Difference between revisions of "Concept"

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The main purpose for a concept is to help give you ideas of what sorts of characters are available and appropriate for a game world. If you already have an idea for your character you could look for concepts which best match your idea, build a concept that matches the idea, or just build a character without a concept at all. Your concept guides where your [[points]] may be spent. There are two types of concept: your species and your career.
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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.
  
 
==Species==
 
==Species==
Your species concept provides your inherent [[facet]]s, regardless of culture. Even if you aren't using a concept for your career you must have a species. Note that humans have no required facets so if you don't specify, assume your character is human and proceed. If your species lists required facets then you must purchase them. Each species also lists 10 available facets that you may select. If a facet is listed more than once then you may purchase it multiple times. A facet listed as required also counts as available in addition to the 10 offered. Thus if the same facet is listed as required and available then you may purchase it twice if you wish, but you must purchase it at least once.
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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 that you may purchase if you wish to. Some of those 5 optional abilities may be evolutions instead.
 
*[[:Category:Species|List of species]]
 
*[[:Category:Species|List of species]]
  
 
==Career==
 
==Career==
Your career concept describes your occupation, and provides [[skill]] options, [[ability]] options, and other special options. Each career will list a recommended [[fault]] and organization, but you do not need to take that fault or currently belong to the organization. Your career will grant you three "prime" [[skill]]s and three "tag" skills. A prime skill may be increased up to +9 from your default, the maximum allowed. A tag skill may be increased by up to +6. Any skill that is not either tag or prime you may increase by up to +3, but no more. Your career will also grant you ten "prime" abilities and ten "tag" abilities. A prime ability may be purchased up to level 3 (assuming you meet prerequisites), and a tag ability may be purchased up to level 2. Any other ability may be purchased up to level 1. Some careers may offer a facet in a prime ability slot. Finally the career will list four special options. A mastery listed may be selected in addition to the default options listed for an ability. An asset listed is reduced by one tier. As you advance you may wish to change careers. You may change your career during a [[respite]] so long as you could purchase all your current skills and abilities with your new career's offers.
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Your career concept describes your culture and occupation. Each career will list a recommended [[fault]], but it is entirely optional. Your career will grant you three "prime" [[skill]]s and three "tag" skills. A prime skill may be increased up to +9 from your default. A tag skill may be increased by up to +6. A skill that is neither tag or prime may be increased by up to +3. Your career will also grant six "prime" abilities and six "tag" abilities. A prime ability allows you to purchase any default evolutions, as well as the ability itself. A tag ability does not allow evolutions. If an ability is not prime or tag you may not purchase it at all. Finally the career will list four special options, which may be assets, evolutions, or extra abilities. A listed asset counts as one tier lower for you. A listed evolution may be purchased even if it is for a tag ability or isn't a default evolution for an ability. You may change your career during a [[respite]] so long as you could legally purchase your skills and abilities with your new career.
 
*[[:Category:Career|List of careers]]
 
*[[:Category:Career|List of careers]]
  
==Genius==
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==Intellect==
 
{{Main|Sense}}
 
{{Main|Sense}}
Your genius is equal to your sense control, and allows you to purchase extra options not offered by your concept. With each point of genius you may:
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Your intellect is equal to your sense control, and allows you to purchase extra options not offered by your concept. With each point of intellect you may:
 
**Upgrade a skill to a tag skill (allowing you to increase it by up to +6)
 
**Upgrade a skill to a tag skill (allowing you to increase it by up to +6)
 
**Upgrade a tag skill to a prime skill (allowing you to increase it by up to +9)
 
**Upgrade a tag skill to a prime skill (allowing you to increase it by up to +9)
**Upgrade an ability to a tag ability (allowing you to purchase level 2)
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**Upgrade an ability to a tag ability (allowing you to purchase it)
**Upgrade a tag ability to a prime ability (allowing you to purchase level 3)
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**Upgrade a tag ability to a prime ability (allowing you to purchase default evolutions)
**Add a new mastery to your options
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**Add a special evolution option to an ability you possess
  
 
==Creation Without Concepts==
 
==Creation Without Concepts==
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 either build your character without a concept, or you can create a new concept to match your idea. See [[Creating New Concepts]] for details on creating a new one. If you build without a concept you simply select any scores, facets, and abilities you wish. The only limitation to building without a concept is you have no special options granted, so any mastery outside a default requires genius. The referee has right of refusal for any character, regardless of how it is built.
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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 either build your character without a concept, or you can create a new concept to match your idea. See [[Creating New Concepts]] for details on creating a new one. If you build without a concept you simply select any scores, abilities, and default evolutions that you wish. However you have no special options, so you will have to use intellect to purchase any evolutions outside the defaults. Regardless of how a character is built the referee may negotiate changes or refuse to allow it entirely.
  
 
{{V251}}
 
{{V251}}
  
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]

Revision as of 00:31, 2 May 2015

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.

Species

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 that you may purchase if you wish to. Some of those 5 optional abilities may be evolutions instead.

Career

Your career concept describes your culture and occupation. Each career will list a recommended fault, but it is entirely optional. Your career will grant you three "prime" skills and three "tag" skills. A prime skill may be increased up to +9 from your default. A tag skill may be increased by up to +6. A skill that is neither tag or prime may be increased by up to +3. Your career will also grant six "prime" abilities and six "tag" abilities. A prime ability allows you to purchase any default evolutions, as well as the ability itself. A tag ability does not allow evolutions. If an ability is not prime or tag you may not purchase it at all. Finally the career will list four special options, which may be assets, evolutions, or extra abilities. A listed asset counts as one tier lower for you. A listed evolution may be purchased even if it is for a tag ability or isn't a default evolution for an ability. You may change your career during a respite so long as you could legally purchase your skills and abilities with your new career.

Intellect

Main article: Sense

Your intellect is equal to your sense control, and allows you to purchase extra options not offered by your concept. With each point of intellect you may:

    • Upgrade a skill to a tag skill (allowing you to increase it by up to +6)
    • Upgrade a tag skill to a prime skill (allowing you to increase it by up to +9)
    • Upgrade an ability to a tag ability (allowing you to purchase it)
    • Upgrade a tag ability to a prime ability (allowing you to purchase default evolutions)
    • Add a special evolution option to an ability you possess

Creation Without Concepts

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 either build your character without a concept, or you can create a new concept to match your idea. See Creating New Concepts for details on creating a new one. If you build without a concept you simply select any scores, abilities, and default evolutions that you wish. However you have no special options, so you will have to use intellect to purchase any evolutions outside the defaults. Regardless of how a character is built the referee may negotiate changes or refuse to allow it entirely.


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