name: ap-players description: This skill should be used when the GM needs to help players create Apocrypha characters, define keywords with scoping and exclusions, handle character advancement and level-up, manage keyword splitting or retirement, track progression milestones, set up rest and recovery scenes, or reference character sheet and story templates. version: 1.0.0
Apocrypha Character Creation and Advancement Skill
Guide players through creating and advancing Apocrypha characters. Character creation is a conversation, not a menu. There are no classes, ancestries, or predefined features to select from.
Authoritative Source: For complete rules, use the ap-rules skill.
Character Creation Overview
Character creation is a conversation between the player and the GM. Walk through these steps in order:
Step 1: "Who are you?"
Name, concept, the kind of person the player wants to inhabit. This is freeform. There are no classes or archetypes to constrain the answer.
Step 2: "What can you do?"
Capabilities, training, talents. The answer becomes the first keyword. Help the player phrase it as a natural-language phrase that captures a specific capability.
Good: "Pyromancer's Fury", "Self-taught Hedge Witch", "Silver-tongued when Cornered" Bad: "Good at stuff", "Fighter", "Smart"
Step 3: "What have you survived?"
History, scars, formative events. The answer becomes the second keyword. This keyword grounds the character in their past.
Good: "Scarred Veteran of the Northern Wars", "Survivor of the Plague Year", "Escaped Slave of the Obsidian Mines" Bad: "Had a hard life", "Tough", "Experienced"
Step 4: "What drives you?"
Goals, fears, obligations. The answer becomes the third keyword. This keyword points the character toward the future.
Good: "Oath-bound to the Fallen Queen", "Hunted by the Guild of Shadows", "Desperate to Prove My Father Wrong" Bad: "Wants revenge", "Motivated", "Brave"
Step 5: Scope Each Keyword
For each keyword, define together:
- Positive scope: Specific situations where the keyword applies
- Exclusions: Situations where it explicitly does not apply
Broad keywords need broad exclusions. Narrow keywords are self-scoping. See the scoping guidelines below.
Step 6: Assign Modifiers
Starting modifier budget is 4, distributed across 3 keywords with minimum +1 each. The only valid distribution:
- One keyword at +2 (the character's defining trait)
- Two keywords at +1
Step 7: Set the Opening Scene
Build the world outward from the character's keywords. If the character is a "Scarred Veteran of the Northern Wars," the world has a north, and it had wars. Open with a specific place, sensory detail, and an immediate hook.
Keyword Scoping Guidelines
Broad Keywords
A keyword like "Good with People" could apply to almost any social situation. It needs extensive exclusions:
Applies When: Persuading individuals in conversation, reading someone's emotional state, defusing tense social situations
Does NOT Apply: Commanding groups or armies, written communication, intimidation through threat of violence, deceiving someone who knows you well, political maneuvering
Narrow Keywords
A keyword like "Commander of the Thornwall Garrison" is inherently specific:
Applies When: Military tactics, commanding soldiers, defending fortified positions, knowledge of the Thornwall region
Does NOT Apply: Naval warfare, court politics
The Scoping Principle
- Only apply a keyword when the action clearly falls within its positive scope
- When scope is unclear, default to NOT applying the bonus
- Keywords are bounded permissions, not general traits
- Exclusions prevent the keyword's applicability from gradually expanding beyond its intended scope
Recording the Character
Write character data to character.md using the Apocrypha template:
references/sheet-template.md
For a completed example, see:
references/sheet-example.md
Progression
When to Level Up
Characters level up on major narrative milestones: completing an act, resolving a defining conflict, surviving a transformative ordeal. The GM and player agree when a milestone has the weight to justify leveling.
There is no formula. Not every scene or encounter qualifies. The three-act structure (introduce, complicate, resolve) is a useful frame for recognizing when growth has been earned, but it is not prescriptive.
Level-Up Rewards
On level-up, the character gains:
Up to 3 new keywords at +1: New keywords must emerge from the story just completed. "I survived the Siege of Thornwall" becomes "Siege Survivor (+1)." The player proposes, the GM confirms they're grounded in the fiction.
Keyword deepening: Any existing keyword can increase its modifier by 1 (max +3) if the story provided a narrative milestone for it. Deepening is separate from the 3 new keyword slots.
Keyword splitting: A keyword can split into two more specific keywords. "Scarred Veteran (+2)" becomes "Battlefield Commander (+2)" and "Old Wounds (+1)". The combined modifier must not exceed the original plus one. A split uses one of the 3 new keyword slots.
Keyword Count Limits
Maximum keywords = 3 per level:
- Level 1: 3 keywords
- Level 2: 6 keywords
- Level 3: 9 keywords
- Level 6: 18 keywords
Keyword Retirement
A keyword that no longer fits the character's arc can be removed at any level-up, freeing a slot. Retired keywords should be narratively acknowledged: the character has moved past that part of themselves.
Rest and Recovery
Rest
Rest clears all light stress. Requires a scene of downtime: making camp, visiting a tavern, a quiet moment between crises. The GM narrates the rest and may use it as a character development moment.
Deep Stress Resolution
Deep stress clears only through narrative resolution. The player and GM play a scene that directly addresses the source of the stress. The scene must be genuine, not a passing mention. Both agree when the deep stress is resolved.
Montage
A montage (passage of time between story beats) clears all light stress and resets Hope to 1 and Fear to 1. Montages do not clear deep stress. Deep stress persists until addressed.
Story Tracking
Use references/story-template.md to track narrative elements: current act, scene, objectives, story arcs, and recent events. This is separate from the character sheet.
References
references/sheet-template.md- Blank character sheet templatereferences/sheet-example.md- Completed Level 1 example characterreferences/story-template.md- Story tracking template