So You Want To Be A…


by Tony ‘Ratboy’ Walsh

What is a Warrior? A warrior is someone who can fight with weapons, usually someone who employs their combat skills frequently. Because the Epoch rules system is not a ‘class’ or ‘stereotype’ based, a warrior is not restricted to any particular skill set. When creating your warrior character, the skills you purchase are your decision alone.

Do I have to be good at fighting in real life? The answer to this question is yes and no. No, you don’t have to be good at fighting with real weapons, yes you have to be good at fighting using “boffer” weapons. Boffer weapons are the mainstay of Epoch combat. They are padded foam weapons which we hit each other with during in-game combat. There is no in-game skill in Epoch that can make you more agile, a better shot, or better at parrying. This means that if you want to play a warrior, you will be more effective if you practice fighting with boffer weapons. The only skill in Epoch which will help you is your proficiency in a given weapon. The higher your weapon skill, the more damage you can call for if you actually strike your opponent’s body.

Will I get hurt? We certainly hope not. If you follow our safety rules, you are far less likely to get hurt. Our weapons are built to overcompensate for any safety issues. It’s more common to get hurt while running through the woods than it is while fighting. Refer to the section in this book, and or speak to a Safety Officer to get a briefing on our important safety rules.

Building your Warrior: Character and roleplaying

In the world of Epoch, there are many cultures that are known for being combative. You may want to read up on Orcs, Dwarves, the Skae people, the Order of the Talon, or the Rogue Armies. Of course, virtually every culture has their warriors, so don’t be afraid to pick any society or race to belong to. What kind of warrior are you? Where did you learn how to fight? Did you teach yourself, or did you have a mentor? Why are you a warrior? Was it by choice, by necessity, or by treachery? By answering these questions, and coming up with some of your own questions and answer, you can begin to define your warrior character. Writing a character history, can give you some extra starting points to spend on skills, and or, more importantly, give you a solid foundation for roleplaying your character. Character Histories are submitted to the Artistic Director, who might make suggestions for revisions, and who eventually judges the history, allocating your bonus points from 1 to 5.

Fighting Tips – Practice, practice, practice! You aren’t going to be much of a fighter if you don’t know how to fight! If possible, make your boffer weapon and have it approved well before an Epoch event. That way you can try to set up practice sessions (“sparring sessions”) with other players in advance. It’s useful to practice against a single opponent, and very challenging to fight more than one. For another challenge, try fighting someone with a shield, or someone who is using magic. Keeping yourself in decent physical condition won’t hurt either. Faced with combat in-game, players often experience a huge adrenalin rush, which always quickly leading to fatigue. The more in shape you are, the longer you’ll likely be able to go before having to rest. As stated before, choose your weapons carefully. Sure, that two handed sword might look pretty cool, but can you handle it? If possible, try out a few different weapons to get a feel for what you’re comfortable using. Depending on how you fight, certain weapons might be more suitable than others. Chose weapons and armour that you can handle, practice often and you should make a decent warrior.

Fighting Style – Fighting can also be a roleplaying decision. Perhaps a club isn’t your best weapon, but you really want to play an Orc with a club. That would be more challenging, but perhaps more rewarding. You could even chose to limit your natural fighting ability in order to achieve a characterization. If you are an Orc, perhaps you might rush straight into combat, even though you know it’s a stupid idea. Depending on other aspects of your character, you could choose to employ a certain fighting style. If you are a soldier, or have a military background, you might fight differently than a highwayman or an assassin. Certain cultures might favour different weapons, or combat styles as well. Some might not use any weapon at all, relying only on one’s Unarmed Striking ability. Consider these possibilities when creating your warrior.

Building your warrior: Skills, Props and Costumes

Health – How Healthy do you want to be? Your Health determines how much damage you can suffer before dying. The average human has 5 Health. The average heavy crossbow does 5 damage. Therefore, if you want to be able to take more than one hit from a crossbow bolt, you’ll need at least 6 Health.

Armour – Armour is like another layer of Health, and is the first layer to be damaged by attacks. You can bring as much armour as you wear to your first game, so if you have the costuming bits, (the more the better), this could be an advantage for you. If you have lots of spare armour, you can take more damage. However, armour is generally heavy, bulky, loud, hot and can cost a lot to repair in-game.

Fighting Skills – This is where you determine how much of a warrior you truly are. The Epoch rule book has many options available for combat skills, including weaponless combat. The types of skills you take will shape the kind of fighter you are, and could lead to some ideas for roleplaying your character.

