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Gladius et Aegis: Of service
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=Discuss and set Character Concepts= With the above in mind, players should create their character concepts. This may require a little setting familiarity, but the entire design philosophy of the ''Gladius et Aegis'' game is to encourage creativity rather than stifle it. There aren't a finite number of "splats" to draw from, but rather a game framework that allows you to create the sort of character you want. If you want to come up with something not mentioned in the game setting (maybe a stranded alien made of pure thought, a soul-imbued clotheshop dummy, a hyper-intelligent owl, or whatever) then the only thing that limits it is your imagination, and the shape and integrity of the overall campaign setting. For example, if you're playing in the default setting (which has vampires, ghosts, magi, etc. and is "dark fantasy" in nature) then its probably out of keeping with the tone of the game to play a Tokyo schoolgirl that has a giant rainbow-decorated robot suit. Also, there's no obligation to go wild with something original and unique: the GM will likely appreciate it if you choose to tie your character concept with the world and supernatural society he's already created, so if you play a vampire or mage in the default setting, it'll probably as good for the story as if you play a unique creature with no ties to the other supernaturals in the world. Also, bear in mind that this is usually a game with other players at the table, and with stories told that involve multiple protagonists in the same scene. Thus if one character chooses to play a vampire, and the other a kami-spirit that only exists between dawn and dusk, then they're likely creating a less enjoyable game for themselves and everyone else. Compromises can be reached, usually, and the GM should guide the process. For example, if both players were determined, the GM might ask both players to also make themselves a second character (perhaps one power level lower) that they can direct an play when their other character is not feasibly available. The character sheet has the following sections which you may want to fill out: * ''Player Character Name:'' How you name your character should be in keeping with tone, setting and the nature of the character. It makes perfect sense for a young vampire to have a modern English name if he was turned into a vampire in 1990s London. Equally, it makes sense for a magus who worries about the power of true names to go under a pompous Latin pseudonym, or for a creature from an underwater frog-man civilization to have a name that has no root in human language at all. * ''Gens:'' This is basically what sort of creature you are. For example, vampire, ghost, werewolf, etc. Its entirely possible that you consider yourself to be just "human", even if you have supernatural powers (likely most Magi in the default setting would define themselves as such). * ''Date of Birth:'' This is optional, but useful for the GM to place your character in a historical context. Its worth considering your power level, of course. * ''Apparent Age:'' This is included separately to date of birth, as in the game settings this game is likely to deal with there's little reason why a nine-hundred year old demon wouldn't look like a 12 year old boy. * ''Motivation:'' If you're playing in the default setting, then this is already partly in place for you. Its assumed that as part of ''Gladius et Aegis'' you have a desire to protect humanity from the monsters that surround it. However, there can always be more to it than that, and its good to come up with at least a short explanation of why this is the case. Motivation drives stories, and players should have this in mind when deciding this. For example, saying "because I think its right" is quite a dull reason to serve ''Gladius et Aegis'' and likely a dead-end for stories. On the other hand, saying "because I have an eight year old daughter, and I want her to grow up in a world free of monsters" has a lot more potential.
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