Post by Lord Nethercross on Nov 24, 2009 17:22:26 GMT -6
Creating Characters
The easiest way is to have players describe their characters' Background, Traits and Skills using the adjectives listed below (e.g., Upper Middle Class Professional, Superior Grace, Great Surgeon, &c.), then submit that description to the Rah or a Dicer who will then create a character sheet, or ask the player to revise their character if it is considered too powerful. This process may also be conducted by personal interview. The end result might look something like this, for example.
Terms & Abbreviations
Trait = Physical, mental or spiritual attribute, e.g. Might.
Skill = Knowledge, ability, hobby or profession, e.g. Artist.
Stat = Feature related to game mechanics, e.g. Hit Points.
Score = Numeric value of a Trait, Skill or Stat. Expressed in brackets, e.g. Spirit Score [6].
Modifier = Number added or subtracted to a die roll. Associated with a Trait or Skill, e.g. Grace Modifier (0).
W = Wits
M = Might
G = Grace
C = Charm
S = Spirit
HP = Health Points
SP = Spirit Points
MP = Move Points
RP = Respectability
Avg = Average of two Trait Scores, e.g. Avg(W+G)
/2 = Trait Score(s) divided by two, e.g. S/2, or Avg(M+G)/2
Stat Explanations
Health Points: [=M] Measures physical health. Determines how many bruises, cuts, wounds, or mortal wounds a character can sustain before being knocked unconscious.
Spirit Points: [=S/2] Measures mental health, spiritual power, and magical ability. Determines how many points players get to spend on influencing their character's die rolls through luck. Spirit Points regenerate at a rate of 1 per day for normal characters, and 5 per day for Spiritualist characters (i.e. full regeneration the next day).
Move Points: [=G/2] Measures speed and stamina. Determines how many tiles characters can move each round at full speed (i.e. running), and how many actions characters can take each round.
Respectability: Influenced by background. Measures prestige or notoriety. Determines how acceptable you are to polite society. May be influenced by heroic or villainous character actions.
Background Descriptions
Faction
The Establishment: +1 Respectability
The Masses:
The Revolution: -1 Respectability
Economic Background
Upper Class: +1 Respectability
Upper Middle Class:
Lower Middle Class:
Lower Class: -1 Respectability
Social Background
Aristocrat: +1 Respectability
Capitalist: +1 Respectability
Clergyman: +1 Respectability
Officer: +1 Respectability
Professional:
Clerk:
Craftsman:
Soldier:
Labourer:
Farmer:
Uncivilized: -1 Respectability
Trait Adjectives
[9] Ultimate (+5) Unfathomably strong. Associated with things like dinosaurs or tanks, not humans.
[8] Supernatural (+4) Incredibly strong. Associated with supernatural characters.
[7] Superlative (+3) Among the strongest in the world. Often associated with supernatural or fictional characters.
[6] Exceptional (+2) Your character is very strong.
[5] Superior (+1) Your character is stronger than average.
[4] Average (0) Your character is not strong, but not weak either.
[3] Inferior (-1) Your character is weaker than average.
[2] Abysmal (-2) Your character is very weak.
[1] Disabled (-3) Your character is severely debilitated. Associated with disability, injury, or illness.
[0] Incapacitated (-4) Your character is totally debilitated. Associated with unconsciousness or severe illness.
Trait Explanations
Wits (W): Analytical, practical and creative intelligence; memory, perception, reasoning; alertness, senses, hand-eye coordination.
Might (M): Physical size, strength, endurance, and health.
Grace (G): Agility and dexterity; fine motor and gross motor coordination; flexibility, reflexes, hand-eye coordination.
Charm (C): Personality, influence, charisma, beauty; people skills, stage presence, business acumen.
Spirit (S): Wisdom, empathy, intuition, imagination; psychic, spiritual or magical ability; willpower; luck.
Skill Adjectives
(+5) Supreme Your character is the best. Typically associated with supernatural or fictional characters.
(+4) Terrific Your character is among the best.
(+3) Great Your character is very good.
(+2) Good Your character is much better than average.
(+1) Fair Your character is a bit better than average.
(0) Mediocre Not bad, but not good either.
(-1) Poor Your character is a bit worse than average.
(-2) Bad Your character is much worse than average.
(-3) Lousy Your character is very incompetent.
(-4) Terrible Your character is totally incapable.
Skill Explanations
Basic Skills
Fighting: [=Avg(M+G)] Covers unarmed combat or fighting using improvised weapons without appropriate Skill, e.g. wielding a sword without Melee Weapons [Sword].
