We are using a home-brew system for Her Outgrown Prophecies. Characters will be submitted using this form.
More details about Character Submissions Process are available under Logistical Details
Most characters are attached to the faerie embassy (>50%), either as diplomatic professionals, embassy guardians, or building support staff. Some other people are resident at the embassy, including professionals from back in the Märchmark and family members of embassy personnel.
Other characters come from smaller Otherworldly groups in the city. Some of these are pre-defined, like the Chicago Necropolis(home of the spirits of the Dead of Chicago), the Celestial Exchequer(joint venture between Heaven and Hell), and the Four Wizards of Chicago(and their apprentices). These groups receive limited invitations to the embassy party, but those that get them never miss an occasion. There is also room for other Otherworldly factions, feel free to pitch them.
For all of these, there is a list of available "Social Roles" to pitch for. These are listed on the Social Roles page and will be crossed off as they are claimed.
Also, please note the Statement Addendum: Cultural Sensitivity regarding cultural sensitivity questions.
Every character has two blessings and one curse. These are thematically appropriate to your character type. For Faerie tale characters, they tend to follow tale experiences.
They are open ended, but should have some basis in folklore or mythology. There are examples here Example Blessings and Curses
Characters will then select a skillset. Skills are available in different class, Friendly, Local, Regional, National, World, representing the scale on which you're competitive in that skill. A Friendly-class skill indicates you are notable within your group of friends, a World-class skill is competitive in Olympic competition. Skills are divided into four categories:
Coins- Skills related to materials, opposed by swords
Examples: Mechanical Devices, Blacksmithing, Driving
Cups- Skills related to people, opposed by wands
Examples: Management, Deception, Teaching
Swords- Skills related to violence, opposed by coins
Examples: Swords, Knives, Jujitsu
Wands- Skills related to knowledge, opposed by cups
Examples: History, Geology, Literature
Each character has a specific skillset representing their level of focus on particular abilities.
Super Specialist- One National-Class Skill.
Specialist- One Regional-Class Skill, Two Friendly-Class Skills.
Well Rounded- Three Local-Class Skills.
Jack of All Trades- Seven Friendly-Class Skills.
Characters can move between these with a downtime action.
Every character has an archetype. Archetypes are a method of advancement, a character goal to strive for. Characters advance together, as archetypes come into contact. Two characters who feel their stories intertwine can both advance. The first time each character does this, they can choose an additional blessing or resolve their curse. Regardless, they can choose a new archetype.
Archetypes are simple and consist of an open ended adjective or modifier and a closed set of story roles.
Hero-Someone who sets off to confront a problem
Seeker- Someone who sets off in search of something
Villain- Someone who seeks to act against society
Helper- Someone who looks to aid or guide
Donor- Someone who holds a treasure for another
Danger- Someone or something that is perilous to those around them
Survivor- Someone who is destined to pass through peril
Enigma- Someone whose existence is unusual or unknown
Authority- Someone who exists in a position of power
Neophyte- Someone who is just starting out
So, an archetype might be something like a cunning hero, or an ambitious villain, or a natural danger.
Characters advance together by having an encounter with another archetype. A cunning hero may advance by confronting a misguided villain about their misguided actions. As part of this, the truth may emerge that the hero is really a rightful prince, and the villain may experience a moment of remorse. The cunning hero becomes an unexpected authority, and the misguided villain becomes a reformed hero. That same cunning hero may advance by encountering an intrepid seeker who realizes the hero is their long lost brother. The cunning hero may shift to be a protective hero, now more determined to guard what was found, the intrepid seeker may become a wise helper, using their experience to guide others.
Archetypal shifts don't have to be completely arranged in advance. The intrepid seeker may know they are searching for their brother, but they don't need to know who it is ahead of time. Faerie reality works in weird ways and the connections that happen often defy non-narrative logic.
Non-fae advance slightly differently, in a more bespoke fashion, they should have some ambition or need to fulfill. We will work with non-fae to brainstorm these.
Start with a folktale(or two). While you aren't playing a known tale, the experiences do provide a good baseline.
Look at some of the available character social roles. These are necessary roles and can suggest ideas.
Look at Tips for Characters for some leading questions
Check out the Virtual Mixer for matching with people