Relics of the Moon
A team-first science-fantasy roleplaying game of outlandish action-adventure
featuring the Dream Team Game SystemTM
(pre-release playtest v0.6.1)

Creating a Character

Characters

Player Characters (PCs) in Relics of the Moon are members of a Cohort, a top-tier team specific to the setting. This isn’t your typical ragtag band of reluctant heroes—the Cohort is a highly trained and efficient team of professionals. Whatever their outward appearance, they are an elite squad with powers that go far beyond that of many people in the setting. Think the A-Team, fantasy/sci-fi special forces, and other highly capable and specialist groups. While every character has their own unique characteristics, the mechanics of the game are organized around and for the Cohort, and the Cohort can be considered the primary protagonist or “hero” in the game. Though there are literal wolves, “lone wolf”-type characters will not survive for long as the game mechanics are centered on teamwork.

Depending on where the players and GM would like to start, the game may begin with the Cohort’s Origin Story, or well into their career. This will affect the number of starting traits available during character creation (as well as Cohort traits). The suggested steps below reflect the standard starting point of play, which is years into the PCs’ time together.

Session Zero

Character creation in Relics of the Moon is intended to be a group activity, very much like the flow of the game itself. Most of the time, players will create characters together during a dedicated session (a “Session Zero”), with the GM facilitating the process. There are aspects of character creation that are explicitly tied to other characters in the group, such as establishing relationships between characters. The Session Zero is also a time to create Cohort identity and consider the sorts of adventures the group would like to play which could, in turn, influence individual character choices.

It is also possible to create a character individually (or asynchronously), with the GM providing feedback and approval. Characters created individually may need to make adjustments when getting together with the other players for the first time.

Where to Start

Character creation is a very much an organic process. You may begin with any aspect of the character that inspires you, whether it be their background, psionic power, or bioform. You may then move to or revisit any other aspect until the character is complete. If you have a concept or a few aspects of the character in mind, you may start with those aspects and build around them. If you are unsure where to start, use the suggested steps below.

Suggested Steps

1. Choose Expertise

Select a primary (Rank 3) and a secondary (Rank 2) Expertise, and then two areas of support (Rank 1) Expertise. These are your character’s skill sets that the Cohort relies on during adventures. Some Cohorts concentrate around one or two specific skill sets, while others are more well-rounded.

2. Choose a Bioform

Select a Bioform that sounds interesting to you or ties into your character concept. Each Bioform has unique traits and ties to the world of Anasta. Characters will start with all traits for the chosen Bioform except those marked (Growth Only).

3. Choose a Background

Select a Background that fits your character concept or Cohort composition. Background often complements and fleshes out a character’s Expertise. While it is common for several Cohort members to have the same Expertise, it is unusual to have multiple characters with the same Background within a single Cohort.

4. Choose two Ethos

Select two Ethos that represent your character’s guiding principles. This will influence their Motto and (later during play) how Psionic Powers manifest.

5. Create a Motto

Create a Motto that encapsulates their personal philosophy. This may be use both for and against them at certain times.

6. Create a Psionic Power

Design a unique Psionic Power that represents an extraordinary ability that your character possesses. Psionic Powers are central to a character’s identity and can significantly influence gameplay. A character’s Psionic Power may be tied to a signature item or something that has been infused into their genetic makeup through Psience. Much like character creation itself, creating a Psionic Power is an organic process.

7. Create an Agony

Create an Agony that reveals something that the character survived from their past but whose effects still linger. This drives character flavor as well as acts as a narrative/mechanical hook for the GM.

8. (Optional) Choose a Faction

Selecting Faction ties is optional. Factions provide additional narrative context for your Cohort and, through Growth, potential beneficial traits (as well as obligations) for your PC.

9. Choose a Name and Create Vibe Text

Select a Name that fits your character concept and create Vibe Text that provides additional context, personality, or backstory for your character. Vibe Text should be two or three sentences that give insight into your character’s identity, motivations, and/or ties to the Cohort.

Advanced Play

For players with some experience playing the game and depending on where the players and GM would like to start, additional character traits may be unlocked during character creation. For example, the GM may allow players to create a second Psionic Power, establish deeper (higher-ranked) Faction ties, or start with a Rank 4 Expertise. This is can be useful for short-term games focused on a specific story arc. These additions should be discussed and agreed upon by the group during the Session Zero. Note that while starting with additional or higher-ranked traits present more options for characters to use, they also create more options to keep track of.