Showing posts with label Character Creation. Show all posts
Showing posts with label Character Creation. Show all posts

January 31, 2008

Destiny Spreads

In the Player Section of all the Nation books there is a Destiny spread. You roll some dice and you are randomly given a little insight into you characters Past, Present and Future as well as a little bonus. Here's an example of one from the Avalon book. "You come from a very stubborn and headstrong family. Once you decide on a course of action, nothing short of death can change your mind. You receive the Indomitable Will Advantage for Free." Sometimes you get a Skill, Advantage, Background or something else.

Originally I was thinking about not using the Destiny Spread, but I've changed my mind. If you want to use it you may. You'll roll twice for your Past, and choose the one you like the best. Then you'll roll twice for your Present and keep the one. Lastly you roll twice for your Future, but I pick what will happen in your future.

If you need inspiration for a character you can roll the Destiny Spread and see what you get.

December 14, 2007

Character Creation, Part 3: Goals

Goals
Lastly are goals. These are Character goals. They can be long term or short term goals. I would like up to 3 goals, but at least 1 goal to start with. Goals are anything you character is striving to accomplish. It may even be something he can never accomplish, (like becoming the King of Montaigne) but it's still a goal. Long term goals may and will probably have many short term goals that need to be accomplish before the Long term goal can be accomplished. Include these in the description of the goal, even if you're not sure how to accomplish them at the time.

Avoid game mechanics as a goal. These are usually player goals. An example of this is: Get my Finesse and all of my Swordsman's school Knacks to Rank 5. Or
become a Master of my Swordsman's School. Because the only way you can become a master is to buy up your Swordsman's school Knacks to Rank 5. Instead your goal may be: To become the Greatest "Insert Swordsman's School name here" Swordsman's in all of Theah. This would be a Long term goal, consisting of many short term player goals. First become a Journeyman in Swordsman's school. Next becoming a Master in Swordsman's School. Next would finding the current Swordsman's considered the greatest. Finally challenging and beating him to a duel to prove you are the Greatest.

Goals will change over the course of the adventures. Some maybe become less important, replaced with new Goals. Or the party may even come up with a Goal or Goals they all want accomplished.

The reason I'm asking for goals from everyone is this. I want to tailor the story around your characters. I want the Characters to be in charge of the story, the ones in the drivers seat. The ones in control. In my years of gaming, I've noticed a pattern. Our characters would meet, usually in a tavern. Go help someone. Collect a reward, get XP. Return to the tavern. Someone else would need help and we'd go and help them. Collect a reward and get XP again. Return to the tavern... well you get the picture. Basically we were always reacting to the story. Then I created Modesto Barolo, a character with Ambition, a character with GOALS. I didn't want to react with the story anymore, I wanted to Be the story. Take the reigns and go, even if leads me to a horrible death. I explained my plan and goals to the GM, and she started to work with me. I was having much more fun working towards my goals, then just reacting to story in front of me. Sadly, the game ended abruptly with little or no explanation. Basically
the GM was tired of GMing and the game was over, "Dead, dead", end of story. But still, having a goal to go after was more enjoyable then sitting at a tavern waiting for someone to show up that needed help. If all you want to do is sit at the tavern waiting for someone to show in need of help thats fine. I can fulfill that. But if you want to BE the story, then let me know what your goals are we'll be the story together.

Character Creation, Part 2: History

20 Questions & Backstory, and 9 NPC's.

There are other way to earn bonus Hero Points. There are by answering the 20 Questions and writing a brief backstory. And/or creating 9 NPC's. You get 10 HP (or 10 Experience Point if completed after Hero Creation) for each.

20 Questions & Backstory
Answer the 20 questions and write a page or 2 Backstory, to my satisfaction. If you have any Backgrounds include how you got that background. Provide as much detail as you can. Give names of people and Places. The more info you provide the more points you get. (Max of 10)

9 NPC's
Create 9 people (or more if you like) that have had a significant impact on your life.

3 of them are Friends. Maybe a family member or a close friend. Someone that would walk through fire for you, and you would do the same for them.

3 of them are Contacts. Someone you can trust, but are not a friend. If forced to choose between you and their own hide, they'd probably choose the latter.

