher of Psyche and Fortune, both never higher than 3. A starting character will first choose values for the 5 basic traits such that no basic traits are higher than 2 and either: there are 0 or 1 basic traits equal to 2, and all 5 basic traits add up to 3; or there are 2 basic traits equal to 2, and all 5 basic traits add up to 2.
Afterward, advances are applied. Each new character gets 3 major advances and 1 minor advance. A new character may trade in 1 or 2 major advances for minor advances; each major advance traded in thusly yields 2 minor advances. A player may also choose to cross out 1 major advance or 2 minor advances; the character may never take those advances. You must say, in a general sense, what the character had before play begins that was since lost. In exchange for this, the character gets 2 extra major advances, each of which may be exchanged for 2 minor advances.
From time to time through the course of play, a player will get to check experience. Each experience check fills one check box. When 10 boxes are filled, earn a minor advance and uncheck the boxes or else leave the boxes checked. When 20 boxes are filled, either earn 1 major advance or 2 minor advances and uncheck all boxes, or else earn 1 minor advance and uncheck 10 boxes.
At character creation and in play, check off each advance as it is taken; it may not be taken again.
Traits:
Endurance
Fortune
Psyche
Strength
Warfare
Power
Presence
Stamina
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Highlighted Traits:
___ Endurance & Stamina
___ Fortune & Presence
___ Psyche
___ Strength
___ Warfare
Major Advances (1 Major Advance = 2 Minor Advances)
___ Add +1 to Endurance (max +3)
___ Add +1 to Fortune (max +3)
___ Add +1 to Psyche (Max +3)
___ Add +1 to Strength (Max +3)
___ Add +1 to Warfare (Max +3)
___ Add +1 to Endurance, Psyche, Strength, or Warfare (Max +4)
___ Gain the power of Pattern (requires Amber lineage after play begins)
___ Gain the power of Logrus (requires Chaos lineage after play begins, and requires the power of Shapeshifting)
___ Gain the power of Trumps (requires any Real lineage after play begins)
___ Gain the power of Shapeshifting (requires any Real lineage after play begins)
___ Gain a supernal ally
___ Gain a supernal ally
___ Gain a major custom move
___ Gain a major custom move
Minor Advances (2 Minor Advances = 1 Major Advance)
___ Begin play with Amber lineage without the power of Pattern
___ Begin play with Chaos lineage without the power of Logrus
___ Discover your Primordial lineage without already having a major power that implies it
___ Gain a place or places with 5 advantageous features among them, all such places being indefinitely yours
___ Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___ Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___ Add 3 advantageous features to new and/or existing places, all such places being indefinitely yours
___ Gain an object or objects with 5 advantageous features among them, all such objects being indefinitely yours
___ Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___ Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___ Add 3 advantageous features to new and/or existing objects, all such objects being indefinitely yours
___ Gain a non-supernal ally
___ Gain a non-supernal ally
___ Gain a non-supernal ally
___ Gain a minor custom move
___ Gain a minor custom move
___ Gain a minor custom move