Rules: Characters

Native Rules

Characters

A Native Rules character is a Calling, seventeen rated Skills, two Strengths, two Techniques, and three narrative anchors. Nothing else is required to play.

Creation budget

  • One Calling, chosen from the ready-made Callings or built as a Custom Calling.
  • Four Skills from the Calling: one Expert and three Trained.
  • Two further Trained Skills chosen freely.
  • Every remaining Skill is Familiar.
  • Two Strengths.
  • Two Techniques.
  • Background, Bond and Burden as narrative anchors.

A ready-made Calling supplies two fixed Skills; choose exactly two more from its flexible list. Make one of those four Expert and the other three Trained, then choose two additional Trained Skills. For a custom Calling, name a coherent approach and choose its four Skills from the full list, with the same remaining budget.

For a fast start, copy an Initial Build from the Native Rules PDF, pp. 18–27, add a name, Background, Bond and Burden, and choose suitable equipment. Those are complete starting characters. You may change non-fixed choices before play begins; the choices and catalogues below also support building from scratch.

The seventeen Skills

  • Athletics

    Covers
    Strength, climbing, swimming, forcing movement, grappling, and other exertion.
  • Mobility

    Covers
    Balance, acrobatics, controlled falls, evasive movement, and difficult physical positioning.
  • Close Combat

    Covers
    Melee weapons, close fighting, weapon control, and trained combat manoeuvres.
  • Firearms

    Covers
    Aiming, firing, handling, and using personal firearms under pressure.
  • Observation

    Covers
    Noticing immediate details, watching movement, detecting obvious threats, and keeping lookout.
  • Fieldcraft

    Covers
    Tracking, scouting, survival, camouflage, terrain, and field living.
  • Stealth

    Covers
    Moving unseen, concealment, quiet entry, and avoiding observation.
  • Command

    Covers
    Orders, morale, coordination, discipline, and directing people under pressure.
  • Influence

    Covers
    Persuasion, negotiation, mediation, etiquette, and open social pressure.
  • Deception

    Covers
    Lies, disguise, cover identities, misdirection, and concealed intent.
  • Investigation

    Covers
    Searching, evidence, reconstruction, inconsistencies, and physical inquiry.
  • Scholarship

    Covers
    Formal knowledge, history, languages, research, theory, and learned interpretation.
  • Engineering

    Covers
    Machinery, repairs, mechanisms, pressure systems, and Éterlumin equipment.
  • Medicine

    Covers
    Diagnosis, stabilisation, treatment, surgery, and recovery.
  • Navigation

    Covers
    Charts, route-finding, position, weather reading, and overland or maritime navigation.
  • Seamanship

    Covers
    Rigging, deck work, ship handling, small craft, and ordinary vessel hazards.
  • Fortera

    Covers
    Deliberate Fortera analysis and Workings. Performing Workings still requires Fortera Practice.

Callings

A Calling is what the character trained to be. Each ready-made Calling fixes some Skills and offers choices; a Custom Calling builds the same budget from scratch. A Calling is a starting point, never a restriction on what the character may learn.

Soldier

Weapons, discipline, and pressure without giving up investigation, command, engineering, or Fortera.

Fixed Skills
Close Combat, Firearms
Choose two from
Athletics, Fieldcraft, Observation, Command, Mobility
Could represent
Musketeer, marine, mercenary, guard, duelist, veteran sailor, military Fortera trainee.

Officer

Lead, coordinate, negotiate authority, and make other people more effective.

Fixed Skills
Command, Influence
Choose two from
Observation, Firearms, Investigation, Scholarship, Fieldcraft
Could represent
Army or naval officer, expedition leader, ship captain, quartermaster, chaplain, missionary leader.

Diplomat

Institutions, negotiation, reputation, leverage, and access.

Fixed Skills
Influence, Observation
Choose two from
Deception, Command, Scholarship, Investigation, Navigation
Could represent
Embassy secretary, court envoy, treaty negotiator, merchant factor, noble intermediary, church representative, colonial liaison.

Scout

Terrain, observation, navigation, pursuit, and field knowledge.

Fixed Skills
Fieldcraft, Observation
Choose two from
Firearms, Mobility, Navigation, Investigation, Athletics, Stealth
Could represent
Guide, naturalist, surveyor, hunter, explorer, navigator, field scientist.

Field Investigator

Physical evidence, witness patterns, terrain, and reconstruction.

Fixed Skills
Investigation, Observation
Choose two from
Fieldcraft, Scholarship, Influence, Mobility, Medicine, Navigation, Firearms
Could represent
Field investigator, survey inspector, magistrate's examiner, archaeological investigator, forensic natural philosopher, expedition examiner.

Operative

Infiltration, deception, investigation, covert access, and concealed violence.

Fixed Skills
Deception, Stealth
Choose two from
Investigation, Observation, Influence, Firearms, Close Combat, Scholarship
Could represent
Spy, thief, intelligence agent, private investigator, church agent, smuggler, infiltrator.

Engineer

Machines, pressure systems, weapons, structures, Éterlumin equipment, and technical failure.

Fixed Skills
Engineering, Investigation
Choose two from
Observation, Scholarship, Fortera, Firearms, Fieldcraft, Close Combat
Could represent
Shipwright, gunsmith, airship engineer, chemist, inventor, Éterlumin specialist, Fortera researcher.

Physician

Injury, diagnosis, biology, care, and keeping people alive under pressure.

Fixed Skills
Medicine, Observation
Choose two from
Investigation, Influence, Fieldcraft, Fortera, Firearms, Close Combat, Scholarship
Could represent
Surgeon, anatomist, apothecary, expedition doctor, missionary healer, medical researcher.

