Character Creation: Difference between revisions

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:''The basic rules you need to start playing can be found [[Quickstart Rules|here]].''
Things to think about when creating your character:
 
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:''You can get tips on starting kit [[Look and Feel#Starting out|here]].''
* '''Where are you come from?'''
 
 
==Things Everyone Knows==
** PCs can be inhabitants of [[Clare]], or they may have come from one of the two major powers.
 
 
* You're in [[Clare]], an independent city between two great powers.
 
* To the temperate north are the [[Venucci Republics]], who dress flamboyantly and like [[science]].
 
* To the frigid south are the [[Austral Enclaves]], who dress somberly and like [[thaumaturgy|magic]].
 
* Magic seems to be fully returning to the world after being [[History#Ancient History|largely sealed away for centuries]].
 
* Clare's ruling Council has [[Task force|recruited people like you]] to investigate it.
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==Creating a Character==
 
* '''Where are you from?'''
 
** PCs can be inhabitants of [[Clare]], or they may have come from one of the two major powers of the [[Venucci]] or [[Enclave]]s.
  +
** Nearby enclaves and cities and the capitals are defined on the [[map]], but you can define your own cities and enclaves if you wish.
 
* '''Which culture do you prefer?'''
 
* '''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.
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** 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?'''
 
* '''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.
 
** While almost everyone has an affinity for a culture, their level of discrimination for the other culture may vary.
  +
* '''Are you a follower of one of the major religions?'''
 
** There are [[Spiritual Philosophy|three major religions]] in Clare that you might follow.
 
* '''How do you feel about [[Natural Philosophy|magic and science]]?'''
 
* '''How do you feel about [[Natural Philosophy|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.
 
** 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 member of a group?'''
  +
** You can be independent, or if you wish you can create a small Cabal, House or religious sect to be a part of or lead. A group you create as part of your background can only be a very minor power in the city (though you can change that!). You cannot begin as a formal member of one of the major [[factions in Clare]], nor working directly for a foreign power, but this is something you can achieve in play.
** There are [[Spiritual Philosophy|three major religions]] in Clare that you might follow.
 
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* '''Do you have an [[Elemental Touch]]?'''
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** PCs can only start untouched or with Brush With Element. This could have come from a chance misfiring of thaumaturgy or alchemy, or perhaps by a mysterious encounter in an isolated area that you didn't fully understand.
 
* '''What motivated you to join the task force?'''
 
* '''What motivated you to join the task force?'''
 
** Example motivations are:
 
** Example motivations are:
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*** Adventure and challenge
 
*** Adventure and challenge
 
***Knowledge and the power that might come from it
 
***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...
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***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).
 
***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).
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* '''What's your name?'''
 
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** The most difficult question. You can find some guidance [[Names|here]].
After deciding who your character is, it's time to pick skills. You begin with the Free Skills, and then pick another 7 [[skills]].
 
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* '''What are your 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.
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** You begin with the Free Skills, and then pick another {{StartingSkills}} [[skills]]. If you're creating a character after the start of the campaign, you will receive the same [[Advancement|number of skills]] as all other players are currently on.
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** All children in the known world have access to a basic education including literacy and numeracy. While you can choose to be illiterate or innumerate this would be highly unusual and isn't recommended.
 
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*'''Submit your character'''
===Things Everyone Knows===
 
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**If you have any questions that aren't answered by the [[FAQ]] , feel free to email the [[refs]].
A basic list of things everyone will know:
 
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**'''Once you've decided everything, you can fill out a form [https://docs.google.com/forms/d/e/1FAIpQLSdAxVs7ve0u70lb7_fsKx9x5667BBeAb25KtoFSRy2d58E97w/viewform here] to send your character in.'''
* Clare is an independent city between two great powers.
 
* 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”.
 
|-
 
!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]]).
 
|}
 

Latest revision as of 14:35, 20 October 2019

The basic rules you need to start playing can be found here.
You can get tips on starting kit here.

Things Everyone Knows

Creating a Character

  • Where are you from?
    • PCs can be inhabitants of Clare, or they may have come from one of the two major powers of the Venucci or Enclaves.
    • Nearby enclaves and cities and the capitals are defined on the map, but you can define your own cities and enclaves if you wish.
  • 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.
  • Are you a follower of one of the major religions?
  • 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 member of a group?
    • You can be independent, or if you wish you can create a small Cabal, House or religious sect to be a part of or lead. A group you create as part of your background can only be a very minor power in the city (though you can change that!). You cannot begin as a formal member of one of the major factions in Clare, nor working directly for a foreign power, but this is something you can achieve in play.
  • Do you have an Elemental Touch?
    • PCs can only start untouched or with Brush With Element. This could have come from a chance misfiring of thaumaturgy or alchemy, or perhaps by a mysterious encounter in an isolated area that you didn't fully understand.
  • 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).
  • What's your name?
    • The most difficult question. You can find some guidance here.
  • What are your 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.
    • All children in the known world have access to a basic education including literacy and numeracy. While you can choose to be illiterate or innumerate this would be highly unusual and isn't recommended.
  • Submit your character
    • If you have any questions that aren't answered by the FAQ , feel free to email the refs.
    • Once you've decided everything, you can fill out a form here to send your character in.