Moving: [=G] Covers walking, running, swimming, climbing, etc., unless covered by specializations under Athlete Skill, e.g. Athlete [Runner].
Sneaking: [=G/2] Covers sneaking, stalking, stealing, hiding, etc., unless covered by specializations under Criminal Skill, e.g. Criminal [Burglar].
Talking: [=C] Covers bluffing, bribing, negotiating, interrogating, etc., unless covered by specializations under Performer, Criminal, Businessman, Detective, or Spiritualist Skills, e.g. Performer [Impostor, Disguise]; Criminal [Con Artist]; Businessman [Salesman, Diplomat]; Detective [Interrogation]; Spiritualist [Mesmerism].
Advanced Skills
Animal Handling: [=Avg(G+S)] Covers training or riding of any animal. Also covers use of any vehicle drawn by animals.
Athletics: [=Avg(M+G)] Allows two hand-to-hand attacks per round at close range. Covers any athletic endeavour, such as running, climbing, wrestling, boxing, sports, etc. Player should indicate specializations, e.g. Athlete [Boxer]. Professional runners, swimmers, etc., use Athlete instead of Moving Skill for appropriate movement checks. Professional boxers, wrestlers, etc., use Athlete instead of Fighting Skill for unarmed combat.
Cartography: [=W] Covers any exploratory endeavour, such as surveying and mapmaking.
First Aid: [=Avg(W+G)] Allows ability to treat cuts, wounds, and mortal wounds to stop them from getting worse. Covers any emergency medical treatment.
Languages: [=W] Allows ability to speak a number of languages equal to your Wits Score. Covers use of any foreign language.
Melee Weapons: [=Avg(M+G)] Allows two melee attacks per round at short range. Covers use of melee weapons such as swords and axes. Player should indicate specializations, e.g. Melee Weapons [Spear].
Military Weapons: [=Avg(W+G)] Allows two military attacks per round at long or medium range. Covers use of military weapons such as cannons, landmines, and machineguns. Player should indicate specializations, e.g. Military Weapons [Artillery].
Projectile Weapons: [=Avg(W+G)] Allows two projectile attacks per round at long or medium range. Covers use of any projectile weapon, from bows to pistols. Player should indicate specializations, e.g. Projectile Weapons [Rifle].
Vehicle Piloting: [=Avg(W+G)] Covers use of any vehicle not drawn by animals. Player should indicate specializations, e.g. Vehicles [Airship]
Professional Skills
Artist: [=Avg(W+S)] Covers any solitary artistic or creative endeavour, such as painting, writing, sculpting, etc. Player should indicate specializations, e.g. Artist [Novelist].
Businessman: [=Avg(W+C)] Covers any financial or organizational leadership. Player should indicate specializations, e.g. Businessman [Politician].
Criminal: [=Avg(W+G)] Covers any criminal activity, such as robbery, fraud, forgery, picking pockets, picking locks, etc. Player should indicate specializations, e.g. Criminal [Burglar].
Detective: [=W] Covers detective skills involved in tracking, spying, reporting, solving mysteries, etc. Player should indicate specializations, e.g. Detective [Private Investigator].
Doctor: [=W] Allows ability to heal diseases and wounds, and treat mortal wounds and unconsciousness. Covers any professional medical skills other than emergency first aid.
Inventor: [=W] Covers design, invention, and innovation of machines or structures, or construction, maintenance, and repair of advanced technology such as analytical engines. Player should indicate specializations, e.g. Inventor [Steam Locomotives].
Mechanic: [=Avg(W+G)] Covers construction, maintenance, and repair of machines or structures, such as steam engines, looms, typewriters, bicycles, etc. Player should indicate specializations, e.g. Mechanic [Textile Machinery].
Performer: [=Avg(C+S)] Covers any performing art, such as acting, singing, playing instruments, magic tricks, etc.; may also cover deception, impersonation, and disguise. Player should indicate specializations, e.g. Performer [Violinist].
Scholar: [=W] Covers fields of study such as history, anthropology, psychology, archaeology, theology, etc. Player should indicate specializations, e.g. Scholar [Archaeology].
Scientist: [=W] Covers fields of study such as physics, chemistry, biology, engineering, etc. Player should indicate specializations, e.g. Scientist [Geology].
Spiritualist: [=S/2] Covers anyone with genuine spiritual or magical abilities, such as mediums, psychics, shamans, etc. Fake spiritualists use Performer Skill instead. Player should indicate specializations, e.g. Spiritualist [Theosophy].
