Character Creation Mechanics: Difference between revisions
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Surgeon 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 1 RESTORE (1), Talismancy 1 (1) Knowledge 1 (Free!) |
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=== Aspirant Church Scout === |
=== Aspirant Church Scout === |
Revision as of 23:14, 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.