Making a Hero

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In addition to the Demiurge which exist outside of Creation, each player also has a Hero. The Hero is connected to the Demiurge, though since Creation isn’t even aware of the existence of the Demiurges, the Hero certainly isn’t either.

It is the player’s responsibility to make the Hero’s existence in Creation make a more interesting story. Interesting Heroes get more spotlight time. Although we call the Hero a hero, depending on the campaign they may be more or less heroic to downright unpleasant.

If you already know the difference between an Edge and a Talent, the Hero Creation Checklist contains the steps and numbers without the explanation.

High Concept

The first thing to choose is the Hero’s High Concept. This pithy short phrase encapsulates the Hero’s nature. This is how the other players describe the Hero when they can’t remember their name.

Any source of metaphysical power should be part of the high concept. It could be entirely that, but the high concept is usually better with an adjective or something more than a generic practitioner of some metaphysical art.

It could be a job title or a responsibility. This is the core nature of the Hero. It is what they do and what they are rolled together.

The High Concept becomes a free tier 1 Talent.

Trouble

The Heroes are talented individuals with a lot of potential at the least, and probably power. They could stay at home and work a cushy 9-to-5 and do well for themselves.

But they don’t.

Why not? What is wrong with them, that causes them to find themselves in interesting situations time and time again. This might be something that they believe in, or fight for. It might be a mistake they made the in the past. Whatever it is, there is no simple solution or way to avoid it by hiding at home. It forces the Hero out in the world and into trouble.

Like the High Concept this should short, pithy and encapsulates what gets the Hero in trouble.

Core Questions

In addition to High Concept and Trouble, there are other questions to consider while constructing the core of the Hero.

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What’s on the Surface?

What does the Hero look like, what do they appear to be. What assumptions do people make by looking at them? Who would be cast to play them in a movie?

This is where we ask species, gender, height and all the surface level things that will have impacted the Hero as they became adults… or are they still a kid?

What is the Hero’s Vice?

What is the Hero’s weakness that drives them to make poor decisions? Everyone has a blind spot that they may or may not be aware of. What is your Hero’s blind spot.

A good vice drives the Hero forward into a brick wall with great verve and enthusiasm. Try to avoid your tactical mind to create meaningless vices, it’ll make your Hero less fun and thus give you less spotlight time.

Vices are not always things that are considered traditional vices like addiction, gambling, pornography, etc. If the Hero makes bad decisions about their family, they might be the Hero’s vice. A paladin’s oath may be their vice if they put it before their own survival.

What Holds Your Hero Here?

The Hero can go anywhere, why are they here? What is the Hero’s baggage?

There is another planet just 116 light-years away, barely a skip and a jump, but the Hero can’t leave this planet. What makes this place the home they can’t abandon, no matter what trouble comes? What ties of honor, family, duty or hatred ensure that your Hero still has unfinished business here.

For campaigns of global (universal/interdimensional) scope this question may not apply, for others, here might be quite large indeed.