> [!info] Work In Progress
Character discovery is a full length adventure where players build their adventurer during the game.
## Preparation
At the start of the quest, each adventurer has:
- A Name
- An Origin
- Rolled attributes
- Choose Loadout
- 2 luck tokens
- 30 Xp
- Are all together in a dangerous situation.
By the end of the discovery quest characters will gain:
- Concept
- Archetype
- Traits and Feats
### Roll Attributes
Sum 3d6 and assign the median value to an attribute. If a 1 is rolled, record a 2. Repeat until all attributes have values. A value must be assigned before rolling another value.
### Call to Adventure
Each player describes the Origin of their character as:
> **A {People} from {Background}.**
Choose an ancestry, species, culture, nation, or community established in the world for your **People**.
For your **Background**, choose something that connects your character to the colony. It might be a **place, community, occupation, or event** established during colony creation.
This is all you need to know about your character before play begins.
## Questing
This should be a short quest that reflects the kind of adventures that the party of characters are likely to experience. It should contain several scenes with challenges that can be solved in a variety of ways by each character.
Players can add traits and spend Xp at any time. The GM should prompt them to do this when something interesting happens.
Equipment is discovered along the way and there should be one scene that can be looted.
### Opening Situation
Start all the characters together in a dangerous situation. Maybe they are traveling together and are getting attacked by bandits. Maybe they are in a tavern and it just caught on fire. Maybe they are prisoners in a spaceship and they just got hit by pirates. Make it something exciting to get them excited about playing.
At the first opportunity, ask each player to choose one of their core traits and describe themselves to the group.
**Examples**
- The town they are in is getting attacked, save the town.
- They wake up in a jail cell with no memory, escape and find out why they were imprisoned.
- They have been captured by bandits and are forced to steal something valuable.
- They were traveling when the caravan was attacked, flee and find a way home.
- A storm has capsized their ship, rescue the prince and bring him back to his family.
- Trapped inside a tomb by a rock slide, find the treasure and escape.
- Conscripted by the local lord to hunt down a group of bandits or monsters.
### Events
The quest should include about 2-5 ordeals, conflicts, and interludes that are similar to what can happen during the campaign.
**Examples**
- Something blocks the path, how do you get past it?
- A monster threatens to attack unless the party pays for passage.
- An valuable item has been stolen and the players must find it.
- A storm is approaching and the players find shelter in a monster lair.
## Conclusion
At the end of the session is a downtime montage where the characters join a guild, university, or profession to further their training and finish character creation. Characters will chose the rest of their core traits and spend any unused XP tokens.
At the end of the montage all characters should have:
- A name
- Rolled attributes
- Core traits
- Concept
- Ancestry
- Archetype
- Ambition
- 1+ feats
- 0+ additional traits
- The Good: something usually beneficial
- The Ugly: something that can be good or bad depending on the situation.
- The Strange: something unique and unusual.
- 1+ pieces of specialized equipment.
Finally, the PCs join the Rangers of Asmythe and begin their life as a mercenary adventurer. Any unspent XP is noted on the character sheet.
## License
Asmythe TTRPG is published under the [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license.](https://creativecommons.org/licenses/by-nc-sa/4.0/)