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system:chargen [2020/02/05 21:33]
mousus6
system:chargen [2021/02/03 14:32]
mousus6 Removing the Fated soulshape as it has become baseline, added careful for the bits of it that hadn't
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 ======Character Creation Steps====== ======Character Creation Steps======
 Creating a character in Moonrise involves the following steps: Creating a character in Moonrise involves the following steps:
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 //For players who revel in character death and want to rush to the higher levels of power for a fast turnover.// //For players who revel in character death and want to rush to the higher levels of power for a fast turnover.//
  
-Each XP spent on this character is worth two skills (this may be tweaked based on actual system lethality with the current estimation that 50% of characters will die before hitting level 4).+Each XP spent on this character is worth two skills (this may be tweaked based on actual system lethality with the current estimation that 50% of characters will die before hitting level 4).  Incandescent characters cannot also have the Careful soulshape.
  
 After 12 adventures they will cease to be playable. After 12 adventures they will cease to be playable.
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   * Priest - Reduce your maximum spirit hits to a quarter of their original value (rounding down), you may in every encounter use each buff provided by your skills once on yourself and on other members of your Congregation once for each spirit hit reduced in this way. You cannot take the Flexibility skill.   * Priest - Reduce your maximum spirit hits to a quarter of their original value (rounding down), you may in every encounter use each buff provided by your skills once on yourself and on other members of your Congregation once for each spirit hit reduced in this way. You cannot take the Flexibility skill.
   * Mage - You do not have Manipulations,​ instead you can cast up to 6 unique spells per encounter or up to 3 unique spells casting one of them twice. For the purposes of other skills, each encounter counts as a single Manipulation. You cannot take Additional Manipulation but count as having it for skill requirements.   * Mage - You do not have Manipulations,​ instead you can cast up to 6 unique spells per encounter or up to 3 unique spells casting one of them twice. For the purposes of other skills, each encounter counts as a single Manipulation. You cannot take Additional Manipulation but count as having it for skill requirements.
-  * Creator - You do not have Potentials, each encounter you may choose one of a batch of alchemy that lasts for the encounter or the ability to make a construct or contraption. ​ Once per encounter you may deal yourself a HEX and expend the remainder of your per encounter calls from any source to call HEAL on a fallen ally with 10 seconds of work if you do not have a construct or contraption active. You cannot take Unlock Greater Potential but count as having it for skill requirements.+  * Creator - You do not have Potentials, each encounter you may choose one of a batch of alchemy that lasts for the encounter or the ability to make a construct or contraption. ​ Once per encounter you may deal yourself a HEX and expend the remainder of your per encounter calls from any source to call HEAL on a fallen ally with 10 seconds of work. You cannot take Unlock Greater Potential but count as having it for skill requirements.
   * Spirit Guide - You do not have linkages and thus cannot expend them to refresh others. ​ Whilst in the physical world you are constantly considered to be in a linkage state but your standard Katas take an additional second (hard mode Katas are unaffected),​ step out/break out if purchased become once per adventure between them.   * Spirit Guide - You do not have linkages and thus cannot expend them to refresh others. ​ Whilst in the physical world you are constantly considered to be in a linkage state but your standard Katas take an additional second (hard mode Katas are unaffected),​ step out/break out if purchased become once per adventure between them.
   * Doctor - You do not have a long term pool of Urgency instead you have one Urgency per encounter. ​ Greater Urgency increases your per encounter Urgency to two.   * Doctor - You do not have a long term pool of Urgency instead you have one Urgency per encounter. ​ Greater Urgency increases your per encounter Urgency to two.
 +
 +====Careful====
 +//For those who refuse to put thier life on the line under normal circumstances.//​
 +  * When dropped in combat and not bleeding out you instead have a 60 second flee count which is affected identically to a death count by STABILIZE, SUBDUE and HEAL (any effects that adjust your bleed count up or down also adjust your flee count)
 +  * At the end of your flee count you have found a perfect opportunity to remove yourself from the combat and depart the encounter (call GONE), leaving behind any plot relevant objects you were carrying acquired during the adventure
 +  * If you are the last player dropped in an encounter and the monsters do not have a reason to be targeting you specifically rather than the party as a whole you are also able to use this escape ability even if you are SUBDUE'​d during the encounter cleanup
 +  * At the end of a combat you escaped from you may assess the overall situation and make a choice between rejoining the party in their current state and leaving the adventure. If you choose to leave the adventure you make your way home in a fugue state of which you have no memory. ​ Returning home in this way will never have physical or meta-physical consequences for you, though the act of abandoning the adventure may have social consequences.
  
 ====Ethereal==== ====Ethereal====
system/chargen.txt ยท Last modified: 2021/02/03 14:32 by mousus6