ap-players

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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.

rjroy By rjroy schedule Updated 4/5/2026

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:

  1. 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.

  2. 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.

  3. 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 template
  • references/sheet-example.md - Completed Level 1 example character
  • references/story-template.md - Story tracking template
Install via CLI
npx skills add https://github.com/rjroy/adventure-engine-corvran --skill ap-players
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