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
- 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 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 | |
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Hits: 8 hits in light armour | Stamina: 4 stamina |
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
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 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
- 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