Character Creation Mechanics: Difference between revisions

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== Background ==
 
== 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.
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*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.
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*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.
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*This skill represents your background and history, and the refs may take this into account in appropriate situations.
   
 
== Skills ==
 
== Skills ==

Revision as of 23:12, 23 September 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.

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

  • Every Skill costs Experience Points (XP) equal to its level
  • The Starting XP for a new PC is 15. Starting XP will increase by 1 per week.
  • 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 Force 1 to buy Force 2, and Force 2 to buy Force 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

Stamina 2 (3), Armour 1 (1), Hits 2 (3), Shield 2 (3) , Force 1 KNOCKBACK (1), Corpus 1 CURE 3 (1), Trade Deals 3 (3)

  • 4 Stamina
  • 1 Stamina for KNOCKBACK by melee blow.
  • CURE 3 by 5s vocal and focus, 1 Stamina.
  • 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

Stamina 3 (6). Transmutation 3 (3). Force 1&2 (3), Movement 1&2 (3)

6 Stamina

5 Hits in an Armoured Vest.

1 Stamina for 3 uses of KNOCKBACK over the next 10 seconds

1 Stamina for DISARM to an object.

2 Stamina for ranged ENTANGLE

2 Stamina for ranged MAGIC TRIPLE

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

Democracy Guard

Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike: KNOCKBACK (1), Force 2 Strike: DISARM (2), Meta-Rituals 1 & 2 (1)

7 Hits with 1 CRUSH resist whilst in a Breastplate.

5 Stamina in a Breastplate.

Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.

Strike: KNOCKBACK, 1 Stamina

Strike: DISARM, 2 Stamina

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

Surgeon 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 1 RESTORE (1), Talismancy 1 (1) Knowledge 1 (Free!)

Free CURE or RESTORE given 30s.

6 Stamina

CURE or RESTORE by 5s vocal by focus, 1 Stamina.

Make CURE or RESTORE talismans.

Salvage a Talisman for parts.

Determine at least the Strength of an Effect on someone.

CURE 1 to a dying PC with 10s RP

Determine Hits or Wounds on a PC with 10s RP

Suppress up to 4 levels of Wounds

Heal CRUSH or Hits with appropriate RP in a non-stressful situation.

Remove all Wounds in a medical venue with 5 min roleplay.

Aspirant Church Scout

Ranged 3(6), Movement 1 KNOCKBACK (1), Movement 2 ENTANGLE (2), Stamina 2 (3), Armour 1 (1) Hits 1(1), Necromancy 2 (1)

4 Stamina.

Instant KNOCKBACK by Focus, 1 Stamina.

ENTANGLE by 5s vocal by Focus, 2 Stamina.

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 Henchman

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

-2 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..

Find out what a PC is feeling for 1 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.

Democracy Guard

Health 1(1), Armour 1 (1), Stamina 3 (6), Two Handed 2(3), Force 1 Strike: KNOCKBACK (1), Force 2 Strike: DISARM (2), Meta-Rituals 1 & 2 (1)

7 Hits with 1 CRUSH resist whilst in a Breastplate.

5 Stamina in a Breastplate.

Can use a stab-safe spear, or a non-stab safe, or a two-handed weapon.

Strike: KNOCKBACK, 1 Stamina

Strike: DISARM, 2 Stamina

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.