The easiest way is to have players describe their characters' Background, Traits and Skills using the adjectives listed below (e.g., Upper Middle Class Professional, Superior Grace, Great Surgeon, &c.), then submit that description to the Rah or a Dicer who will then create a character sheet, or ask the player to revise their character if it is considered too powerful. This process may also be conducted by personal interview. The end result might look something like this, for example.
Terms & Abbreviations
Trait = Physical, mental or spiritual attribute, e.g. Might.
Skill = Knowledge, ability, hobby or profession, e.g. Artist.
Stat = Feature related to game mechanics, e.g. Hit Points.
Score = Numeric value of a Trait, Skill or Stat. Expressed in brackets, e.g. Spirit Score [6].
Modifier = Number added or subtracted to a die roll. Associated with a Trait or Skill, e.g. Grace Modifier (0).
W = Wits
M = Might
G = Grace
C = Charm
S = Spirit
HP = Health Points
SP = Spirit Points
MP = Move Points
RP = Respectability
Avg = Average of two Trait Scores, e.g. Avg(W+G)
/2 = Trait Score(s) divided by two, e.g. S/2, or Avg(M+G)/2
Stat Explanations
Health Points: [=M] Measures physical health. Determines how many bruises, cuts, wounds, or mortal wounds a character can sustain before being knocked unconscious.
Spirit Points: [=S/2] Measures mental health, spiritual power, and magical ability. Determines how many points players get to spend on influencing their character's die rolls through luck. Spirit Points regenerate at a rate of 1 per day for normal characters, and 5 per day for Spiritualist characters (i.e. full regeneration the next day).
Move Points: [=G/2] Measures speed and stamina. Determines how many tiles characters can move each round at full speed (i.e. running), and how many actions characters can take each round.
Respectability: Influenced by background. Measures prestige or notoriety. Determines how acceptable you are to polite society. May be influenced by heroic or villainous character actions.
Background Descriptions
Faction
The Establishment: +1 Respectability
The Masses:
The Revolution: -1 Respectability
Economic Background
Upper Class: +1 Respectability
Upper Middle Class:
Lower Middle Class:
Lower Class: -1 Respectability
Social Background
Aristocrat: +1 Respectability
Capitalist: +1 Respectability
Clergyman: +1 Respectability
Officer: +1 Respectability
Professional:
Clerk:
Craftsman:
Soldier:
Labourer:
Farmer:
Uncivilized: -1 Respectability
Trait Adjectives
[9] Ultimate (+5) Unfathomably strong. Associated with things like dinosaurs or tanks, not humans.
[8] Supernatural (+4) Incredibly strong. Associated with supernatural characters.
[7] Superlative (+3) Among the strongest in the world. Often associated with supernatural or fictional characters.
[6] Exceptional (+2) Your character is very strong.
[5] Superior (+1) Your character is stronger than average.
[4] Average (0) Your character is not strong, but not weak either.
[3] Inferior (-1) Your character is weaker than average.
[2] Abysmal (-2) Your character is very weak.
[1] Disabled (-3) Your character is severely debilitated. Associated with disability, injury, or illness.
[0] Incapacitated (-4) Your character is totally debilitated. Associated with unconsciousness or severe illness.
Trait Explanations
Wits (W): Analytical, practical and creative intelligence; memory, perception, reasoning; alertness, senses, hand-eye coordination.
Might (M): Physical size, strength, endurance, and health.
Grace (G): Agility and dexterity; fine motor and gross motor coordination; flexibility, reflexes, hand-eye coordination.
Charm (C): Personality, influence, charisma, beauty; people skills, stage presence, business acumen.
Spirit (S): Wisdom, empathy, intuition, imagination; psychic, spiritual or magical ability; willpower; luck.
Skill Adjectives
(+5) Supreme Your character is the best. Typically associated with supernatural or fictional characters.
(+4) Terrific Your character is among the best.
(+3) Great Your character is very good.
(+2) Good Your character is much better than average.
(+1) Fair Your character is a bit better than average.
(0) Mediocre Not bad, but not good either.
(-1) Poor Your character is a bit worse than average.
(-2) Bad Your character is much worse than average.
(-3) Lousy Your character is very incompetent.
(-4) Terrible Your character is totally incapable.
Skill Explanations
Basic Skills
Fighting: [=Avg(M+G)] Covers unarmed combat or fighting using improvised weapons without appropriate Skill, e.g. wielding a sword without Melee Weapons [Sword].
