Kat’s Simple Guide to:
Everway Character
Creation
Character creation in
Everway is fun and simple. Everway characters begin with a look at some
art. The person creating the character uses the art to spark the
imagination into telling a story about the hero the person would like
to play. The Everway box set has enough
vision cards to start out with. If you don't have the box set
then
you need some kind of art, usually from collectable cards, old Magic
cards, will do. You can use the art from post cards, greeting cards,
magazines and even CD covers from your favorite music. There are
many decent places online to
view art. Wherever you get your art you going to select 3 - 5
images that appeal to you. With these images you will be building
a character. I'm going to refer to the images you have chosen as
vision cards.
The easiest way to learn is by example, so I'm going to be building
an Everway character along with you. These are my Vision
cards. I gathered the images from public domain resources on the
net.

Card #1 "Una Signorina Di Montenero"
- Carl Haag
|

Card #2 "The Princess Sabra Led To the Dragon"
- Edward Burne-Jones
|

Card #3 "Twixt Hope and Fear"
- Edward Robert Hughes |

Card #4 "The Babylonian
Marriage Market" - Edwin Long
|

Card #5 "Briar
Rose, The Prince enters the Briar"- Sir Edward Burne-Jones
|
Look over the cards you have chosen. What about the card
appealed to you? Are the cards connected in any way by subject
matter theme or mood? Is the card directly
representational? Does
it suggest what a character looks like? Is there a specific item
or aspect in the card that
can be used? Does the card may represent a certain
mood? Does the card represent an event
of the past, present or future?
Looking at the cards I have chosen, I start by looking for a way
to connect them. I'm sure just by looking at them
that I'm
building a female spherewalker. I'll put what these cards mean
to me on this page, incase you would like to
practice building a Spherewalker with my Vision cards.
General Guidelines:
So, what kind of character can you create?
Everway is a fantasy role playing game based on the idea that there
are an
infinite
number of worlds called Spheres connected through a series of
mystical
Gates that only certain people can walk through, known as
Spherewalkers. You are going to be building a Spherewalker.
"The quests and stories that you create when you play Everway take
place among a million parallel worlds, all tied to the timeless world
we see in myths and faerie tales (p61. Playing Guide)." This
means that any idea that you have for a fantasy character can be
supported
by one of those million worlds out there.
Check with your Game Master about any variants and there are some
General Guidelines.
- Characters must be Heroes.
You are the good guys. Flawed heroes are ok, but misanthropic
loners who
hate everyone and only act out of greed or vice, are not generally in
the
spirit of the game.
- Characters May Not Be From
Modern Or Futuristic Spheres. Everway has a fantasy
setting, so you should be building
fantasy character. If you must play someone from the near or far
future, have a good reason to the character into the fantasy worlds of
Everway and ask your GM about it.
- Characters Must Be Human or
Nearly Human. That means elves are ok, Dragons and Giant
Talking Badgers are not. (Again check with your GM because it might be
ok)
- Characters Must Be Your Own.
If you want to play Heracles or a young Gandolf, then use them as a
base to
build your character but make your character unique.
That's pretty much it as far as restrictions go. Check with your
GM, because there is lots of room in Everway for variation.
Step
#1:Vision Stage - Cards and Questions
The vision stage is easy. That's where we were looking through
art
and selecting 3 -5 images. Now that you know the restrictions we
can get deeper into the vision stage.
Look again at your vision cards. What kind of story
do they tell? My
vision cards above suggest several things to me. 1)Woman
2)An Ominous procession 3)An Execution 4)Slavery 5)War I refer
again to my character
page.
Once you start putting your vision cards in place, start
asking these questions:
- What sort of Realm and Sphere
does this character come from? - What makes your people
unique, what do you miss about them?
- What did the character do before
becoming a Spherewalker? - Were you a prince? A beggar? A
huntress? Before you walked through that first gate what was your
life like?
- What made this character a
Spherewalker? - Considering that once you leave your home sphere
you will always be considered and outsider even when you return,
because
you have done something that very few people in your whole sphere would
dare do what made you this remarkable thing?
- How long has this character been
a Spherewalker? - Are you still learning how to be a
Spherewalker or are you comfortable moving from world to world?
- How well does this character fit
into new societies? - Are you forever a stranger in a strange
land, or do you adapt quickly?
These questions are just guidelines, and don't worry about the order
you answer them in, but answering them can help you fit your vision
cards together easier.
Here are the answers for
- What sort of Realm and Sphere
does this character come from? - She comes from a sphere
of courts and peasants.
- What did the character do before
becoming a Spherewalker? - She was a Lady-in-waiting, and Now a
Mystic
- What made this character a
Spherewalker?
- The rest of the Mystics were sold into slavery among the Spheres, and
Crescent wants to track them down
- How long has this character been
a Spherewalker? - She is rather new to it. less than a
year.
- How well does this character fit
into new societies? - Having been a Lady-in-Waiting, she
knows how to be friendly and hold her tongue when she doesn't like
something.
Step #2:
Identity Phase: Names, Motives, Virtues Faults and Fate
What's In A Name?
"Names in the worlds of Everway generally mean something in everyday
speech rather than merely being traditional. A name may refer to
a hero's traits or attributes, the hero's reputation, the attitude of
the hero's parents when the hero was born, the hopes for the child, and
so on."(p72 Players guide).
This being the case then depending on the idea you have for your
character you can base the name on a trait
you
character has, like Red Beard, or One eye, you name might carry hints
of your personality, like Noble, or Sunshine. Your name
could be tied to an event
