Character Creation Mechanics
From NFNC
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
Basic Skills
- A player character that has spent no experience has the following properties:
They also have access to the following two abilities:
Ability - First Aid
Factions like their agents to have at least a bit of first aid training. You can pause another character’s bleed count by placing both hands on them. If neither of you are disturbed for 60 seconds, you may call CURE 1 on the dying character.
Anyone can ask after a few seconds investigation, “OC: Have you lost Hits?” and get a truthful answer.
Ability - Catch Breath
If you are not in a stressful situation you can spend 60 seconds to regain all your PC’s stamina. It should be obvious to everyone that you are regaining your abilities, either because you are fixing your armour, bent over double breathing hard or meditating. You can not shout or run whilst doing this, although you may talk normally.
You may choose to cure any locations ruined by CRUSH and restore all hits while doing this, but you will take a wound from pushing yourself too far, see a ref.
Catch Breath and the PortalDuring the interactive, the presence of the portal somehow suppresses the buildup of other power. Because of this, you cannot use Catch Breath to regain your stamina. You can use it to regain hits and locations ruined by CRUSH as normal. The effect covers the whole Portal Camp, you cannot regenerate
stamina by going around the corner for 5 minutes.
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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{{{background}}} | |
{{{paradigm}}} | |
Hits: 8 in light armour | Stamina: 4 |
Research Mage | |
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{{{background}}} | |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
|
Democracy Guard | |
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{{{background}}} | |
{{{paradigm}}} | |
Hits: 7 in a Breastplate | Stamina: 5 in a Breastplate |
Effects:
|
Explorer Church Surgeon
Healing 3(6) Stamina 3(6) Corpus 1 CURE 2 (1), Corpus 2 RESTORE (2), Knowledge 1 (Free!)*
- Free CURE or RESTORE given 30s.
- 6 Stamina
- CURE or RESTORE by 5s vocal by focus, 1 Stamina.
- 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 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