Character Creation Mechanics: Difference between revisions
From NFNC
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|background=A sympathetic healer who helps patients work out if they made any mistakes they can avoid next time; or a grumpy surgeon whose cynical exterior masks a potent dedication to their patients. |
|background=A sympathetic healer who helps patients work out if they made any mistakes they can avoid next time; or a grumpy surgeon whose cynical exterior masks a potent dedication to their patients. |
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− | These stats work as a healer in any Faction - just replace Knowledge 1 with a level in your Faction discount skill. |
+ | These stats can work as a healer in any Faction - just replace Knowledge 1 with a level in your Faction discount skill. |
|skills= |
|skills= |
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*Stamina 3(6) |
*Stamina 3(6) |
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|stamina=4 |
|stamina=4 |
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|background=A grinning daredevil who sees each battle as a test of their perfection; or a focused warrior who seeks out and battles oppression, so the weak are free to seek their own perfection. |
|background=A grinning daredevil who sees each battle as a test of their perfection; or a focused warrior who seeks out and battles oppression, so the weak are free to seek their own perfection. |
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+ | |||
+ | Alternatively: |
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+ | *Antiquarian Hunter (Necromancy 0, Trade 2 (discount)) |
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+ | *Explorer Church Explorer (Necromancy 0, Knowledge 2 (discount)) |
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+ | *Hegemony Archer (Necromancy 0, Talismancy 2 (discount)) |
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|skills= |
|skills= |
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*Armour 1 (1) |
*Armour 1 (1) |
Revision as of 10:58, 10 October 2014
This is a purely mechanical description of the requirements for building a character. For a more in depth guide on how to think about a character concept and build it into a character see How to Build a Character.
Please email any character builds to larp-refs@srcf.net, and include a brief description of the character's Paradigm and history. Please don't send as attachments, plain text in the email is best. Putting them in wiki format is perfect, and we have a template for this.
Character sheet in wiki format ==CHARACTER'S NAME== {{charsheet |name=SOME PERSON |hits= NUMBER OF HITS |stamina= HOW MUCH STAMINA (default is 0) |Description of PC= |skills= * YOUR FACTION SKILL (at -1 XP per level so free at the first level) *ANOTHER SKILL *A FURTHER SKILL |background=What your PC was before they became an agent }} |
Faction Membership
- Each Nation, Guild and Church is a Faction.
- You can only be a member of one Faction.
- You can play any race or national origin in any faction.
- Your Faction has trained you in one Skill that they expect all ranking members to be proficient in. You have a 1 XP discount on every level of this skill. This means that L1 is free.
Background
- Pick one description of a trade or other skill. This was your PC’s specialist training or career before you became an agent for a Faction.
- Examples: Archivist, Lawyer, Tracker, Sailor, Siege Engineer, Forger, Priest, Gambler.
- This skill represents your background and history, and the refs may take this into account in appropriate situations.
Skills
Basic Skills
{{#lsth:General_Rules|Player Character Specifics}}
Buying New Skills
- Every Skill costs Experience Points (XP) equal to its level
- The Starting XP for a new PC is currently 48. Starting XP will increase by 1 per week.
- Starting XP must be spent before the character enters play. Any unspent Starting XP is lost.
- A starting character may not have any skill above L3. This restriction will be lifted over the course of the game.
- Any character may buy any skill line. You can for example be an Ozgur in the Vendicsal Faction and have Magical Ability trained.
- You must buy up numbered skills in order. So you require Will 1 to buy Will 2, and Will 2 to buy Will 3.
For a list of skills, visit Skills
Character Progression
- Characters gain 1 XP per week. Characters that are played in a given week gain an additional 1 XP.
- Characters may have a maximum of 60 XP.
- L5 skills will need to be made available by PC action.
