I finally got to run Smallville, and during the course of character creation I couldn’t help but notice the ease with which it could be used to combine Dresden Files city and character creation.

This system is based on the Pathways character creation in Smallville, but is designed to output standard Dresden Files characters and cities similar to those created in Dresden Files. To that end, several liberties are taken with the Pathways method to fit DF. Significant differences include:

  • Only a single line is drawn between map elements (rather than the possibility of a uni-directional relationship). This is primarily because half of the elements (locations and aspects) don’t particularly benefit from a one or two way dichotomy. This also means that the relationship between a Face and a PC is typically how the NPC feels, rather than indicating what the PC thinks (and the PC may not even be aware of the Face; it’s up to the player).
  • PCs may not have a relationship to every other PC; at the start of play some PCs might only know other PCs through shared connections. They are still indicated by squares on the map.
  • Extras and Features are replaced with Faces: NPCs that are significant to the city either because they have actual power or because they represent some important location or concept. They are still indicated with a circle on the map.
  • Locations are not necessarily places where a PC has power (though he or she might), but are simply the most significant areas in the town. They are still indicated with diamonds on the map.
  • Aspects are a new map element. Unlike the normal advice for Aspects, on the map an Aspect should be fairly generic (“tepid”). When it connects to other map elements, the connection is given an upgraded Aspect (“fuego!”). For example, a map Aspect might be “Strong,” leading to a PC connected to it getting “Regularly Wrestles Trolls,” a Face getting “Nothing is Stronger than Faith,” and a Location getting “Impenetrable Vault.” The idea is to get a lot of city elements with thematically related Aspects but without a bunch of duplication. Aspects are indicated with triangles on the map.

Follow the steps below in order at least through Feet in the Water (stopping at the character power stage desired for the game). Have each player complete each sub-step in order (e.g., everyone does step 1 before anyone does step 2). Alternate players to begin each sub-step. Remember that there can only be one connection between any two elements: once it’s been defined, you can’t create a second link between those elements.

High Concept

  1. Add your PC’s name to the map (as a square). Do not connect it to any other PC yet.
  2. Add an Aspect to the map (as a triangle). Link it to your PC and expand the Aspect into your High Concept*.
  3. Add a Face to the map (as a circle). Link it to any of the Aspects and expand the Aspect into the NPC’s motivating Aspect (not the NPC’s High Concept).

* Note that the Aspect used as a High Concept should generally be a creature type, profession, or key driving force that directly reflects your High Concept. Whichever variation you choose will have a big impact on other Aspects and plots in the city, so choose wisely. For example, a character with the High Concept “Woods-Wise Warden” might put “Wizard,” “White Council,” “Wilderness,” or “Warlock” on the map (detailing creature type, affiliation, profession, or motivation, respectively). The choice of what map Aspect to create will focus the other elements of the city toward any of these elements of the character’s core agenda.

Trouble

  1. Add an Aspect to the map. Link it to your PC and expand the Aspect as your Trouble.
  2. Choose a Face that only has one Aspect and link it to the Aspect you just added as your Trouble. Expand that Aspect into the NPC’s High Concept.
  3. Add a Location to the map. Link it to a Face that does not currently have a Location connected and describe the relationship.

Background

  1. Link your PC to any Aspect on the map. Expand that Aspect into your first “other” Aspect.
  2. Choose any non-PC map element and link it into any other non-PC element of a different type (i.e., Face to Location, Location to Aspect, or Aspect to Face). Expand that relationship or Aspect.
  3. Choose any Face or Location and connect it to any PC. Expand the relationship.

Rising Conflict

  1. Add an Aspect to the map.
  2. Link your PC to any Aspect on the map. Expand that Aspect into your second “other” Aspect.
  3. Add a new Face to the map. Link it to any of the Aspects and expand the Aspect into the NPC’s motivating Aspect (not the NPC’s High Concept).
  4. Choose any Face and connect it to any other Face. Expand the relationship.

The Story

  1. Connect your PC to another PC. Name the story in which you co-star.
  2. Link your PC to any Aspect on the map. Expand that Aspect into your third “other” Aspect.
  3. Add a new Location to the map. Link it to any of the Faces that does not currently have a Location connection and expand the relationship.
  4. Choose any Face that currently only links to one Aspect. Link it to any other Aspect and expand that Aspect into the NPC’s High Concept.
  5. Choose any non-PC map element and link it into any other non-PC element of a different type (i.e., Face to Location, Location to Aspect, or Aspect to Face). Expand that relationship or Aspect.

Guest Starring

  1. Link your PC to any Aspect on the map. Expand that Aspect into your fourth “other” Aspect.
  2. Choose any Face or Location and connect it to any PC (if there are PCs not currently linked to anything but Aspects, you must link to them first). Expand the relationship.
  3. Link one of the Faces or Locations linked to your PC and link it to another PC. Expand the relationship in a way that indicates you’ve crossed paths (e.g., you met at the Location or with the Face as a context).
  4. Choose any Face and connect it to any Location. Expand the relationship.

Feet in the Water

  1. Add an Aspect to the map.
  2. Link your PC to any Aspect on the map. Expand that Aspect into your fifth “other” Aspect.
  3. Choose any non-PC map element and link it into any other non-PC element of a different type (i.e., Face to Location, Location to Aspect, or Aspect to Face). Expand that relationship or Aspect.
  4. Make your character with 6 Refresh and 20 Skill points.

Up to Your Waist

  1. Choose any non-PC map element and link it into any other non-PC element of a different type (i.e., Face to Location, Location to Aspect, or Aspect to Face). Expand that relationship or Aspect.
  2. Link any Face or Location to any PC. Expand the relationship.
  3. Add a new Face to the map. Link it to any of the Aspects and expand the Aspect into the NPC’s motivating Aspect (not the NPC’s High Concept).
  4. Add 1 Refresh and 5 Skill points to your character.

Chest Deep

  1. Choose any Face that currently only links to one Aspect. Link it to any other Aspect and expand that Aspect into the NPC’s High Concept.
  2. Add a new Aspect to the map. Link it to any NPC or Location.
  3. Add a new Location to the map. Link it to any of the Faces that does not currently have a Location connection and expand the relationship.
  4. Add 1 Refresh and 5 Skill points to your character.

Submerged

  1. Choose any non-PC map element and link it into any other non-PC element of a different type (i.e., Face to Location, Location to Aspect, or Aspect to Face). Expand that relationship or Aspect.
  2. Link any Face or Location to any PC. Expand the relationship.
  3. Choose any Face and connect it to any other Face. Expand the relationship.
  4. Choose any Face and connect it to any Location. Expand the relationship.
  5. Add 2 Refresh and 5 Skill points to your character.

Finishing Touches: Themes and Threats

The GM should look at the status of the map and figure out which Aspects and Faces have the most links to other elements. Pick the top three most connected Faces. Find the Aspect that connects to each Face that has the most other connections. Expand each of those Aspects into a Theme or Threat with the Face as the representative of that Theme or Threat.

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