Melee Weapons – Choose your weapons carefully. You’d be surprised how different a Short Sword is from a Long Sword. Generally, shorter weapons are lighter and faster than their longer counterparts, but obviously lack in reach. Also, short weapons do less basic damage than longer ones. Our weapons must be made to strict safety codes, so if you want to build you own weapon, please ask for instructions.

Missile Weapons – We allow most “Nerf’ weapons, under the conditions that any suction cups are removed, and the weapon is made to look appropriate for the fantasy genre, but please check with a Safety Officer. Boffer throwing weapons include Shuriken, axes, daggers and darts. These are all lightweight foam weapons and contain no internal core. Bows and arrows are permitted (the arrows have big sections of foam at the end end) but as with all weapons, you MUST get them approved before using them in play. Bows may not have a pull in excess of 30 lbs.

Shields – Shields offer lots of protection against weapons in the Epoch rules. They completely absorb damage and never wear out! However, like armour they can be heavy, and bulky. It’s not hard to build your own shield, but, like our weapons, you must adhere to our safety codes.

Overall, play fair, play for fun, and play safe. Combat is definitely not the solution to every problem, but it certainly helps when your intellectual friends are in danger of being attacked!




What is a Mage?
A mage is anyone who has magical powers. We also call them wizards, witches, druids, shaman, sorcerers, warlocks, etc. The names aren’t important, but in this article, we’ll be calling them Mages. It should be noted that just because you’re a Mage, does not mean you can’t also have other skills, such as Psychic, Weaponsmaster, Traps, etc. Magic flooded the world about sixty years ago. Previous to this time, magic was mostly of legendary stature, and existed mostly in the form of Rituals. In the current Epoch world, magic is no longer the stuff of folklore.

The first thing a Mage needs is the skill “Awareness”. People without Awareness are not mages. Awareness is the ability to see and touch mana, and determines how much of a mage you are, ultimately.

After Awareness, you’ll need a Tier of Power in the element of your choice. The elements in Epoch are Earth, Air, Fire, Water, Essence, and Void. For a detailed commentary on each of these elements, see the Epoch rule book. Each element is strong at a certain type of spell effect, so choose your Power in accordance with the type of character you want to play. After you’ve chosen an element to have Power in, you’ll likely want to pick a spell or two. The complete listing of spells is in the Epoch rule book.

In Game, mana is the raw energy of each natural element, and is used in casting spells. The only kind of magic that doesn’t require mana is Ritual Magic. Mana is represented Out of Game by 6 different colours of small packets- called “Mana Packets”. When casting a spell, these packets are thrown at, or pressed against their target.
Where does mana come from? Most mages get their mana by buying, trading, stealing, or by donation. Very few mages are in contact with the Elementals themselves  the ultimate power-source for mages. Only creatures with Awareness can see and touch mana. If you aren’t a mage, you must ignore mana packets completely.

It’s important to note that most Mages learn by reading ancient books and scrolls. Therefore, a Literate mage (Literacy is an in-game skill), is an effective mage. Those without Literacy pay double the Experience Points to buy spells.

The Elementals
Elementals are said to be the “children” or “emissaries” of a given element, and seek to gain mortal followers. Elementals are known to create magical Circles, which their followers maintain and protect. In return for protecting the Circles, the followers of the Elementals are usually rewarded- most often with gifts of mana. It is known that the easiest way to destroy an elemental Circle is to cross its boundaries with Mana of another type (like dropping an Air Mana into an Earth Circle). Those who are sworn to care for a Circle walk a tightrope between reward and punishment, for as generous as the Elementals can be, they can be equally harsh and temperamental  Every Element has an opposite. Earth and Air are opposite, Water and Fire are opposite, and Void and Essence are opposite.

Rites of Power

Rituals may be performed by anyone, even non-mages. Ritual magic has been around as long as Humans have (and possibly earlier than that). Ritual Magic is a set of instructions which must be carried out in order for the magic to take effect. Unpredictable and sometimes dire consequences result from improperly performed Rituals. Rituals are passed on in writing or by word of mouth. They can be transcribed or memorized.

What Kind of Mage can I play?

Considering the number of elements, spells, and skills associated with Magic, it’s possible to create a very unique character. Here are some possibilities to consider.