Sample Character Builds
Antiquarian’s Guild Ruins Raider | |
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A daring rogue who left home to seek adventure with the Antiquarians, with a happy-go-lucky wanderlust; or a careful expert carrying tools for every eventuality, who takes calculated risks but isn't afraid of danger.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 8 in light armour | Stamina: 4 |
Research Mage | |
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A curious and avid learner whose first reaction to anything and anyone new is to ask questions about it; or an arrogant mage convinced of the superiority of their own approach to the world.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
|
Democracy Guard | |
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A calm, collected soldier, confident of the superiority of the Democracy way and dedicated to its protection; or an Ozgur consumed by the quest for perfect martial skill, seeking new challenges to test their training against and learn from.
These stats can work as a guard in any Faction - just replace Meta-Rituals 2 with 2 levels in your Faction skill. | |
{{{paradigm}}} | |
Hits: 7 in a Breastplate | Stamina: 5 in a Breastplate |
Effects:
|
Explorer Church Surgeon | |
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A sympathetic healer who helps patients work out if they made any mistakes they can avoid next time; or a grumpy surgeon whose cynical exterior masks a potent dedication to their patients.
These stats can work as a healer in any Faction - just replace Knowledge 1 with a level in your Faction discount skill. | |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
|
Aspirant Church Scout | |
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A grinning daredevil who sees each battle as a test of their perfection; or a focused warrior who seeks out and battles oppression, so the weak are free to seek their own perfection.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 7 in full armour | Stamina: 4 |
Skills:
| |
Effects:
|
Hegemony Enforcer
Health 2 (3) Armour 2 (3) Stamina 3 (6) Force 1 Strike: KNOCKBACK (1), Force 2 Strike: STRIKEDOWN (2). Talismancy 1 (Free)*
- 9 hits, 1 CRUSH resist, whilst in Metal Armour
- 4 Stamina,
- Strike: KNOCKBACK, 1 Stamina
- Strike: STRIKEDOWN, 2 Stamina
- Make a Talisman of any skill under 2 Stamina.
- Salvage a Talisman for parts.
Celebrant Church Alchemist
Psychomancy 3(3)*, Transmutation 2 (3), Stamina 3(6), Corpus 1 CURE 2 (1), Force 1 Strike: KNOCKBACK (1), Shield 1.
- 6 Stamina
- 5 Hits in Light Armour.
- May use a buckler up to 15” wide.
- CURE by touch, 1 Stamina.
- KNOCKBACK by Strike, 1 Stamina
- Induce Emotion by 10 seconds talking- 1 Stamina
- Create Light, Ignite, etc.
- Transmute water into various useful liquids.
- Move effects from one target to another.
- Create drugs and emotional poisons, 2 Stamina plus 1 per extra..
- Make someone talkative or give an Effect, object or animal a voice for a while for 2 Stamina
- Ritual of give everyone a 1-shot Inflict Emotion effect.
Alfar Reaver
Stamina 2 (3), Armour 1 (1), Hits 2 (3), Ambidextrous (1) , Force 1.2 & 3 (6), Biomancy 1-Arcane Mark (Free!)*, Trade Deals (1)
- 4 Stamina
- 1 stamina KNOCKBACK(Strike)
- 2 stamina DISARM
- 3 Stamina TRIPLE
- Use a weapon in each hand
- 8 Hits in Full Light Armour
- Mark an unresisting target.
- 64 Ducatto bonus income.
- Can send rumours.
Builder Church Priest
Stamina 3 (6), Will 3 (3)*, Psychomancy 1 (1), Movement 1 STRIKEDOWN (1), Movement 1 KNOCKBACKx3 (1), Movement 2 Insta MASS KNOCKBACK (2), Corpus 1 CURE 3 (1)
- 6 Stamina
- 5 Hits in Armour
- 1 Stamina STRIKEDOWN
- 1 Stamina KNOCKBACK to any 3 targets
- 1 Stamina CURE 3 by touch
- 2 Stamina instant MASS KNOCKBACK
- Inspire a companion
- Bond together a group
- Lead a group of people to defend a location (knockback cannon)
- Reward obedience with Stamina.
- Induce emotion by 10s of talking and 1 stamina
Caravaneers Reporter | |
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TBC | |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 4 |
Skills:
| |
Effects:
TBC |