Well, we're waiting for at least one more player to join us. But in the meantime, here are the next few steps.<br/><br/>Choose Past and Price.<br/>-Past - it can be anything from Farmer (NOT recommended, but works for the example), to Mathematician (think more Pytagorean mathematician-a smattering of natural sciences), to Sailor, Marine of a pirate-trader...<br/>Whatever you pick, that fits a world like that. One thing: You can't pick Knightess immediately, unless you've grown in a harem or your mother was one (you are likely going to receive that one later with advancement, for the second story...but let's not get ahead of ourselves).<br/>The level of the Past is equal to Stamina or Will, whichever fits better. Obviously Marine of a pirate-trader will be Stamina-based, while Mathematician is Will-based. That said, you don't have to pick whichever's higher-it's your call.<br/>The Past is a Trait like any other. You roll it when it's appropriate. It can also work as a "second applicable trait", which as I mentioned is plenty powerful.<br/>Price is a bit more hairy. It's a sign of the stress you've been subject due to touching the special weapons. Sorcery doesn’t come cheaply. A player-character must have a problem that has arisen or been made worse through their practice of forbidden arts. It must be worth a penalty die in at least some situations that will happen during play. The Rule of Prices states: a Price which conveys no penalty dice doesn’t count! A helpful concept is that people are often worst at things they care most about: a lecher could well have a penalty on all interactive rolls concerning the targets of his or her affections. Things like being obnoxious, greedy, reluctant killer, or having an enemy cannot be taken as Prices because they don’t really cause the character to be bad at doing things (and also, how the hell do you become greedy through practicing forbidden arts is beyond me-that was just an example of the book).<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Example Valid Prices</div><div class="spoiler_body">Lame(–1 to any action that includes running or balance)<br/>Paranoid(–1 to all actions unless the character is under physical attack)<br/>Arrogant(–1 to all perception rolls)<br/>Bookish/secluded(–1 to any first roll in a scene)<br/>Cynical(–1 to all Humanity checks)<br/>Scarred(–1 to casual interactions)<br/></div></div><br/><br/>Choose a Telltale<br/>Something gives the character away as an initiate who can hold one of the Special Knightesses' Weapons, to those in the know. Telltales are details of physical appearance, habit of dress or hairstyle, or a mannerism or speech pattern. They don’t have to be incredibly obvious or informative, but they must be specific and precise, marking her as one of those primitives and barbarians (or just people from other cities...so, barbarians) would call "sorceresses".<br/>Examples?<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Examples</div><div class="spoiler_body">Arcane tattoo-usually covered by the dress (we all know how that doesn't always work).<br/>Weird illumination that sometimes accompanies the knightess.<br/>Her shadow is that of a horned winged toad.<br/></div></div>List important Non-Player Characters (npcs) and places<br/>Pretty self-explanatory? List a couple of those for me. Make sure they're the kind you'd enjoy running into, even if your character would react with despair to seeing them.<strong>Do not neglect this step, or I'm going to assign you some "friends".</strong><br/><br/>Create the starting<em>special weapon.</em><br/>Tell me, roughly, the shape of the weapon (as I've stated in the recruitement thread, anything but katanas work- you can have a three-sectional staff, if you want to-though my personal advice then would be for a 9-section iron whip).<br/>Tell me the abilities you want it to have. It can protect you, allow you faster travel, boost your speed (or even your charisma...), grow ice-cold when you stab someone so the damage will be of the special kind (or be drinking his or her soul outright, which results in the same).<br/>It's all up to you. The more abilities you have, the harder it would be to control, though...and don't forget, I'm likely to add some abilities myself.<br/>Your weapon also has a Need - something that gives it power; and a Desire - something that keeps it in a good mood. Both are important, because if you don't take care of them, the weapon might decide not to grant you its powers.<br/>Yes, that's right-you only have special powers as long as your weapon is getting its kick. You can try to order it around - you might even succeed - but that's a roll of its own, and not the best way to spend your actions in a fight... >:)<br/><br/>Well, questions are alwaysaccapted if something is unclear ;D!