The Aware Mage:
Decide on your level of Awareness. The higher your Awareness, the more effectively you manipulate Mana. A mage with first level Awareness is very effective, and could eventually learn all elements and spells. Higher levels of Awareness are expensive, so it’s common for starting mages to only take one level of Awareness in favour of gaining Tiers of Power and/or spells. You might want to be a very magical creature, but not want any spells. You might make it your business to collect mana from other mages (willing ones or unwilling ones). You might sell yourself as a magical conduit, as highly Aware mages can boost other mages’ spells. Awareness might be a major factor in your character’s personality.

The Specialist Mage:
Sticking to one type of Elemental Power is the easiest way to get to the colleges of Essence and Void (the most powerful and mysterious of the elements). If you really want to “fast-track” your way to the top, you could concentrate on buying only Tiers of Power, and few (if any) Spells. Obviously this would limit you to one element, and this may or may not be the type of mage you want to play. To some players, it’s worth being an ineffective mage for one or two seasons of play, just to get to the super-powered Essence or Void spells.

The Multi-Mage:
The flipside of the Specialist is the mage who practices magic in more than one element. Each element has a certain type of magic “flavour”- you can pick those which complement your character’s personality. Spreading out your Experience Points into multiple elements and spells will make it slower for your character to acquire Essence and Void spells (if you care).

The Mana Mage:
Mana is the fuel of magic spells. It’s possible that you could purchase the Income skill in mana, representing the fact that you acquire mana between games. You could choose to purchase many levels of Income for your mage and not much else. What good is this? Well, to some people, mana is as good as gold. People are always running out of it. Maybe you can sell or trade your mana for something you need. Ideally, you should incorporate an explanation of how you acquire all this mana in your Character History write-up.

The Ritual Mage:
Ritual Magic is generally much slower to acquire and use, but doesn’t necessarily require mana, Tiers of Power, or Spells. There are no special skills required to use Ritual Magic, unless the ritual must be read, in which case you’d need Literacy (unless the ritual specifically demands any other certain skill). Rituals can be copied, or transferred by word of mouth. Maybe you collect or specialize in Rituals. Maybe there is a certain Ritual you are trying to create. Maybe you’re making it your mission to destroy all Rituals. There are many possibilities.

The Gadget Mage:
Mages can create scrolls. To do this, they need Literacy, Ink provided by an alchemist, and knowledge of the spell they wish to scribe. Mages can also enchant items. This is usually done with a certain fire spells. Minor enchantments include “With Fire I Light the Way”, which creates a long-lasting light source (make sure you have a flashlight phys rep for this). Higher-Tier mages are able to enchant weapons, and very powerful mages can enchant items permanently. Perhaps your mage sells magic items for a living or collects items of magic power.

A Mage By Day:
The Epoch rules allow for any combination of skills. Maybe you’re only a mage in your spare time. Maybe you can also use a sword. In fact, you might use a sword in one hand, and a spell-packet in the other. You might only use your magic rarely. It’s all up to you. Consult the Epoch rule book for the complete list of skills.

Handy Things for a Mage to Have

Depending on what spells you can use, you may want to carry with you safety pins or tape (for fastening “enchantments”), rope (for delineating magical Walls), and an Out of Game headband (a yellow headband that indicates you are out of play). Also useful is a small flashlight with a red gel attached (which represents the spell “With Fire I Light the Way”).

Mage Skills

We already know the prerequisite is Awareness. If you want to cast spells, you have to buy Power and a Spell in the element of your choice. Literacy makes you a more learned mage. A useful skill is Income in a specific mana type. With this skill you are guaranteed to have some mana in your possession at the beginning of every event. To add interest to your character, you might want Life Skills in certain areas of mystical study. Astrology, Herbalism, and Lore are examples of this. For the full range of skills, consult the Epoch rule book.

Quirks and Disadvantages

Consider some characteristics that will make your mage special. You might come up with some when writing your Character History, or you might already have some ideas. Here are some things to think about:

  • Are you magical by nature (as all Elves are), or did you learn it?
  • How and Where did your character learn Magic?
  • Did you have a single teacher or multiple? Who are they?
  • Where does your mana supply come from?
  • Have you ever seen an Elemental before? Remember that this would be rare.
  • If you’ve chosen an Element to study, why have you chosen it?
  • What are your goals as a mage?

Possible Disadvantages could include:

  • Intolerance of all other types of Magic.
  • Intolerance of one other type of Magic (perhaps an Opposing element).
  • Intolerance of Psychics.
  • Intolerance of Alchemists.
  • Phobia of Elementals (or a specific type).
  • Phobia of an Elemental college (i.e. Air, Earth, Water)
  • Blind Loyalty to your teacher.
  • Blind Loyalty to your Element (represented by the Elemental).
  • Code of Conduct.




