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.
| Skill | Covers |
|---|---|
| Athletics | Strength, climbing, swimming, forcing movement, grappling, and other exertion. |
| Mobility | Balance, acrobatics, controlled falls, evasive movement, and difficult physical positioning. |
| Close Combat | Melee weapons, close fighting, weapon control, and trained combat manoeuvres. |
| Firearms | Aiming, firing, handling, and using personal firearms under pressure. |
| Observation | Noticing immediate details, watching movement, detecting obvious threats, and keeping lookout. |
| Fieldcraft | Tracking, scouting, survival, camouflage, terrain, and field living. |
| Stealth | Moving unseen, concealment, quiet entry, and avoiding observation. |
| Command | Orders, morale, coordination, discipline, and directing people under pressure. |
| Influence | Persuasion, negotiation, mediation, etiquette, and open social pressure. |
| Deception | Lies, disguise, cover identities, misdirection, and concealed intent. |
| Investigation | Searching, evidence, reconstruction, inconsistencies, and physical inquiry. |
| Scholarship | Formal knowledge, history, languages, research, theory, and learned interpretation. |
| Engineering | Machinery, repairs, mechanisms, pressure systems, and Éterlumin equipment. |
| Medicine | Diagnosis, stabilisation, treatment, surgery, and recovery. |
| Navigation | Charts, route-finding, position, weather reading, and overland or maritime navigation. |
| Seamanship | Rigging, deck work, ship handling, small craft, and ordinary vessel hazards. |
| Fortera | 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.
| Strength | What it does |
|---|---|
| Marksman | Called shots, target discrimination, narrow openings, or an identified firearm weak point is decisive. Ordinary shots do not qualify. |
| Veteran Fighter | Holding a chokepoint, protecting an ally, or controlling several close threats is decisive. Ordinary one-on-one attacks do not qualify. |
| Duelist | In one-on-one melee, measure, feints, weapon control, or a duelling opening is decisive. |
| Skirmisher | Crossing threatened ground, disengaging, pursuit through difficult terrain, or flanking movement is decisive. |
| Commander | Synchronising 3+ people, restoring a disrupted group, or making orders work through noise or panic is decisive. |
| Sailor | Dangerous rigging, heavy weather, confined-water handling, or emergency seamanship is decisive. |
| Navigator | Dead reckoning, incomplete or conflicting observations, adverse weather or current, or altered terrain is decisive. |
| Engineer | Interacting faults, live repair, or modifying machinery beyond intended use under constraints is decisive. |
| Gunsmith | Non-obvious faults, precision repair or tuning, or firearm modification beyond routine maintenance is decisive. |
| Physician | Stabilising Wounded, Broken, or Unstable patients, surgery, or ambiguous diagnosis is decisive. |
| Investigator | Reconstructing from multiple traces, testing explanations, or separating planted or misleading evidence is decisive. |
| Infiltrator | Active security, watched-space movement, or restricted access without raising an alarm is decisive. |
| Operator | A cover identity under scrutiny, multi-part operational deception, or clandestine procedure while observed is decisive. |
| Diplomat | Formal protocol, 3+ competing parties, or institutional obligations and leverage are decisive. |
| Scholar | Choose one field. Specialist interpretation or source work inside that field is decisive; general knowledge does not qualify. |
| Resonance Reader | 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
- Give each character who meaningfully participated 1 Session Token.
- 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.
- 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.
- Add the awards to saved totals: no more than 3 Growth Tokens per character per session.
- 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
| Advance | Growth Tokens |
|---|---|
| Familiar (+0) → Trained (+1) | 2 |
| Trained (+1) → Expert (+2) | 4 |
| New Technique | 3 |
| New Strength | 4 |
| New Fortera Working | 4 |
| Significant Asset | 4–6 |
| +1 Fortera Capacity | 6 |
| Expert (+2) → Master (+3) | 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.
Related setting & tools
- Character Builder: Native RulesTOOLBuild a playable character with the creation budget enforced for you.
- Creating a CharacterSETTINGThe setting's own questions about who your character is.
- Homelands and PeoplesLOREWhere a character is from, and what that means at a harbour.
- Callings and Crew RolesLOREWhat the Callings look like as working lives aboard and ashore.