Moving: [=G] Covers walking, running, swimming, climbing, etc., unless covered by specializations under Athlete Skill, e.g. Athlete [Runner].
Sneaking: [=G/2] Covers sneaking, stalking, stealing, hiding, etc., unless covered by specializations under Criminal Skill, e.g. Criminal [Burglar].
Talking: [=C] Covers bluffing, bribing, negotiating, interrogating, etc., unless covered by specializations under Performer, Criminal, Businessman, Detective, or Spiritualist Skills, e.g. Performer [Impostor, Disguise]; Criminal [Con Artist]; Businessman [Salesman, Diplomat]; Detective [Interrogation]; Spiritualist [Mesmerism].
Advanced Skills
Animal Handling: [=Avg(G+S)] Covers training or riding of any animal. Also covers use of any vehicle drawn by animals.
Athletics: [=Avg(M+G)] Allows two hand-to-hand attacks per round at close range. Covers any athletic endeavour, such as running, climbing, wrestling, boxing, sports, etc. Player should indicate specializations, e.g. Athlete [Boxer]. Professional runners, swimmers, etc., use Athlete instead of Moving Skill for appropriate movement checks. Professional boxers, wrestlers, etc., use Athlete instead of Fighting Skill for unarmed combat.
Cartography: [=W] Covers any exploratory endeavour, such as surveying and mapmaking.
First Aid: [=Avg(W+G)] Allows ability to treat cuts, wounds, and mortal wounds to stop them from getting worse. Covers any emergency medical treatment.
Languages: [=W] Allows ability to speak a number of languages equal to your Wits Score. Covers use of any foreign language.
Melee Weapons: [=Avg(M+G)] Allows two melee attacks per round at short range. Covers use of melee weapons such as swords and axes. Player should indicate specializations, e.g. Melee Weapons [Spear].
Military Weapons: [=Avg(W+G)] Allows two military attacks per round at long or medium range. Covers use of military weapons such as cannons, landmines, and machineguns. Player should indicate specializations, e.g. Military Weapons [Artillery].
Projectile Weapons: [=Avg(W+G)] Allows two projectile attacks per round at long or medium range. Covers use of any projectile weapon, from bows to pistols. Player should indicate specializations, e.g. Projectile Weapons [Rifle].
Vehicle Piloting: [=Avg(W+G)] Covers use of any vehicle not drawn by animals. Player should indicate specializations, e.g. Vehicles [Airship]
Professional Skills
Artist: [=Avg(W+S)] Covers any solitary artistic or creative endeavour, such as painting, writing, sculpting, etc. Player should indicate specializations, e.g. Artist [Novelist].
Businessman: [=Avg(W+C)] Covers any financial or organizational leadership. Player should indicate specializations, e.g. Businessman [Politician].
Criminal: [=Avg(W+G)] Covers any criminal activity, such as robbery, fraud, forgery, picking pockets, picking locks, etc. Player should indicate specializations, e.g. Criminal [Burglar].
Detective: [=W] Covers detective skills involved in tracking, spying, reporting, solving mysteries, etc. Player should indicate specializations, e.g. Detective [Private Investigator].
Doctor: [=W] Allows ability to heal diseases and wounds, and treat mortal wounds and unconsciousness. Covers any professional medical skills other than emergency first aid.
Inventor: [=W] Covers design, invention, and innovation of machines or structures, or construction, maintenance, and repair of advanced technology such as analytical engines. Player should indicate specializations, e.g. Inventor [Steam Locomotives].
Mechanic: [=Avg(W+G)] Covers construction, maintenance, and repair of machines or structures, such as steam engines, looms, typewriters, bicycles, etc. Player should indicate specializations, e.g. Mechanic [Textile Machinery].
Performer: [=Avg(C+S)] Covers any performing art, such as acting, singing, playing instruments, magic tricks, etc.; may also cover deception, impersonation, and disguise. Player should indicate specializations, e.g. Performer [Violinist].
Scholar: [=W] Covers fields of study such as history, anthropology, psychology, archaeology, theology, etc. Player should indicate specializations, e.g. Scholar [Archaeology].
Scientist: [=W] Covers fields of study such as physics, chemistry, biology, engineering, etc. Player should indicate specializations, e.g. Scientist [Geology].
Spiritualist: [=S/2] Covers anyone with genuine spiritual or magical abilities, such as mediums, psychics, shamans, etc. Fake spiritualists use Performer Skill instead. Player should indicate specializations, e.g. Spiritualist [Theosophy].