Character Creation Mechanics

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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.