Difference between revisions of "Character Creation"

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{{Sidebar}}
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Your character is represented in the game by scores in a set number of [[attribute]]s and [[skill]]s. The higher the number, the more successful you will tend to be when you roll a [[check]]. A [[concept]] helps you define your character and offers guidance for your scores and any special abilities that set you apart. All of the options you pick from cost a point. Your [[band]]'s [[advancement]] determines how many points you have for choosing options. Most important, your character has whatever personality you choose. When you speak or act it is the character's personality that propels your decisions, and your scores and abilities that will determine how successful those choices will be.
{{Interpreting Scores}}
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*'''Raw''' (5 points, one tier 1 asset)
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*'''Adept''' (10 points, two tier 1 assets)
Your character is represented in the game by scores in a set number of [[attribute]]s and [[skill]]s. The higher the number, the more successful you will be when you roll a [[check]] against that attribute or skill. A [[concept]] helps you define your character and offers guidance for your scores and any special abilities that set you apart. All of the options you pick from cost a number of points. Your [[band]]'s [[advancement]] determines how many points you have for choosing options. Most important, your character has whatever personality you choose. When you speak or act it is the character's personality that propels your decisions, and your scores and abilities that will determine how successful those choices will be.
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*'''Accomplished''' (15 points, one tier 2 asset, two tier 1 assets)
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*'''Remarkable''' (20 points, two tier 2 assets, two tier 1 assets)
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*'''August''' (25 points, one tier 3 asset, two tier 2 assets, two tier 1 assets)
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*'''Supreme''' (30 points, two tier 3 assets, two tier 2 assets, two tier 1 assets)
  
 
==Concepts==
 
==Concepts==
 
{{Main|Concept}}
 
{{Main|Concept}}
A concept can help give you ideas for what sorts of characters are available and appropriate within the game world. Since there are so many options for skills and abilities, concepts also help to focus your attention to the most appropriate ones. Alternatively, if you already have an idea for your character you may look for concepts which best match your idea. There are two basic types of concept: [[Species]] and [[Career]]s.
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A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts help you get started, showing the skills and abilities that type of character usually has. If you already have an idea for your character you can look for concepts which best match your idea, or even create your own. There are two basic types of concept: species and careers. Your species provides abilities based on your physical form. If any required abilities are listed you must purchase them. In addition to requirements, a species will list 5 abilities or evolutions that you may purchase if you wish to. Your career concept describes what you do. It's partially your culture and partially your occupation. Each career will list a recommended [[fault]], goals, and skills, but all are optional. Careers list nine abilities and nine evolutions available for purchase, plus any provided by your species. You can purchase abilities or evolutions that aren't listed, but you are limited to points up to your [[sense]] score. You may change your career during a [[respite]] so long as you could legally purchase your abilities and evolutions with your new career and sense. Concepts are meant to provide guidelines, but not limit your creativity. If you have an idea for a character that doesn't fit into an existing concept you can create a new concept (See [[Creating Concepts]]).  
 
*[[Species]]
 
*[[Species]]
 
*[[Career]]
 
*[[Career]]
  
==Loyalty==
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==Goal==
{{Main|Loyalty}}
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{{Main|Goal}}
You will choose two competing loyalties from a list provided for the game. Each loyalty is a track from one to 7, and you start with 1 circle filled in. You may gain or lose circles of loyalty during play or as a reward for advancement. Note that you can care about more than two things, but you have to prioritize two above the rest. You must always have two loyalties, if you lose one it will immediately be replaced with something else appropriate.
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Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains [[focus]]. Each goal also has a lesser condition that gains you (and only you) focus when met. Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.
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Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive [[reaction]] bonus), while those with opposing principles will doubt and hinder you (negative [[reaction]] penalty). Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a [[respite]] you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.
  
