A detailed character sheet for a tabletop game called 'Wayspace'. It includes sections for character information, vitality, stress, luck points, talents and abilities, bonds/values/vices, and a wheel of elements like fire, air, water, earth, and spirit. There are also various attributes such as force, presence, focus, method, discipline, agility, intellect, insight, warding, guide, instinct, and skills and proficiencies related to force, frame, presence, method, discipline, focus, instinct, and wounding.

Character Creation

  1. You will assign Attributes. You may take a Defect or two to increase you points.

  2. You will choose a background Origin which adds to two Attributes and gives you an Edge special ability.

  3. You will work out your Vital statistics.

  4. Then you choose a Bond between you and two other players.

  5. You will then create Values and Vices for your character.

  6. You will define your Talents based on your Attribute ratings

  7. You will choose Skills and Powers to add to your character.

  8. You will select a House to belong to and get a special ability from that House.

  9. You can choose an Ascendant patron, ally, enemy, observer. This is wide open to suit your backstory.

Step 1: Assign Attributes

A muscular man with traditional tribal tattoos and face paint, wearing a fur cloak and leaf skirt, holding a spear and a stone tool, with the text 'A Hero Is Born' above him.

Step One - Attributes

Distribute 12 points amongst the Attributes, placing a maximum of 3 points in any Attribute. Go to Attribute Ratings to see explanations of what each level of point means

In WaySpace, a negative Attribute score represents a specific, mechanical deficiency in a character's makeup.

  • -1 (The Flaw): A hindrance that makes tasks difficult or inefficient.

  • -2 (The Liability): A severe disability that completely restricts certain actions or invites danger.

Extra bonus step : the Trade-Off Rule (Min-Maxing)

During Character Creation, you may voluntarily lower an Attribute to gain points to spend elsewhere - improving even an Attribute already at 3.

  • Take a -1 (Flaw): Gain +1 Point to spend on another Attribute.

  • Take a -2 (Liability): Gain +2 Points to spend on another Attribute.

Restriction: You may only have a negative score in a maximum of two Attributes. Attributes can only go as low as -2. Thus you either take a Flaw or a Liability, never both

Go to Defects to see the explanations of each Flaw and Liability

An Origin is your character background, where your character started from in life. Choose 2 Attributes from the Primary Attributes listed and give each +1, allowing above maximum 3 start.

Step 2: Choose Origin

Step 3: Vitals

Calculate Hit Points (HP) aka Vitality:

20 + Frame divided by 2 round down

If your Vitality hits 0, you are dying.

Calculate Stress Points (SP):

10 + Discipline

If your Stress hits 0, you panic, faint, or go insane

Speed is 10m per round, can be modified by Agility Talents

Initiative aka Reaction: d20 + Instinct

Calculate Defence aka Armour Class (AC):

12 + Warding + Armour worn bonus

Calculate Luck Points:

1+ Instinct score divided by 2 (rounded down)

Step 4: Choose a Bond

During character creation, after choosing Origins, the group must define their Bonds. Players do not exist in a vacuum; they are linked. Each player must form a Bond with the player to their Left and the player to their Right. Choose a Bond based on the Element of your highest Attribute. You can have two different Bonds or the same Bond to both characters.

A fiery superhero figure with flaming hair and a detailed armor suit standing in a futuristic city, with a determined expression.

Fire

The Rivalry: "I need to prove I am better/stronger/faster than you."

  • Benefit: When you both attack or socially engage with the same enemy in a round, you both gain +1 to Attack.

The Debt: "You saved my life in a firefight. I owe you."

  • Benefit: You can use your instant reaction to take damage intended for this ally (once per encounter).

Force, Presence, Focus

A female fantasy character holding a staff with a glowing green crystal, standing in a lush jungle with mountains and planets in the starry sky behind her.

Earth

The Anchor: "You are the only one who keeps me calm."

  • Benefit: If you are adjacent to this ally, you have Advantage on Discipline checks (Fear/Stress).

The Shared Past: "We grew up together / Served in the same unit."

  • Benefit: You can share Inventory instantly (as a Free Action) regardless of distance, provided you have line of sight (tossing items perfectly)

Frame, Method, Discipline

A fantasy-style digital artwork of a female celestial or cosmic being with long white hair, glowing blue accents, and transparent glowing horns, wearing a revealing white and silver flowing robe with intricate designs, standing amidst a cosmic background with floating planets and glowing particles.

Agility, Intellect, Insight

air

The Secret: "I know something about you that no one else does."

  • Benefit: Once per session, you can communicate a complex plan to this ally silently (telepathically or via code).

The Brain & Brawn: "I plan it, you execute it."

  • Benefit: If you use the Help Action on this ally, they gain +1d6 to the roll instead of just Advantage.

Digital art of a woman underwater surrounded by fish and water swirls, with long flowing hair and intense expression.

Warding, Guile, Instinct

water

The Sibling: "We are family (by blood or choice). If you bleed, I bleed."

  • Benefit: If this ally is Downed (0 HP), you gain Advantage on all rolls until they are stabilized.

The Bad Influence: "We get into trouble together."

  • Benefit: If you both fail a Stealth (Guile) check, you can spend 1 Luck Point to turn both failures into successes.

Step 5: Choose Values and Vices

A digital painting of a shirtless man with curly brown hair and a woman with long black wavy hair, dressed in a dark ornate gown, against a cloudy sky background.

Values and Vices (Roleplay XP)

To encourage roleplay during the game, every character chooses at least one Value and one Vice.

The Value and Vice can effectively be a modifier to some rolls or checks where appropriate.

The Trigger: Once per session, if you play to your Value or Vice in a way that is suboptimal or risky, you gain 1 Progression Point (PP) immediately.

  • Note: This is distinct from Luck Points. Luck helps you survive now. Progression Points help you level up later. This incentivizes character growth over winning.

Sample Values:

  • Justice: You refuse to let a guilty NPC go, even if it means fighting the city guard.

  • Loyalty: You run back into a burning building to save a friend's gear.

  • Truth: You refuse to lie to the Guard Captain, even though lying would be easier.

Sample Vices:

  • Greed: You trigger a trap because you tried to pry a gem loose during combat.

  • Wrath: You kill a surrendering enemy because they insulted you.

  • Curiosity: You press the red button. You always press the red button.

Step 6: Talents

Each Attribute at +2 gives you a Talent.

You receive an additional Talent at +4 in an attribute.

You note the abilities you now have from your Talents before going on to Proficiencies and Powers. All the Talents are listed here under Talents

Step 7: Skills and Powers

You choose three Skills to be proficient at, giving you a +1 bonus when using the skill. Skills are listed here under Skills. The GM may vary the list.

You may choose to create up to two Minor Powers based off your Origin. Check out the Powers page on how to do that.

Three male superheroes in costumes, with one dressed as a police officer, one as a warrior with dreadlocks and armor, and one as a futuristic hero with a glowing sword and a 'L' symbol on his chest, standing in a dimly lit, archway background.