Concept

From AF wiki
Revision as of 01:54, 26 June 2014 by Frameworker (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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.

Species

Your species concept provides your inherent facets, 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.

Career

Your career concept describes your occupation, and provides skills, 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" skills 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).

Cultivation

Main article: Reason

You gain a number of cultivation slots equal to your reason 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

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.


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!