 
==Attributes==
 
==Attributes==
 
{{Main|Attribute}}
 
{{Main|Attribute}}
[[Attribute]]s measure your overall physical, mental, and social development. Higher attribute [[score]]s represent exceptional prowess in that area. By default there are three attributes: strength, acuity, and intensity. Each of the attributes offers direct benefits, plus indirect benefits called controls which can increase related skills. In cases where there isn't an obvious skill you may roll checks directly against the attribute score. The point cost for each possible score is found on the attribute cost chart.
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Select one attribute to start at 3, one to start at 2, and one to start at 1. Put the 3 in what you the character should be best at, the 1 in what they should be worst at, and the 2 in the attribute left over. You can increase an attribute's score by one each time you spend a point on it. Each has direct uses that you roll checks against and a damage track equal to five plus your score.
*'''[[Strength]]:''' Physical speed, power, and hardiness.
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*'''[[Strength]]:''' Endurance, hardiness, and might.
*'''[[Acuity]]:''' Reason, ingenuity, and sanity.
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*'''[[Sense]]:''' Perception, intelligence, and sanity.  
*'''[[Intensity]]:''' Social prowess, confidence, and determination.
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*'''[[Spirit]]:''' Confidence, determination, and will.
  
 
==Skills==
 
==Skills==
 
{{Main|Skill}}
 
{{Main|Skill}}
[[Skill]]s measure your training in specific aspects of an attribute. Higher skill [[score]]s represent exception talent or training. Each skill has multiple specific uses, but never a control. Higher scores unlock levels of abilities, which in turn grant additional uses for skills. Each skill gains a base score depending on the controlling attribute. You may spend points according to the skill cost chart to increase individual scores. You may always increase your skill score by up to 3. You can only increase the score further if that option is available from your concept.
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Select three skills to start at 3, three to start at 2, and three to start at 1. The 3's are the skills you will be best at, while the 1's are your weakest. You can increase a skill's score by one each time you spend a point on it. Each skill has multiple uses. Sometimes you'll be able to use a different skill or an attribute to accomplish the same task, but there may be a [[penalty]] depending on the circumstances.
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*'''[[Agility]]:''' Speed and evasion.
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*'''[[Appearance]]:''' Facade and performance.
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*'''[[Combat]]:''' Attack and defense.
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*'''[[Communication]]:''' Wordplay and trade.
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*'''[[Machinery]]:''' Vehicles and technology.
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*'''[[Rank]]:''' Position and leadership.
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*'''[[Scholarship]]:''' Education and knowledge.
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*'''[[Subterfuge]]:''' Stealth and trickery.
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*'''[[Wilderness]]:''' Nature and animals.
  
{|Border="0" cellpadding="5" cellspacing="0"
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==Ability==
|'''Strength Skills'''||'''Acuity Skills'''||'''Intensity Skills'''
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|-
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|[[Fight]]||[[Operate]]||[[Command]]
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|-
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|[[Move]]||[[Sneak]]||[[Negotiate]]
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|-
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|[[Survive]]||[[Study]]||[[Perform]]
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|}
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==Facets==
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{{Main|Facet}}
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A facet is a special property that may be required by or provided by your [[species]] concept. It is possible for careers to offer a facet. A facet always costs 3 points and has no prerequisites. A facet may specify that it may be purchased more than once, and what the effects of multiple purchases are in that case. Each time a facet offered by your race or career allows you to purchase it once, so if it is listed multiple times you may purchase it multiple times for any additional effects. You may only take a facet that is offered by your concept.
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*[[:Category:Facets|List of Facets]]
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==Abilities==
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{{Main|Ability}}
 
{{Main|Ability}}
Abilities offer special options for skills, or allow exceptions to the rules. Abilities are purchased in levels. Each level costs 3 points, and requires a minimum score in a related skill. Level 1 has a 12 score as a prerequisite, level 2 requires a 13 score, and level 3 requires a 14 score. You may always take level 1 of an ability you qualify for, but you may only purchase level 2 or level 3 if those options are available from your concept. The third level of every ability offers the choice between at least two mastery options. Concepts may add extra [[mastery]] choices.
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Abilities offer special options for skills or allow exceptions to the rules. Each ability costs a point. '''Evolutions''' require the base ability and extend its power. They also cost a point each. Some abilities require justification to acquire if they aren't part of your concept.
*[[:Category:Abilities|List of Abilities]]
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*[[:Category:Ability|List of Abilities]]
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*[[Ability Worksheet]]
  