What is an Alchemist?

Alchemists may call themselves different things. They may be chemists, researchers, pharmacists, brewer or botanists. Or they may be witches, grave robbers, healers, toxicologists, herbalists or the “crazy old woman who lives on the hill”. In the Epoch world an alchemist is anyone who collects ingredients and creates potions of some sort.

What is required to be an effective Alchemist?

Your character’s ability to be an effective alchemist will be based on three things: the number of recipes they are able to acquire, their ability to acquire ingredients, and their ability use the potions they create.


A recipe is a list of ingredients which, when combined will create a potions. All recipes have a level which indicates how difficult it is to make. No alchemist can make a recipe with a level higher then their proficiency (skill level) of alchemy. The level of a recipe is in-game information.

Which recipes your character has will determine what potions they can make. All starting alchemists are given some recipes by the AD, according to the following scale:

  Level 1 Recipes Level 2 Recipes Level 3 Recipes Level 4 Recipes
Alchemy 1 1 0 0 0
Alchemy 2 2 1 0 0
Alchemy 3 3 2 1 0
Alchemy 4 4 3 2 1


Recipes are in-game items and as such can be traded, bartered, bought, or stolen off other alchemists. It is also possible to rend down potions to determine information about its content. It is common for alchemists to hide their recipe book and some go so far as to encode it.


There are five major categories of ingredients: Floras (also called herbs), Minerals/Ores, Substances, in-game and dirt common. Some ingredients have more then one name. Some alchemists will refer to a ingredient by an alternate name to protect their recipes.

Water, Milk, Dirt, Cobwebs… Dirt common ingredients are those things considered so common that you do not have to prove you have it. However, you are required to know which dirt commons go into a potion and the correct order in order to make it.

Pardon Me but are You Using that Kidney? In-game ingredients are things your character must obtain in-game. These are often biological matters such as blood or body parts. All alchemist characters should be prepared to collect these things over the course of the game. As a result many alchemists get a reputation for being ghouls.

Rocks and Plants etc. Floras, minerals and substances are all tagged ingredients. With the appropriate life skill it may be possible to take income in these types of ingredients. You can also purchase them with CRPs, buy them off cast characters or other alchemists, etc.


Some potions are not hard to deliver. Poultices are tied on to a fallen friend. No one will object if you give him or her a mana keeper. However, slow poison is more difficult to get people to drink. Some potions such as gas cloud, contact gel or dermal ink can be mixed with another potion to transmit it. If your alchemist is going to use gas cloud or explosives, it is useful to have high-level trap skill in order to make your own traps.

What props will you need to be an Alchemist?

Alchemy may be a poor choice for for those of you who like to travel light. Players are encouraged to bring phys reps into game to make their alchemy come alive. It is also more fun to have something to play with, if you are going to be working on potions that will take from 10-60 minutes to brew.

Alchemy Laboratory
All alchemists require a laboratory of some sort. A basic lab (suitable for a low level alchemist) would contain items to conduct the following activities.

  • Measure
  • Stir
  • Mix
  • Crush (mortar and pestle or grinder)
  • Phys reps of ingredients

For example your basic alchemy lab might contain a bowl, measuring spoons, a wooden spoon, a mortal and pestle and some small jars of ingredients. The Logistics Officer will evaluate your bowl and assign the number of potions that can be created in a batch. (The bigger the bowl the bigger the batch).

Alchemist are expected to expand their alchemy labs as their skill improve. An advanced alchemy lab might also include items to conduct the following activities.

  • Heat
  • Strain
  • Weigh
  • Decant
  • Time

For example An advanced alchemy lab might contain a cauldron, scales, spoons, a grinder, sieve, funnel, egg timer and various bottles and jars to hold ingredients.

Collection Kit

If you are going to be collecting biological ingredients you might find it useful to have a collection kit. A well stocked collection kit might include:

  • A number of empty bottles to put things in
  • A phys rep of a syringe for collecting blood
  • A small boffer knife
  • tongs or gloves (because you really don’t want to know where that plague rat has been)

Other Things to Carry
Players playing alchemist characters will find it handy to carry some blank Epoch tags, some clear tape and a pen. These tags can be used to write up potions as you make them or ingredients as you collect them.

What Kind of Alchemist Can I Play?

