Circles

A roleplaying system by Steve Hatherley

Last updated: 08 May 2001

Character Generation

Character creation consists of five things - Concept, Goals, Problems, Abilities - and People You Know. Character creating in Circles serves two purposes - first (and most obviously) it provides a framework for your character. Second, it's designed to provide hooks for a GM to incorporate into your adventures.

Concept

Developing the concept for your character is most important as it determines how you approach the rest of the game. Once your character is clearly defined, everything else follows naturally.

Goals

All characters have three Goals. These are the reason for your character to exist. They should be medium to long-term goals: nothing too simple. So "I want to find my missing father" would be a good goal, while "I want to visit Leeds" probably isn't. At least one of the goals should be achievable - unachievable goals ("I want to bring about world peace") are fine, but it is usually more fun to satisfy a goal and feel like you are getting somewhere.

You should elaborate on your goal so that the GM has some idea of what you are trying to do. So if you want to find your father, you might write that he was last seen exploring the Amazon jungle in search of hidden treasure.

If you satisfy a goal during play, you can gain a new Permanent ability and One-Shot (if you have used it) of your choice. You may also choose a new goal for your character.

Problems

Problems are character-based difficulties that put obstacles in the way of their Goals.

Not all characters have problems. You don't have to take a Problem, but if you do you will be able to buy more abilities to compensate. A character can have up to three points worth of problems. The points taken for problems can be taken in extra abilities.

Problems are worth either one or two points.

Abilities

Abilities let you do heroic stuff. They come in three flavours - One-Shots, Permanents and Temporaries. You start with five points of abilities.

One-Shots: One Shot abilities are generally very powerful, and let you do impossible things. You may only take a single One-Shot, and once it has been used you can't get it back. If you complete a goal you may get another One-Shot.

Permanents: These are inherent skills and attributes. They allow you to make easier challenges to do stuff. They may also allow you to buy Temporaries at an enhanced rate.

Your Permanent Abilities should reflect your character concept and you may need to justify unusual choices.

Temporaries: One shot abilities that let you do strange stuff. Once you use these they are gone - but you can get them later as Rewards.

Normally Temporary abilities are dealt out randomly as a reward for good roleplaying. However, if you take a Temporary as part of character generation, you may replenish it (if you have already used it) instead of taking one randomly.

People You Know

Finishing off your character is a section on people affecting your character. You should be able to fill several based on your character's Goals and Problems. Examples might be:

  • Someone you love, or who loves you. Perhaps a relative, or someone you have fallen in love with.
  • Someone trustworthy. This is someone you can rely on in all situations; they will come to your help should you need them. (And surely you would do the same for them.)

Other people might be colleagues and friends. Try to find interesting reasons for knowing them - just meeting them in the pub is okay, but the more interesting reason the better.

Copyright (c) 2001 Steve Hatherley

circles index - rules - characters - problems - one-shots - permanents - temporaries