Difference between revisions of "Character Creation"
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{{Interpreting Scores}} | {{Interpreting Scores}} | ||
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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 be when you roll a [[check]] | + | 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 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. |
==Concepts== | ==Concepts== | ||
{{Main|Concept}} | {{Main|Concept}} | ||
| − | A concept | + | A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts also help to focus your attention to most appropriate skills and abilities. 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 [[Career]]s. |
*[[Species]] | *[[Species]] | ||
*[[Career]] | *[[Career]] | ||
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==Attributes== | ==Attributes== | ||
{{Main|Attribute}} | {{Main|Attribute}} | ||
| − | Attributes measure your overall physical, mental, and social | + | Attributes measure your overall physical, mental, and social prowess. By default there are three attributes: strength, sense, and heart. Each has direct uses that you roll [[check]]s against, a damage track equal to your score, and an incremental bonus collectively called a control. Controls add to skill scores, damage, set damage thresholds, and offer other benefits. The point cost for each possible score is found on the attribute cost chart. |
*'''[[Strength]]:''' Endurance, hardiness, and physical power. | *'''[[Strength]]:''' Endurance, hardiness, and physical power. | ||
*'''[[Sense]]:''' Perception, intelligence, and mental sophistication. | *'''[[Sense]]:''' Perception, intelligence, and mental sophistication. | ||
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==Skills== | ==Skills== | ||
{{Main|Skill}} | {{Main|Skill}} | ||
| − | [[Skill]]s measure your | + | [[Skill]]s measure your prowess with specific aspects of an attribute. Each skill has multiple specific uses, but never a control. Abilities may unlock new uses for a skill. Each skill has a base score equal to 6 plus it's attribute control. 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. |
{|Border="0" cellpadding="5" cellspacing="0" | {|Border="0" cellpadding="5" cellspacing="0" | ||
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{{Main|Facet}} | {{Main|Facet}} | ||
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. | 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. | ||
| − | |||
| − | == | + | ==Ability== |
{{Main|Ability}} | {{Main|Ability}} | ||
| − | Abilities offer special options for skills | + | Abilities offer special options for skills or allow exceptions to the rules, and may only be purchased if your concept allows it. An ability always costs 5 points. Abilities have several [[evolution]]s that your concept may allow you to purchase. Each evolution requires the base ability and costs an additional 5 points. |
*[[:Category:Abilities|List of Abilities]] | *[[:Category:Abilities|List of Abilities]] | ||
| + | *[[:Category:Facets|List of Facets]] | ||
==Faults== | ==Faults== | ||
{{Main|Fault}} | {{Main|Fault}} | ||
| − | A fault is a negative trait that limits your options, but adds | + | A fault is a negative trait that limits your options, but adds a goal for you. You may have up to three faults total. Each fault grants you an extra 5 points to spend. Concepts may recommend faults, but these are optional. |
*[[:Category:Fault|List of Faults]] | *[[:Category:Fault|List of Faults]] | ||
| − | == | + | ==Asset== |
{{Main|Equipment}} | {{Main|Equipment}} | ||
| − | + | Unlike what you spend points on, assets may be gained or lost during play. Assets do not cost points, and are assigned a value tier from 0 (poor) to 3 (priceless). You start with two tier 0 asset regardless of your power level, and gain more from there. Concepts or abilities may grant you assets that you wouldn't be able to afford otherwise, and any asset granted by something that cost points will be restored if lost during play. | |
==Character Sheet== | ==Character Sheet== | ||
{{Main|Character Sheet}} | {{Main|Character Sheet}} | ||
| − | Record all your | + | Record all your choices on your [[Character Sheet]] so you and the [[Referee]] can reference them during the game. |
{{V251}} | {{V251}} | ||
[[Category:Framework]] | [[Category:Framework]] | ||
Revision as of 23:29, 1 May 2015
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Interpreting Scores
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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 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.
Concepts
A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts also help to focus your attention to most appropriate skills and abilities. 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.
Conflict
You will choose two competing principles from a list provided for the game. Each principle offers goals and assets as rewards. Note that you can care about more than two things, but you have to prioritize two above the rest.
Attributes
Attributes measure your overall physical, mental, and social prowess. By default there are three attributes: strength, sense, and heart. Each has direct uses that you roll checks against, a damage track equal to your score, and an incremental bonus collectively called a control. Controls add to skill scores, damage, set damage thresholds, and offer other benefits. The point cost for each possible score is found on the attribute cost chart.
- Strength: Endurance, hardiness, and physical power.
- Sense: Perception, intelligence, and mental sophistication.
- Heart: Confidence, determination, and social influence.
Skills
Skills measure your prowess with specific aspects of an attribute. Each skill has multiple specific uses, but never a control. Abilities may unlock new uses for a skill. Each skill has a base score equal to 6 plus it's attribute control. 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.
| Strength Skills | Acuity Skills | Influence Skills |
| Fight | Operate | Command |
| Move | Sneak | Negotiate |
| Survive | Study | Perform |
Facets
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.
Ability
Abilities offer special options for skills or allow exceptions to the rules, and may only be purchased if your concept allows it. An ability always costs 5 points. Abilities have several evolutions that your concept may allow you to purchase. Each evolution requires the base ability and costs an additional 5 points.
Faults
A fault is a negative trait that limits your options, but adds a goal for you. You may have up to three faults total. Each fault grants you an extra 5 points to spend. Concepts may recommend faults, but these are optional.
Asset
Unlike what you spend points on, assets may be gained or lost during play. Assets do not cost points, and are assigned a value tier from 0 (poor) to 3 (priceless). You start with two tier 0 asset regardless of your power level, and gain more from there. Concepts or abilities may grant you assets that you wouldn't be able to afford otherwise, and any asset granted by something that cost points will be restored if lost during play.
Character Sheet
Record all your choices on your Character Sheet so you and the Referee can reference them during the game.
Version 2.5.1
©2014 Frameworks Games
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