Difference between revisions of "Concept"

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The main purpose for a concept is to you ideas of what sorts of characters are available and appropriate for the game world. Alternatively, if you already have an idea for your character you could look for concepts which best match your idea, or just build without them. Your concept guides where your [[points]] may be spent. There are two basic types of concept: Species and Careers.
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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, and show you the Abilities and Distinctions that type of character may have. If you already have an idea you can look for concepts which best match your idea, or just make a character without one.
  
 
==Species==
 
==Species==
Your species concept provides your inherent [[facet]]s, regardless of culture. You must have a species. If your species lists required facets then you must purchase them. Each species also lists 10 available facets you may select from. If a facet is listed more than once, that means you may purchase it multiple times. Note that facets listed as required also count as available, so 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 [[Properties]] based on your physical form. These function like [[Distinction]]s (and sometimes [[Affliction]]s). The character always has the Property, even if it is disabled by an injury. Each species also has a default [[Power Action]].
 
*[[:Category:Species|List of species]]
 
*[[:Category:Species|List of species]]
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*[[:Category:Property|List of Properties]]
  
 
==Career==
 
==Career==
Your career concept describes your occupation, and provides [[skill]]s, [[abilities]], and other special options. Each career will require one [[fault]]. You may take the fault at trace or full level. If a career lists an organization you must be either a current or former member. 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 grant you ten "Prime" abilities and ten "Tag" abilities. A prime ability may be purchased up to Level 3. A tag ability may be purchased up to Level 2. Any ability that is not either tag or prime may be purchased up to Level 1, but no more. Some careers may offer a facet in a prime ability slot. Finally the career will list four special options. A mastery special option may be selected in addition to the default options once you reach level 3 of the appropriate ability. An equipment special option may be purchased for one value level lower, and ignores the [[rare]] keyword. As you advance you may wish to change careers. You may change your career during a [[respite]] by spending one [[focus]], so long as you could purchase all your current skills and abilities with your new career's offers (including [[cultivation]]).
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Your career concept describes what you do. Each career lists recommended [[Ability]] scores, [[Distinction]]s, and [[Asset]]s. All components of a career are optional, they merely exist to offer guidelines and set expectations.
 
*[[:Category:Career|List of careers]]
 
*[[:Category:Career|List of careers]]
 
==Cultivation==
 
{{Main|Acuity}}
 
You gain a number of cultivation slots equal to your acuity control. With each slot you may do one of the following:
 
*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 level 2)
 
*Upgrade a tag ability to a prime ability (allowing you to purchase level 3)
 
*Add a new mastery to your options
 
  
 
==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 is you have no special options, so any mastery outside a default requires cultivation. The referee has right of refusal for any character, regardless of how it is built.
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Concepts are meant to provide ideas, but not limit your creativity. If you have a character in mind that doesn't fit into an existing concept you can use points (see [[Character Creation]]) to get the same results a career would provide.
  
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[[Category:Character Creation]]
 
[[Category:Character Creation]]

Latest revision as of 03:37, 28 January 2023

A concept gives you ideas for what sorts of characters are available and appropriate for the game world. Concepts help you get started, and show you the Abilities and Distinctions that type of character may have. If you already have an idea you can look for concepts which best match your idea, or just make a character without one.

Species

Your species provides Properties based on your physical form. These function like Distinctions (and sometimes Afflictions). The character always has the Property, even if it is disabled by an injury. Each species also has a default Power Action.

Career

Your career concept describes what you do. Each career lists recommended Ability scores, Distinctions, and Assets. All components of a career are optional, they merely exist to offer guidelines and set expectations.

Creation Without Concepts

Concepts are meant to provide ideas, but not limit your creativity. If you have a character in mind that doesn't fit into an existing concept you can use points (see Character Creation) to get the same results a career would provide.


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