Character Creation: Difference between revisions
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** While almost everyone has an affinity for a culture, their level of discrimination for the other culture may vary. |
** While almost everyone has an affinity for a culture, their level of discrimination for the other culture may vary. |
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* '''How do you feel about magic and science?''' |
* '''How do you feel about magic and science?''' |
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− | ** Those of Venucci culture tend to prefer science, and Enclavees tend to prefer magic, but this isn't a hard rule. In addition, some have a very practical view of magic and science, while others have a more |
+ | ** Those of Venucci culture tend to prefer science, and Enclavees tend to prefer magic, but this isn't a hard rule. In addition, some have a very practical view of magic and science, while others have a more spiritual perspective on them. |
* '''Are you a follower of one of the major religions?''' |
* '''Are you a follower of one of the major religions?''' |
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− | ** There are [[Spiritual Philosophy|three major religions]] in Clare. |
+ | ** There are [[Spiritual Philosophy|three major religions]] in Clare that you might follow. |
* '''What motivated you to join the task force?''' |
* '''What motivated you to join the task force?''' |
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** Example motivations are: |
** Example motivations are: |
Revision as of 16:25, 2 July 2019
Things to think about when creating your character:
- Where are you come from?
- PCs can be inhabitants of Clare, or they may have come from one of the two major powers.
- Which culture do you prefer?
- Even though Clare stands between the two major powers, the vast majority of inhabitants of Clare still show a distinct affinity for one of Venucci or Enclave culture.
- How do you feel about the other culture?
- While almost everyone has an affinity for a culture, their level of discrimination for the other culture may vary.
- How do you feel about magic and science?
- Those of Venucci culture tend to prefer science, and Enclavees tend to prefer magic, but this isn't a hard rule. In addition, some have a very practical view of magic and science, while others have a more spiritual perspective on them.
- Are you a follower of one of the major religions?
- There are three major religions in Clare that you might follow.
- What motivated you to join the task force?
- Example motivations are:
- You want to make a difference
- Adventure and challenge
- Knowledge and the power that might come from it
- The Clare Council is throwing a lot of ducatto around and you want some of it...
- Or maybe more subversive reasons… Joining for self-interested reasons and incidentally undermining the task force is totally fine, but if you want to start with the explicit goal of undermining the task force, please talk to the refs about your idea (mostly so we can make sure not everyone is a foreign agent).
- Example motivations are:
After deciding who your character is, it's time to pick skills. You begin with the Free Skills, and then pick another 7 skills.
If you're creating a character after the start of the campaign, you will receive the same number of skills as all other players are currently on.
Things Everyone Knows
A basic list of things everyone will know:
- Clare is an independent city
- To the north are the Venucci Republics, who dress flamboyantly and like science.
- To the south are the Austral Enclaves, who dress somberly and like magic.
- Magic seems to be returning to the world after being sealed away for centuries.
- Clare's Council has recruited people like you to investigate it.
Free Skills
One-Handed Training | You can use one melee weapon of 8”-42”. |
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Sense Magic | You've been trained to spot magical and alchemical anomalies. You can spot whether items and locations have magical or alchemical properties (you can see lammies and ribbons).
Once per encounter with 5 seconds of touch range inspection, you can determine if an item or location or another character has an EFFECT (but no further information). Using this on a person is quite uncomfortable, like having your soul prodded. |
Resilience | Compared to the average person you’ve undergone physical training, or have unusual determination or fortitude, or maybe you’re just lucky. You can sustain an additional two mortal wounds than most before succumbing, becoming terminal on your fourth mortal wound. |
First Aid | With stationary appropriate roleplay with both hands you can CURE ALL another character.
With 5 seconds of touch range inspection you can determine whether a character is healthy, incapacitated, terminal or dead. |
Patch Up | With 5 seconds of inspection you can diagnose any wounds another character is suffering from.
Twice per day, with appropriate roleplay you can patch up a single wound on another character to suppress it until a dramatically appropriate time during the next event. You do not have to follow the Treatment on the wound card, but feel free to use it as inspiration for your patch up job. |
Inflict Wound | With 5s of very clear roleplay you can call WOUND. |
Search | Searching is done by appropriate roleplay miming a search; do not actually rifle through the target’s belongings without permission. At the culmination of the search the target must offer you any game items they have on them. Foci should be shown on a search, but can’t be removed (but they can be temporarily broken to disarm an invoker). |