Step Six: Finishing Touches Here’s where you turn everything into an actual character, establishing background, skills or past history, any non-special gear, appearance, personality, and goals. Like concept, these elements don’t cost any points, and make up the “character” of your character. • To read more about these fiishing touches, read “Background” on pages 15.
Gamemaster-Controlled Aspects of Your Character Alas, you are not in charge of every aspect of your character. The gamemaster has some control over certain details of background and history, and will create those in secrecy or with your consultation. This level of creative surrender is done for reasons important to the campaign or adventure, and to allow the gamemaster to provide dramatic “hooks,” potential elements that plot elements and conflct can be connected to. What the player and the character knows do not always have to be in synch, either. You as a player can know things that character doesn’t, or you may know that your character is wrong about something. This is fantastic fuel for role-playing, as long as it is not abused. • Parents: You can pick your character’s view of their parents, whether they were loved or despised, but you can’t pick who they were. You don’t get to decide whether they are alive or dead, or how they feel about your character. Your character’s parents may be among the movers-and-shakers of the Gossamer world, or humble nobodies. Hopefully, something more interesting than the latter… • Allies: You can choose the nature of your character’s allies, such as “Partisan Support” or “Mentor” but the gamemaster is the one who names and defies the identity of that nonplayer character. And guess what? The gamemaster doesn’t necessarily have to tell you who that is, and may have a nonplayer character out there who behaves in exactly the same manner, but is not in fact the actual one you have points designating. Gamemasters are sneaky like that. • History and Background: This is one of those things that most gamemasters will let players run with, and for the most part it is a good idea to give players control over this. But in some cases, the gamemaster may need to veto aspects of a character’s background, or introduce other elements. In each case, these should be for the good of the overall campaign. • Effects of Stuff: You can certainly decide, though character creation, how much Good or Bad Stuff your character has, or whether your character walks the line of Zero Stuff. However, that’s all you can do when it comes to Stuff. Your gamemaster decides how it manifests in the course of game play, and how nonplayer characters and the environment reacts to your character. Your character may come to rely on Stuff behaving in a certain fashion, but as a player, it’s all out of your hands. 16 • Secrets: You may decide there are secrets about your character, and gamemasters are encouraged to work with you to develop these and integrate them into the campaign, but gamemasters are also the arbiters of what knowledge your character doesn’t have. Your character might have an artifact that has unguessed at power; a creature or Domain with an ancient and hidden origin; or you might not know that your character is the inheritor of an ancient curse, the sole hope of a dying mystic order, or the prophesied one to oppose the rule of the Dwimmerlaik. The most important thing to consider with all of these aspects is that the player should know whatever the character would reasonably be expected to know, and if the player has information that is contradictory to the truth, it should be for an extremely good reason. This isn’t a means for the gamemaster to add humiliating backstory or some means of invalidating the character concept: instead it should be viewed as a method of providing surprise, depth of character, and new revelations during the course of play