How to Create a Character

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Revision as of 01:27, 22 September 2014 by Robb (talk | contribs)

Note: This is not intended to be a short and concise guide on the mechanics of building a character. If you want a precise description of exactly what you need to create a character see Statting a Character. This guide is a more in depth look at both the system and the process of creating and fleshing out a character and the choices you will have to make.


Who are you and What gives you power

The first step to creating a character in NFNC is to think about who that character is and what gives them strength. All abilities in NFNC beyond those of a normal being are expressions of inner power through a set of beliefs referred to as a paradigm. This can vary wildly, a mage may believe that by making the right incantations and scribing the right sigils in the air that they can conjure fire from their hands. A priest of one of the gods may believe that their faith gives them the ability to call down their deities divine wrath on their opponent. A heavily armoured knight might believe that their dedication of purpose to defend their nation gives them the strength of ten people and the will to fight on despite heavy injuries. All of these are valid examples of an expression of a paradigm.

The other effect of paradigms is that while characters may have very different beliefs about how the powers they have work, or what gives them the strength to use them, the mechanical skills that they use can be the same. For example both a mage hurling fireballs, a priest declaring divine wrath and a martial artist projecting their Ki can all mechanically use the same skill that lets you damage people at a distance.

When you are thinking about a character, starting from either an archetype, a concept or a paradigm and building up the rest is the easiest way to go about constructing a character. This will then give you a framework to work from when choosing skills, as if a skill can't be explained under your characters paradigm it probably isn't one that is thematically appropriate to that character.

For this guide we will be working with an example character, Martha Brentwold, Martha is a soldier, she has spent some time in the army and is talented with a few different weapons. She prefers to solve problems head on and relies on her strength more than anything when she is in trouble. How her skills are tied into her paradigm will be explained further in subsequent sections.


Who do you serve and Why are you here

The game is set on a previously unexplored archipelago where an artefact of great power has been discovered. Three nations and six multi-national organisations have all sent agents to stake their claim to what new knowledge and valuables can be found on this new continent. As a player your characters are agents of one of these factions sent to this continent to do that factions will. Along with the three nations are the four churches of the gods and the guilds of antiquarians and mages, for more information on what the different factions are and what there are interested in see the Factions pages. The top level page for each faction will give you a brief overview of the faction and what their goals are, it will also offer you links to further information on that faction.