Many alchemist characters can be made unique by specializing in the production of certain potions. This does not mean your character could not make other potions but that their training and inclination lead them in this direction. Speak to the AD if you intend to create a specialist character. It may be possible to skew your starting recipes in one direction. Some examples of the range of characters you could play include:

Pharmacist – someone who prepares and sells drugs and other medicines. This alchemist might specialize in poultices, healing, antidote etc.
Dreamer – someone driven by a specific long-term goal such as turning base into gold or achieving immortality.
Merchant – someone who specifically makes potions with an eye to sell them for profit.
Toxicologist – someone who specializes in poisons and related potions.
Pill Pusher – someone who creates and sells potions for recreational use.
Military Chemist – someone who make potions for warriors. (Strength, Caustic Tar, Dwarf Skin, Blade Oil etc.)
The Academic – whose main interest is not the potions themselves by the knowledge gained by making them.
Enchanter – whose goal is to create alchemically enchanted objects.
Trickster – someone who makes potions to use for their own amusement.
Collector – someone specializes in acquiring ingredients rather than in making potions.

… Rogue?

Tony ‘Ratboy’ Walsh

A rogue is someone who might be a little cheeky or sneaky. Someone who uses unconventional means to achieve what the Moral Majority may find distasteful. A rogue might not be an outright criminal, but may employ the same tactics and techniques as criminals. Robin Hood (from English folklore) engaged in robbery, but also was somewhat of a guerrilla warrior, considered an outlaw by some and a hero by others. Bilbo Baggins (from J.R.R. Tolkien’s “The Hobbit”) engaged in burglary, stealth and adventure. Zorro (from Spanish folklore) spent his days as a rich bachelor and his nights as a masked master of break-and-enter, a ladies’ man, and hero of the people. All of these characters could be considered Rogues, even though they had different skills and goals. “Rogue” is just a title we’re using for convenience sake, in this article, not a character “class” or “slot” like in some games. What you chose to call yourself is up to you.

How underhanded do you want to be? Someone who is a little underhanded is very different from someone who steals, cheats and lies for a living. Because the Epoch rules support just about any skill combination, you can design your rogue character however you like, allowing for a warrior who can pick locks or a thief who can cast spells.

How sneaky are you in real life? Most rogue-related skills require real life physical skill to achieve. If you aren’t physically inclined, you might want to consider another career. Se the article ‘Strength, Stamina and Stealth’ for some pointers on physical skills in Epoch.

How to Steal

Anyone can attempt to steal something during an Epoch game. The important thing to remember is that you aren’t allowed to keep the things you steal after the game is over. During a game, you find someone’s sword on the ground and decide to stash it in a bag, but when the game is over, you will be expected to return the prop to its owner (or at least the Club, who will find the owner for you). Stealing from other players in real life will get you kicked out of the club and reported to the police. Losing people’s stuff is almost as stupid, so be very careful with items that aren’t yours. Hiding something in the forest might seem like a good idea, but if you can’t find what you hid, you’d better be prepared to replace the item. Here’s how stealing works:

  1. You see something you want
  2. You wait until nobody is looking
  3. You take the thing you want.

If the item you are eyeing has a piece of yellow tape on it, or is inside a yellow bag (or IS a yellow bag), that item is considered “Out of Game” and can’t be stolen because it doesn’t exist in-game. Once you’ve stolen an item, check to see if it has an item ‘tag’. It will be obvious if the item is tagged or not. The item tag identifies what the object is, and that it is a safe Epoch prop. If the item is not tagged, try to find a Director or Officer ad show them (secretly) what you’ve found. You will be told what the object is, and possibly issued a tag for the item. At the end of the game, you must turn in all of your stolen goods, and are allowed to keep the tag. It is then your responsibility to find a prop to replace the item you stole. If you don’t get a tag for an item, you aren’t allowed to bring it to the next game. Stealing is actually quite easy. People are always leaving stuff around. Make sure that if you steal anything bigger than you can conceal, you will have to find a place to hide your loot. You aren’t allowed to drop “Out of Game” to hide your loot, you must hide it in-game, and you’d best do a good job. If anyone finds you sneaking around with a bunch of stolen goods, you’ll probably end up in the Land of the Dead.

