if this text isn't showing as strike-through on your browser, you're going to have a great deal of confusion when reading the following document.
Character creation still follows much the same process as regular Everway. Coming up with a rough concept, finding the Vision Cards, and roughing out the background are the first steps. The only real addition at this stage is the idea of the Concept Statement, something we haven't used explicitly, but which i'm going to try out. Obviously, appropriate concepts are almost the inverse of those for regular Everway (pretty much anything high-tech, or otherwise not too fantasy-ish).
Name and Motive remain essentially untouched, and have the same importance. While a new Fortune Deck is used, the Virtue, Fault, and Fate are otherwise the same.
Once you've done that, the points are very similar. Two additions, the Hindrance and Deficiencies, have been added. Powers is renamed Edges, and Magic relabeled Psychic, but those are mostly cosmetic changes. There is an entirely new set of Aspects to replace the Elements, but they function in much the same way.
And, of course ,the idea of the Questions stage to flesh out the character remains.
The concept of the character is the element around which you build everything else. The first thing you need to do is find your Vision Cards. These are 5 images that will be the starting point of your character. Any 5 images will do, but you should be able to keep them or copies of them with your character for reference and to show others. In practice, art and CCG cards are often the easiest to handle.
You may pick the images in whatever manner you wish. Some prefer to pick the images and then build the character around them, while some prefer to have a rough concept in mind and find images to support it and flesh it out. Usually a combination of both methods is used, picking three to four images, drawing a concept from them, and then finding the remaining images to flesh it out.
Likewise, the images may be used in whatever way you wish: literally, metaphorically, or symbolically. For example, a picture of a person aboard a rocketship, holding a rose could be taken literally, as an image of the character departing somewhere in the past. Or it could be a metaphor for the fact that she is a traveller who is frequently departing one place or another--though this particular image is not of her. Or it could be a symbol, showing that she is constantly "moving on" in matters of feeling and society, and doesn't attach emotionally to others. While you may selectively interpret an image (and are encouraged to do so), you should try and take the entire image into account. Don't simply dismiss an element as inaccurate or not of use for your character. Try and take it into account and explain why it is there; take the point of view that the image is built the way that it is deliberately, and there are therefore no extraneous elements.
Once your concept is roughed out, Vision cards selected and explained, Name and Motive assigned, and Virtue, Fault, and Fate selected, you need to assign your numerical stats. To do this, you have 20 points to distribute among the 4 Aspects, Edges, and Psychic. You will also gain up to 3 points from your Hindrance, which may be spent as you see fit on the other areas.
There are 4 Aspects that define your character. These are Snake, Rat, Monkey, and Dragon.
Snake is the Aspect of the Body. It governs the "Four Fs" of basic biology: fighting, fleeing, feeding, and mating. Dexterity, agility, strength, and endurance are all elements of Snake. Snake is Endurance and Instincts.
Rat is the Aspect of the mind. It governs reasoning and math, puzzle solving, and other abstract intellectual tasks. Book learning, intelligence, "tricks", cunning, and curiosity are all parts of Rat. Rat is Understanding and Learning.
Monkey is the Aspect of society. It governs social interactions--problem solving in the context of other people. Perception, empathy, "the heart", joking, and persuasion are all within the realm of Monkey. Monkey is Adaptability and Culture.
Dragon is the Aspect of the spirit. It governs faith, self-control, self-worth, and other purely internal matters. It is also the Aspect of Something Else--transcendence, "higher self", "inner strength", faith, wisdom, and sensitivity are all found within Dragon. Dragon is Intuition and Will.
There are two important relationships between the Aspects: the Circle and the Spiral. The Circle is a balance, looking at the Aspects in opposed pairs. Rat and Monkey make up Nurture, in opposition to Dragon and Snake as Nature. Monkey and Snake together govern Vitality, in opposition to Dragon and Rat, which together govern Stability. The Spiral is a progression, the path of evolution. It is a more-dynamic relationship, while the Circle is a more-static relationship. These relationships are what really flesh out your character, much more than the isolated Aspect values.
Nature and Nurture tell you if your character is more in touch with the natural world or society. Intuition and Instincts are the two sides to Nature. Instincts stems from Snake, and tells how strong your biological nature is. Instincts can protect you before you even know there is a danger. Intuition stems from Dragon, and represents that intangible connection to reality that gives you answers when you have no way of getting them. Nature is the source of love and hate, and other visceral, "irrational" reactions.
Someone with Nature overbalancing Nurture is very animalistic. She may be prone to powerful emotions and/or emotional swings. She tends to react before thinking, though often quite effectively. She may discount that which cannot be experienced. Someone with Nurture overbalancing Nature is a thoughtful person, and tends to rely on training. She will usually solve a problem before responding directly to it, and is good at seeing all angles. She may be prone to discounting that which cannot be proved. When Nature and Nurture are balanced, the character is able to recognize the value of both the felt and the known, and is able to use both as appropriate, without either dominating.
Vitality is the ability to change and accomodate adversity. Stability is the ability to resist change and overcome adversity.
Edges are all of the special characteristics that aren't covered by your Aspects (except for Psychic, Q.V.).
Every character also has exactly one Hindrance. A Hindrance is a noticable weakness of some sort that is integral to the character. The Hindrance has a value associated with it, much like Edges do, in order to rate its severity. Analogously to Edges, it can range from 0 to 3 points, depending on how much it impacts the character. The Hindrance is worth 1 point for each criteria it fulfills: Unavoidable, Major, and Compound [Encompassing?]. An Unavoidable Hindrance is one which will affect the character much or all of the time, and which comes into play in such a way that it can't easily be avoided by simply picking a different means to an end. A Major Hindrance is one which has a very significant impact, not merely an inconvenience. A Compound Hindrance is one with many aspects to it, so that it affects the character in a variety of situations or in a multitude of ways.
Archetypal psychic abilities would most often be linked to Dragon--the Aspect of unconscious knowledge and secret worlds. Some archetypal psychic abilites would be linked with Rat--the Aspect of the mind and understanding.