==Faults==
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==Fault==
 
{{Main|Fault}}
 
{{Main|Fault}}
A fault is a negative trait that limits your options, but adds flavor and opportunities to gain [[focus]]. You may have up to three faults total. Each fault you take grants you an extra 5 points to spend. You may take a trace fault, which counts as one of your three faults but only grants you an extra 1 point to spend. You ignore all mechanical effects of a trace fault, including gaining focus. Concepts may force you to take a fault, but the trace version does count as fulfilling the requirement.
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Faults limit your options and add burdens to overcome, but also give you points, new goals, and new ways to gain focus. You may have up to three faults, and each fault you take gives you an extra point to spend. Each fault has a constant mechanical effect and prohibits a specific ability. It also has an Invoked effect which can be triggered by anyone (including you) during a specific circumstance. If invoked you gain a focus, or you may spend a focus instead block the effect. Each fault also has an associated [[goal]] which you can select in place of the standard game goals.
*[[:Category:Faults|List of Faults]]
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*[[:Category:Fault|List of Faults]]
  
==Equipment==
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==Asset==
{{Main|Equipment}}
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{{Main|Asset}}
The equipment you carry does not cost points since it may be lost or exchanged during play. Each item is assigned a broad value. You may start with 5 items. Up to 3 of those items may be reasonable, and the rest must be inexpensive. Concepts or abilities may alter the number or availability of items.
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Assets are special resources you can gain access to. Anything that you might find, win, or lose can be an asset. The most common assets are items of equipment, but intangibles like friendships, social status, or special knowledge can count. You have a set number of starting assets depending on your power level. Advancement or abilities can unlock additional assets. Assets come in tiers from 0 to 3. You always start with 2 tier 0 assets, plus additional assets based on your [[band]] power level. If you gain a slot for an asset you gain the asset during your next respite. During play you can acquire any number of assets of any tier. You may also lose assets during play. An asset specifically provided by an ability or evolution is replaced during your next respite if lost.
  
 
==Character Sheet==
 
==Character Sheet==
 
{{Main|Character Sheet}}
 
{{Main|Character Sheet}}
Record all your decisions on your [[Character Sheet]]. You and the [[Referee]] can reference the sheet during the game.
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Record all your choices on your [[Character Sheet]] so you and the [[Referee]] can reference them during the game.
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*[[Character Sheet]]
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*[[Blank Character Sheet]]
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{{V250}}
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{{V252}}
  
 
[[Category:Framework]]
 
[[Category:Framework]]

Latest revision as of 04:35, 12 November 2016

Your character is represented in the game by scores in a set number of attributes and skills. The higher the number, the more successful you will tend to be when you roll a check. A concept helps you define your character and offers guidance for your scores and any special abilities that set you apart. All of the options you pick from cost a point. Your band's advancement determines how many points you have for choosing options. Most important, your character has whatever personality you choose. When you speak or act it is the character's personality that propels your decisions, and your scores and abilities that will determine how successful those choices will be.

  • Raw (5 points, one tier 1 asset)
  • Adept (10 points, two tier 1 assets)
  • Accomplished (15 points, one tier 2 asset, two tier 1 assets)
  • Remarkable (20 points, two tier 2 assets, two tier 1 assets)
  • August (25 points, one tier 3 asset, two tier 2 assets, two tier 1 assets)
  • Supreme (30 points, two tier 3 assets, two tier 2 assets, two tier 1 assets)

Concepts

Main article: Concept

A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts help you get started, showing the skills and abilities that type of character usually has. If you already have an idea for your character you can look for concepts which best match your idea, or even create your own. There are two basic types of concept: species and careers. Your species provides abilities based on your physical form. If any required abilities are listed you must purchase them. In addition to requirements, a species will list 5 abilities or evolutions that you may purchase if you wish to. Your career concept describes what you do. It's partially your culture and partially your occupation. Each career will list a recommended fault, goals, and skills, but all are optional. Careers list nine abilities and nine evolutions available for purchase, plus any provided by your species. You can purchase abilities or evolutions that aren't listed, but you are limited to points up to your sense score. You may change your career during a respite so long as you could legally purchase your abilities and evolutions with your new career and sense. Concepts are meant to provide guidelines, but not limit your creativity. If you have an idea for a character that doesn't fit into an existing concept you can create a new concept (See Creating Concepts).