How to Lie

It’s real easy. Misinformation can always be used to your advantage, especially when there’s a bit of truth thrown in for good measure. People are fairly easy to fool, you just have to know which ones. Lying to the wrong person can you into a lot of trouble, and making completely outlandish claims may result in people thinking you’re deluded. The best way to lie is to give the illusion of being trustworthy, even to the point of where people who don’t know any better will defend you. If your actions appear honest, people will generally assume you are honest. Keeping your lies consistent is another good way to create a ‘truth’. For example, if you continually assert that another person is a Vampire, people might start to believe you. Another tip on forging credibility is to become known as a poor liar to that you can keep more devious lies hidden. It’s important to base your statements on information your character knows ‘In Game’. If between events, you heard someone say that their character is filthy rich, keep that information to yourself. You can’t use information gained ‘Out of Game’ during a game. That’s not lying, that’s cheating.

How to be sneaky

If you aren’t naturally sneaky, this section isn’t going to help you a whole lot. Neither is any Epoch skill. Remember this and your won’t be disappointed, when someone hears you lumbering through the wood like a drunken bear. Speaking of bears, like all animals, you should adapt to your environment. Wearing light-coloured clothes isn’t going to help you hide during the night. In fact, the moon is quite bright and tends to make light-coloured clothing glow softly. Similarly, black clothing is often ‘too dark’ for night. You want to wear something which is dark, but not black. Try to avoid modern camouflaged clothing, though, as it doesn’t look quite right for the times. Dying your clothes in blotchy colours will make for some excellent camouflage. While armour and weapons are fine for a warrior, if you want to move silently you’ll likely want to get rid of such things. Leather or cloth armour is less noisy than metal. Short weapons are less bulky than long ones and can be concealed. If you really want to have armour and weapons,  find ways to dampen the noise and reduce your encumbrance. A heavy cloak over metal armour can reduce noise. A good ‘stealth’ or strapped-down weapon can reduce bulk. A broad piece off cloth can help camouflage a light-coloured shield. Hiding is an art form all on its own. The best advice I can give you is ‘Be like a rabbit’  – a rabbit will stand completely still when it’s in danger. A still animal is a silent animal. A silent animal can basically hear and smell anything within the limits of its senses, and can avoid being spotted. The best places to hide are either the least obvious places or the most obvious places. The least obvious places are below or above eye-level, and places which seems too small for a person to fit. The most obvious places are in the shadows of any night-time light sources – for example, immediately beside a lit window, or just around the corner from a lantern. Other obvious places are in any high-traffic areas under the veil of night. As long as you are still as a rock, you practically become invisible.

A Rogue’s Tool Kit

Depending on the skills you’ve chosen, or are considering, you may have to find some appropriate tools. The Locksmith skill at its base level allows you to pick a lock. To do this, you will need some “lock picks”. The Traps skill at its base level allows one to attempt to disarm a trap. While you can do this with your bare hands, it really helps to have some small tools for the task. These could include pliers, scissors or a knife, tweezers, a small pry-bar and some light weights. The more resources you have at your disposal, the less likely you are to get disposed of. As with any props for Epoch, make sure they are suitable for a medieval fantasy environment, and have them checked by a Safety Officer for safety.

A Rogue’s Accessories: What are you going to put your stolen goods in? Where are you going to put your tool kit? Do you need dark face-paint for night missions? Do you need rope to tie up your hostages? Think of the kind of character you want to play, and pick your props and accessories carefully.

A Rogue’s Costume: How obvious do you want to be? Chances are, if you start a game wearing all black leather and carrying a knapsack, someone is going to pick you out as a thief. Rogues come in all flavours. Robin Hood dressed all in green. The Three Musketeers dressed in uniform. The best assassins and thieves don’t all stand out. The best rogues might be a little more flamboyant. Consider the impact that physical appearance will have on your character and the way people perceive him/her.

Character History

A Rogue’s Origins: To make the most of your character, you really should write a detailed character history. A good history (submitted to your Artistic Director) can get you extra points to spend when creating your character. Consider how you might have become a rogue. Where did you get your training? Are you a bored Noble person, or a gutter-running street thug? Maybe you’re out to “Rob the rich and give to the poor.” Perhaps you’re a spy, part of an elite army, a scout or an assassin. Decide whether being roguish is a full-time job for you, or something you only to when you need to. Most of all, give yourself some rope to hang yourself, and write that into your history. It’ll spice up the game for you and those around you.

A Rogue’s Destiny: If you are heroic in the traditional sense (like Robin Hood or Zorro), you might end up with fewer enemies than if you steal from and lie to the moral majority. If you use your underhanded abilities for the common “good”, you could be hailed as a hero. But beware! Being underhanded with the wrong people could end up getting you killed. If you gain a reputation of being a thief, or a liar, you may never live it down. Your dishonest deeds may very well result in your demise, or at the very least the endangerment of any companions you may keep company with.