3 of them are Enemies. This is someone you've wronged, or at least they think you've wronged them. They don't like you and you probably don't like them as well. It's not necessarily something huge that will cause them to set aside all of there activities to plot your demise
(Although if you have the Nemesis or Vendetta background they could). But if you were to cross paths with them, don't expect a warm reception.

The more info you provide the more points you get. (Max of 10)
Also when an NPC of your's shows up in game you receive 1 bonus XP for that session.

Character Creation

For the most part Character Creation is the same, there are a few changes. Hero's start off with 100 Hero Points (HP) as outlined in the Players Handbook. Changes are described below.

Sorcery
Sorcery is a little cheaper. 30 points for Full or Twice Blooded. 15 for Half Blooded. Also Characters can buy up Sorcery Knack as Advanced Knacks. As normal, you may not buy up a Knack higher then 3.

Swordsman's School
The price is the same, 25 for School of your nationality or 35 for a School not of your nationality. In addition to the Schools knacks being at Rank 1 you get 3 Bonus Knacks you may used to increase your school knacks. Again you may not increase a Knack higher then 3.

Arcana
Mostly unchanged, although if you wish, you may have both a Virtue and Hubris.

Advantages
Unchanged

Skills
This is where things really change. First all skills civil and Martial skills now cost 3 HP (University and Academy Advantages still work the same). Next pick a Non-weapon skill that defines your character. "My character is a; Spy, Courtier, Sailor, etc." It does not have to be Civil Skill it can be a Martial Skill like Athlete, Commander, etc. It cannot be a weapon skill like Fencing, Knife, Pugilism, etc. If it has Attack and/or Parry as a Knack it cannot be used.

"My character is a (Insert Skill)" This is your Primary Skill (costs 3 points) but you get all Basic Knacks at Rank 3. Plus you get 2 Advanced Knacks at Rank 2. If the skill has less then 4 Knacks, then you may get another Advanced Knack at Rank 2 for every Knack less then 4.
Example: Spy Skill has Stealth and Shadowing as Basic Knack. You get them at Rank 3. Then you can pick 2 Adv. Knack, say Conceal, and Disguise. You get them at Rank 2. But since Spy only has 2 Basic Knack, you get 2 more Adv. Knack at Rank 2. So you pick Sincerity and Poison.

Next pick a Secondary Non-Weapon Skill. Same rules apply for Primary. It too costs 3 HP. This represents another thing you are really good at, just not as good as your Primary Skill. You get all Basic Knacks at Rank 2. For Every Knack less then 4 you may add a Advanced Knack and get it at Rank 1.

Certain Skills special rules for them if selected as your Primary Skill. These Skills are; Artist, Merchant, Guide, & Hunter. There may be more, but these are the ones I can think of at the moment.

Artist: Pick 1 Basic Knack, you get it at Rank 3. You may pick up to 2 more Basic knack and get them at Rank 3 as well. Any other Knack will have to purchased as normal. In addition you receive the Patron Advantage (4 points maybe sent for this. +2 for every Addition Basic Knack you DID NOT get.)

Merchant: Similar to Artist Skill. You get 1 Basic Knack at Rank 3. +2 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. In addition you receive the Merchant Guild Membership Advantage. You may purchase other Knacks as normal.

Hunter: Pick any 3 Basic Knack. You get them at Rank 3. +3 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. You may purchase other Knacks as normal.

Guide: Similar to Hunter. Street Navigation plus any other 2 Basic Knack. You get them at Rank 3. +3 addition Knacks. Basic Knacks at Rank 3, Advanced Knack at Rank 2. You may purchase other Knacks as normal.

Background
Instead of purchasing Backgrounds with HPs, I will reward you with HP if you take one or more. This is to encourage players to take backgrounds so I may torture you, tailor stories around your character. As normal you may not start the game with more then 4 points worth of Backgrounds.

For every 1 Point Background, you receive +2 HP
For every 2 Point Background, you receive +5 HP
For every 3 Point Background, you receive +8 HP
For a 4 Point Background, you receive +11 HP (Must have the Foul Weather Jack Advantage)