Character Creation
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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.
- 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
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 species). You can purchase abilities or evolutions that aren't listed, but you are limited to points up to your intellect. You may change your career during a respite so long as you could legally purchase your abilities and evolutions with your new career and intellect. 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). You may also build without a concept at all, in which case you may take any 10 abilities and any 10 evolutions.
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
Select one attribute to start at 9, one to start at 8, and one to start at 7. Put the 9 in what you the character should be best at, the 7 in what they should be worst at, and the 8 in the attribute left over. You can increase an attribute's score by +3 each time you spend 1 point on it, up to a maximum score of 15. You may spend 1 more point to increase a 15 to 16. 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.
- Strength: Endurance, hardiness, and might. Its control is called stamina.
- Sense: Perception, intelligence, and sanity. Its control is called intellect.
- Heart: Confidence, determination, and spirit. Its control is called will.
Skills
Select three skills to start at 9, three to start at 8, and three to start at 7. The 9's are the skills you will be best at, while the 7's are your weakest. You can increase a skill's score by +3 each time you spend 1 point on it, up to a maximum score of 15. You may spend 1 more point to increase a 15 to 16. 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.
- Agility: Speed and evasion.
- Appearance: Facade and performance.
- Combat: Attack and defense.
- Communication: Wordplay and trade.
- Machinery: Vehicles and technology.
- Rank: Position and leadership.
- Scholarship: Education and knowledge.
- Subterfuge: Stealth and trickery.
- Wilderness: Nature and animals.
Ability
Abilities offer special options for skills or allow exceptions to the rules. Each ability costs 1 point. Evolutions require the base ability and extend its power. They also cost 1 point each. Some abilities appear as offers or requirements for species concepts but not on the ability list. Such abilities may not be purchased with Intellect.
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 1 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 1 focus instead block the effect. Each fault also has an associated goal which you can select in place of the standard game goals.
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
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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