A character has:
- Name, Pronouns, a short description;
- 3 Approaches, Direct, Discrete, and Device.
- 5 Specialization;
- 1 Unique Trait;
A character does not have:
- Race, alignment, intelligence scores, or any other bioessentialist, racist tropes in their creation or mechanics.
Direct, Discrete, and Device are abstractions of 3 ways to tackle a problem. Roll 3d6 for each Approach.
When applying it to your game or setting, make sure to reflavour it.
- Direct - doing things directly, in the open, honestly, or forcefully;
- Discrete- doing things subtly, carefully, thoughtfully, or insightfully;
- Device - doing things with tools, currency, or contacts.
When coming up with your own game or adapting this system to your setting, you are encouraged to rename and resignify these Approaches to something setting-appropriate.
By all means, don't need to map your own Approaches to these, or even keep the same number. You could have 3 wildly different approaches that overlap or ignore the ones above or 4+ Approaches.
A dungeon-crawling fantasy game could use Fight, Avoid, and Item. Or maybe, a solo version of the game could have Fighter, Cleric, Mage, and Thief for Approaches, and have a single Character Sheet cover a whole party.
Choose 5 things you think this character is really good at in 2 or 3 words, such as hacking computers, detecting magic, guile, stealth, or horseback combat.
Create a Unique Trait
Create a specific detail such as an ability, a skill, a magical item, a power, and so on.