Strengths

When a Strength directly applies, roll 3d6, keep the highest two, then add Capability. Only one Specialist Die can apply to a roll.

Before adding the die, identify what makes that mastery central to this approach. If removing it would not materially change the approach, roll normally. If a Strength would fit most rolls with a Skill, it is too broad; the GM settles unclear cases before rolling.

When a Strength applies, roll 3d6, keep the highest two, and add Capability. The extra die is the Specialist Die. A Strength applies only when its narrow mastery is genuinely decisive, not whenever it is adjacent to the action.

  • Marksman

    What it does
    Called shots, target discrimination, narrow openings, or an identified firearm weak point is decisive. Ordinary shots do not qualify.
  • Veteran Fighter

    What it does
    Holding a chokepoint, protecting an ally, or controlling several close threats is decisive. Ordinary one-on-one attacks do not qualify.
  • Duelist

    What it does
    In one-on-one melee, measure, feints, weapon control, or a duelling opening is decisive.
  • Skirmisher

    What it does
    Crossing threatened ground, disengaging, pursuit through difficult terrain, or flanking movement is decisive.
  • Commander

    What it does
    Synchronising 3+ people, restoring a disrupted group, or making orders work through noise or panic is decisive.
  • Sailor

    What it does
    Dangerous rigging, heavy weather, confined-water handling, or emergency seamanship is decisive.
  • Navigator

    What it does
    Dead reckoning, incomplete or conflicting observations, adverse weather or current, or altered terrain is decisive.
  • Engineer

    What it does
    Interacting faults, live repair, or modifying machinery beyond intended use under constraints is decisive.
  • Gunsmith

    What it does
    Non-obvious faults, precision repair or tuning, or firearm modification beyond routine maintenance is decisive.
  • Physician

    What it does
    Stabilising Wounded, Broken, or Unstable patients, surgery, or ambiguous diagnosis is decisive.
  • Investigator

    What it does
    Reconstructing from multiple traces, testing explanations, or separating planted or misleading evidence is decisive.
  • Infiltrator

    What it does
    Active security, watched-space movement, or restricted access without raising an alarm is decisive.
  • Operator

    What it does
    A cover identity under scrutiny, multi-part operational deception, or clandestine procedure while observed is decisive.
  • Diplomat

    What it does
    Formal protocol, 3+ competing parties, or institutional obligations and leverage are decisive.
  • Scholar

    What it does
    Choose one field. Specialist interpretation or source work inside that field is decisive; general knowledge does not qualify.
  • Resonance Reader

    What it does
    Overlapping patterns, subtle residue, weak Source links, or ambiguous resonance are decisive. Does not grant Workings.

Background, Bond and Burden

Every character writes three narrative anchors. They carry no mechanical bonus and they are not optional: they are how the table knows who this person is and what can be used against them.

When an anchor materially changes what is possible, dangerous or effective, use normal permission, Risk and Effect. It grants no automatic dice or modifier.

Anchors

  • Background — where the character comes from and what shaped their competence.
  • Bond — a person, crew, or place the character will not abandon.
  • Burden — the thing that follows them: a debt, a reputation, an injury, a name.

Next, choose Techniques from the Technique catalogue, and if the character practises Fortera, read Fortera.

Growing your character

Characters have no levels. Earn Growth Tokens in play and spend them on the advances you want. Your Calling never blocks learning, and unspent tokens can be saved indefinitely.

At the end of a session

  1. Give each character who meaningfully participated 1 Session Token.
  2. Each player explains in one sentence how their Background, Bond or Burden materially changed a decision, consequence, relationship, objective or problem. If it did, award 1 Character Token, at most once per session. Mentioning an anchor alone is not enough.
  3. Decide together whether the group reached or resolved a major campaign milestone: an expedition objective, decisive battle, major discovery, faction resolution, completed act or another lasting change. If so, every participating character gains 1 Milestone Token. Irreversible failure can count too.
  4. Add the awards to saved totals: no more than 3 Growth Tokens per character per session.
  5. Spend only between sessions or during genuine downtime, never in the middle of a Scene or Combat.

Growth rewards participation, character-driven play and campaign development. Do not award it for kills, damage, high rolls, winning or surviving fights, finding treasure, being the loudest player, choosing a particular Calling or following the GM's preferred outcome.

  • Familiar (+0) → Trained (+1)

    Growth Tokens
    2
  • Trained (+1) → Expert (+2)

    Growth Tokens
    4
  • New Technique

    Growth Tokens
    3
  • New Strength

    Growth Tokens
    4
  • New Fortera Working

    Growth Tokens
    4
  • Significant Asset

    Growth Tokens
    4–6
  • +1 Fortera Capacity

    Growth Tokens
    6
  • Expert (+2) → Master (+3)

    Growth Tokens
    6

When buying an advance, briefly explain how you learned, practised, discovered, acquired or developed it. Ordinary advances need a plausible explanation. Master, increased Fortera Capacity, major Assets and similarly exceptional advances need clear support in the story.

Two purchases in play

Sofia has repeatedly helped the expedition physician treat casualties. Between sessions, she spends her 2 saved tokens to raise Medicine from Familiar (+0) to Trained (+1), whatever her Calling.

Isabel earns 3 tokens after recovering the missing Receiver records and confronting her Burden. With 1 already saved, she has 4. Between sessions she buys Deadeye for 3 and keeps 1.

Common questions

Several anchors mattered? That still earns only one Character Token. No advance in mind yet? Keep the tokens; they do not expire.

Could a Strength replace Master more cheaply? Master applies across the whole Skill. A Strength's Specialist Die applies only when its narrow trigger is decisive; if it fits most rolls with a Skill, narrow the Strength instead.

Native Rules, printed pp. 34–35; appendix summary p. 91. Examples condensed from the rulebook.