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.
   
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=
 
*Stamina 3(6)
 
*Stamina 3(6)
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|stamina=4
 
|stamina=4
 
|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.
  +
  +
Alternatively:
  +
*Antiquarian Hunter (Necromancy 0, Trade 2 (discount))
  +
*Explorer Church Explorer (Necromancy 0, Knowledge 2 (discount))
  +
*Hegemony Archer (Necromancy 0, Talismancy 2 (discount))
 
|skills=
 
|skills=
 
*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
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:

  • Caravaneers Guard Captain
  • Hegemony Supply Sergeant (Trade 2, Talismancy 1 (Discount))
  • Vendicsal Raider (Trade 2, Biomancy 1 (Discount))
{{{paradigm}}}
Hits: 8 in light armour Stamina: 4
Skills:
  • Armour 1 (1)
  • Hits 2 (3)
  • Shield 2 (3)
  • Stamina 2 (3)
  • Corpus 1 CURE 3 (1)
  • Force 1 KNOCKBACK (1)
  • Trade 3 (3) (discount)
Effects:
  • 1 Stamina for a KNOCKBACK strike.
  • 1 Stamina for a ranged CURE 3 spell.
  • Use a Shield.
  • 8 Hits in Light Armour.
  • 64 Ducatto bonus income.
  • May send letters by Ritual.
  • May disperse rumours in downtime.
  • Gets a random item each week.


Research Mage
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:

  • Explorer Church Priest (Identical stats, but Knowledge as faction discount skill)
{{{paradigm}}}
Hits: 5 in armour Stamina: 6
Skills:
Effects:
  • 1 Stamina spell for 3 uses of KNOCKBACK over the next 10 seconds.
  • 1 Stamina for a ranged DISARM spell.
  • 2 Stamina for a ranged MAGIC TRIPLE spell.
  • Orison for roleplay effects.
  • Can lead ritual to transfer Effects.
  • Can Transmute water into other liquids.
  • Can lead a Ritual to charge up energy for controlled explosions.
  • Can determine at least the Strength of an Effect on someone or something.
  • Can expose themself to an effect to learn about it.


Democracy Guard
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
Skills:
  • Armour 1 (1)
  • Health 1 (1)
  • Stamina 3 (6)
  • Two Handed 2 (3)
  • Force 1 Strike: KNOCKBACK (1)
  • Force 2 Strike: DISARM (2)
  • Meta-Rituals 2 (1) (discount)
Effects:
  • 1 CRUSH resist whilst in a Breastplate.
  • Can use a stab-safe spear, or a non-stab safe polearm, or a two-handed weapon.
  • 1 stamina for a KNOCKBACK strike.
  • 2 stamina for a DISARM strike.
  • Can spend 1 Stamina to Analyze a ritual or person, gauging their Stamina.
  • Can perform a Ritual to call DISRUPT once per 10 seconds while stationary or walking.


Explorer Church Surgeon
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
Skills:
  • Stamina 3(6)
  • Corpus 1 touch CURE 3 (1)
  • Corpus 2 touch RESTORE (2)
  • Healing 3(6)
  • Knowledge 1 (0) (discount)
Effects:
  • 1 stamina for a touch-range CURE 3 spell.
  • 2 stamina for a touch-range RESTORE spell.
  • Determine at least the Strength of an Effect on someone or something.
  • CURE 1 to a dying PC with 10s roleplay.
  • Determine Hits or Wounds on a PC with 10s roleplay.
  • Suppress up to 4 levels of Wounds.
  • Heal CRUSH or all Hits with appropriate RP in a non-stressful situation.
  • Remove all Wounds in a medical venue with 5 min roleplay.
Aspirant Church Scout
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:

  • Antiquarian Hunter (Necromancy 0, Trade 2 (discount))
  • Explorer Church Explorer (Necromancy 0, Knowledge 2 (discount))
  • Hegemony Archer (Necromancy 0, Talismancy 2 (discount))
{{{paradigm}}}
Hits: 7 in full armour Stamina: 4
Skills:
  • Armour 1 (1)
  • Hits 1 (1)
  • Ranged 3 (6)
  • Stamina 2 (3)
  • Movement 1 Instantaneous Knockback (1)
  • Movement 2 Spell: ENTANGLE (2)
  • Necromancy 2 (1) (discount)
Effects:
  • 1 stamina for a ranged Instantaneous KNOCKBACK spell.
  • 2 stamina for a ranged ENTANGLE spell.
  • 7 Hits in Light Armour.
  • Can reanimate a body for 1 Stamina given 30 seconds. Rises on 1 Hit, SINGLE.
  • Can cooperate to reanimate a body with more hits or as a more useful minion.
  • Can use a bow or crossbow for TRIPLE CRUSH STRIKEDOWN.
  • Can throw javelins for TRIPLE STRIKEDOWN or small weapons for SINGLE.


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
TBC
{{{paradigm}}}
Hits: 5 in armour Stamina: 4
Skills:
  • Stamina 2 (3)
  • Biomancy 2 (3)
  • Knowledge 3 (6)
  • Psychomancy 2 (3)
  • Trade 1 (0) (discount)
Effects:

TBC