Goal

Main article: Goal

Your character sets two goals. When a goal is completed you mark a box off on the band's advancement track, and once enough boxes are marked the entire band increases its power level. You may complete a goal more than once, but the box is only marked off the first time. Any time you complete a goal your entire band gains focus. Each goal also has a lesser condition that gains you (and only you) focus when met. Each game has a set of goals that emphasize the major themes in play. Goals are usually paired with an opposing goal on an axis. Faults also provide personal goals that may be substituted for game axis goals. You may choose both your goals from your faults, but this can disconnect you from the game's themes. Note that your goals may conflict with each other or with the goals other players select, which can lead to interesting dynamics during play.

Which goals you complete matter. You will get a reputation tied to impression that includes the goals you've finished. Denizens with the same goals will trust and accept you (positive reaction bonus), while those with opposing principles will doubt and hinder you (negative reaction penalty). Your goals can be a guideline for your character's behavior, but they can also evolve as your character's attitudes change. It is valid to make decisions based on your character's principles. It is just as valid to make your decisions and let the goals change to match. During a respite you may transition one of your two goals to a new one. The referee may make the quickest and easiest path to completing your goals morally questionable and fraught with tragic consequences, so be wary of letting your goals direct you completely.

Attributes

Main article: Attribute

Select one attribute to start at 3, one to start at 2, and one to start at 1. Put the 3 in what you the character should be best at, the 1 in what they should be worst at, and the 2 in the attribute left over. You can increase an attribute's score by one each time you spend a point on it. Each has direct uses that you roll checks against and a damage track equal to five plus your score.

  • Strength: Endurance, hardiness, and might.
  • Sense: Perception, intelligence, and sanity.
  • Spirit: Confidence, determination, and will.

Skills

Main article: Skill

Select three skills to start at 3, three to start at 2, and three to start at 1. The 3's are the skills you will be best at, while the 1's are your weakest. You can increase a skill's score by one each time you spend a point on it. Each skill has multiple uses. Sometimes you'll be able to use a different skill or an attribute to accomplish the same task, but there may be a penalty depending on the circumstances.

Ability

Main article: Ability

Abilities offer special options for skills or allow exceptions to the rules. Each ability costs a point. Evolutions require the base ability and extend its power. They also cost a point each. Some abilities require justification to acquire if they aren't part of your concept.

Fault

Main article: Fault

Faults limit your options and add burdens to overcome, but also give you points, new goals, and new ways to gain focus. You may have up to three faults, and each fault you take gives you an extra point to spend. Each fault has a constant mechanical effect and prohibits a specific ability. It also has an Invoked effect which can be triggered by anyone (including you) during a specific circumstance. If invoked you gain a focus, or you may spend a focus instead block the effect. Each fault also has an associated goal which you can select in place of the standard game goals.

Asset

Main article: Asset

Assets are special resources you can gain access to. Anything that you might find, win, or lose can be an asset. The most common assets are items of equipment, but intangibles like friendships, social status, or special knowledge can count. You have a set number of starting assets depending on your power level. Advancement or abilities can unlock additional assets. Assets come in tiers from 0 to 3. You always start with 2 tier 0 assets, plus additional assets based on your band power level. If you gain a slot for an asset you gain the asset during your next respite. During play you can acquire any number of assets of any tier. You may also lose assets during play. An asset specifically provided by an ability or evolution is replaced during your next respite if lost.

Character Sheet

Main article: Character Sheet

Record all your choices on your Character Sheet so you and the Referee can reference them during the game.



Version 2.5.2
©2014 Frameworks Games

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