or something you've done in the past, like Oath Breaker, or Dragon's
bane.
A knight might be called Shame, until
he
mends his broken honor. He could be called Axe for his weapon of
choice.
He might be Journey if he is on one. A sailor could be
Spirit
of the Sea, or Tsunami, he is a trouble
maker. If you can't think of a name right away
don't worry about it, the name may come to you after you flesh out the
character a little more.
I named my character Crescent Moonborn. The Moonborn are mystic
of her sphere, and her name was Crescent because fo a Birthmark on her
back that looks like a crescent.
What's My motivation?
Motive is the thing that started you out as a Spherewalker
and keeps
you
from settling down in one of the million spheres. Are you running
to or running from something, or are you just running for the pure
enjoyment of it? Are you seeking something or someone? Are
you hiding from something or someone? Are you just exploring the
spheres? Is Spherewalking an official duty? Is it a
forbidden act?
Crescent Moonborn is looking for her Moonborn sisters sold into slavery
among the spheres
Virtue Fault and Fate:
Look over the Fortune Card
page. It has a listing of each card. Chose one card to
represent your
characters
best trait, that is the one quality about yourself that you are most
proud of. This will be your character's Virtue Card. Chose
a second card to represent a lack in your
character, that is the one thing you most wish you could change about
yourself That will be your characters Fault Card. The Virtue and
your Fault cards can have an impact in play if your GM is running
Everway using the fortune deck. When your Virtue card comes up
during an action it means you've done something special good.
When your fault comes up you've done something special
not-so-good.
Then there is the Fate card. To chose this card, think where your
character has been and where your character
is going. Is there something your character is struggling to
change either inside himself or in the million worlds? Find a card that
best describes that struggle,
it should be something
important to your character that will change the characters perspective
on things once it is resolved.
That will be your characters Fate card.
For Crescent Moonborn I have chosen
- Virtue: The Fish: the soul Prevails, of all the people of her
Realm, only Crescent was open enough that the moon could possess her.
- Fault: The Soldier reversed: Blind obedience.
Crescent having been a Lady-in-waiting and now a Mystic Moon Priestess
is used to being told what to do and less used to telling others what
should be done, except once a month when the moon speaks through
her.
- Fate: The Pheonix: Rebirth vs Destruction. One day
Crescent hopes to find Echo who gave up being a Moonborn in order to
save the others. At that time Crescent plans to give being a
Moonborn back to Echo although even now she can't imagine what being
closed to the moon would be like, but its that very addiction and fear
that drives her on to look for her Echo.
Step #3:
Assign the 20 Points
You have 20 Character Building points to divide between your
Character's Elements,. Powers and Magic
If You're not familiar with the Elements then you're going to want
to look at THIS page, which explains the
Elements and what they mean.
The Elements are: AIR, EARTH, FIRE and WATER.
Elements are the forces that influence
the
character working together to build a whole person.
Element Restrictions:
- No Element may be below 2
- No
Element may be above a 7
What is the difference?
Part of difference lies in the
concept of the character. Is your character studying to do magic
or is it just natural? Do you want to create a Wizard, Sorceress,
Seer, Shaman, Priestess, Mystic or someone whose life is dedicated to
crafting magic? You may want to use magic then.
Do you want you character to do something magical like be as tough as a
mountain, sweat fire or talk to spirits. While these things
are a form of magic they are small enough to be considered powers.
Examples:
A Mermaid may have the ability to
shift form from human to fish, breath water, communicate with ocean
life, and even create waves. All of these things seem magical but
they are something that the Mermaid just does, it comes natural, she
didn't have to study to accomplish them, there are no rituals
involved. This Player would be better off using the Powers system
rather than the Magic system.
A Water Witch, may have the ability to turn into
a fish, breath water, communicate with ocean life and create waves, but
she wasn't born with these gifts she's studied water magic and
practices rituals to create the magical effect. If is the
limit to the witches abilities then again she could buy these abilities
with the Powers system, but likely this is just an example of many
water magic things the player wants the character to do, so this may be
better handled with the Magic system.
A Mer-Witch, who is a Mermaid and can
shift form, talk to ocean life and breath water, but worships the Sea
God and can command the waves with his blessing? that sounds like
this character might be using both systems.
In general if you want to do a limited bit of magic, then use the
Powers System
If you want your character to dedicated to magic then use the Magic
system
If you want your character to be dedicated and have a few extras use
both systems
Just remember, every point spent on Magic and Powers comes out of you
20 Character Building Points, which means your Elements will be that
much weaker.
Restrictions:
1) The Mind is Sacred. Unless it's OK with your GM, Everway
advises against any Magic or Power that allows mind reading or mind
control
After you figure your powers and magic and add the left over points
back in your elements.
Step #4:
Specialties
In each element, there is one thing that your character can do
better than anything else influenced by that same Element. These
are the
called character
specialties.
Each specialty acts at 1 level higher than that Elements. If you
have an Air of 4 and a Specialty of Singing, you sing at a Level 5
air.
Examples:
Fire: Dancing,
Swordplay, Scaling
walls, Resisting heat
Water: Danger sense, Swimming, Stealth
Air: Archery,
Singing, Lying
Earth: Iron Will, Resisting magic, Mining
Specialties can also enhance a power or magic.
If you take the Power Speak with Spirits, you could have Sense Spirits
as a Water Specialty.
Step #5:
Play
That's pretty much all there is to making a character.
My Example character is on
this page
Fortune Deck
Elements Magic Powers