Character Creation: Difference between revisions

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***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).
   
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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After deciding who your character is, it's time to decide what they can do. 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 [[Advancement|number of skills]] as all other players are currently on.
 
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.

Revision as of 12:11, 4 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?
  • 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).

After deciding who your character is, it's time to decide what they can do. 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 every PC will know:

  • Clare is 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 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.