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.

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 spell: CURE 3 (1)
  • Force 1 strike: 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 learning.

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:
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:
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
A knee-breaking thug given to darkly humourous threats; or a war-veteran sergeant who's seen it all before.

All the Factions have guards, and some parts of the Caravaneers and Antiquarians might use enforcers like these in support of their legal monopolies. These stats will work for any such character; just replace Talismancy 1 with a rank in your faction discount skill.

{{{paradigm}}}
Hits: 9 in heavy armour Stamina: 4 in heavy armour
Skills:
Effects:
  • 1 CRUSH resist in Metal Armour
  • 1 stamina for a KNOCKBACK strike.
  • 2 stamina for a STRIKEDOWN strike.
  • 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