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 {{charsheet |name= |species= |nation= |faction= |background=Their job before becoming an Agent |skills= * YOUR FACTION SKILL (at -1 XP per level so free at the first level) *ANOTHER SKILL *A FURTHER SKILL |biography=Tell us about your PC }} |
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 Transmutation 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
Each of these character builds includes a few ideas for ways to roleplay the character, as well as suggestions other concepts that work with the same stats, modified for different faction discount skills.
Antiquarian’s Guild Ruins Raider | |
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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:
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{{{paradigm}}} | |
Hits: 8 in light armour | Stamina: 4 |
Research Mage | |
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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:
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{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
|
Democracy Guard | |
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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 |
Effects:
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Explorer Church Surgeon | |
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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 |
Effects:
|
Aspirant Church Scout | |
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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:
| |
{{{paradigm}}} | |
Hits: 7 in full armour | Stamina: 4 |
Skills:
| |
Effects:
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Hegemony Enforcer | |
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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:
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Effects:
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Celebrant Church Alchemist | |
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A cheerful priest-alchemist who tries to help others relax, look on the bright side, and enjoy themselves; or a quiet healer who takes pride in helping others do things they can be proud of.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
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Alfar Reaver | |
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An arrogant and disdainful duellist seeking a truly worthy opponent; or a dashing adventurer who laughs in the face of danger and takes a trophy from their most memorable foes.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 8 in light armour | Stamina: 4 |
Builder Church Priest | |
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A bombastic preacher whose impassioned words inspire the faithful in battle; or a quietly devoted priest who will tolerate no threat to the people they serve.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 6 |
Effects:
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Caravaneers Reporter | |
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A curious journalist who wants to get to know everyone and find out their angle; or a cynical hack who cares about the story, but not the feelings of the people involved.
Alternatively:
| |
{{{paradigm}}} | |
Hits: 5 in armour | Stamina: 4 |
Skills:
| |
Effects:
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