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system:chargen [2019/12/29 23:11]
chaos More links, including to the 3 home nations
system:chargen [2021/02/03 14:32] (current)
mousus6 Removing the Fated soulshape as it has become baseline, added careful for the bits of it that hadn't
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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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 Intended for those who cannot come to LARP regularly or just awkward characters to fill in slots on LARPs for which nobody has a level appropriate character: Intended for those who cannot come to LARP regularly or just awkward characters to fill in slots on LARPs for which nobody has a level appropriate character:
   * No XP is gained for playing character.   * No XP is gained for playing character.
-  * Build the whole character in advance/up to the highest level they have been played, this becomes a fixed order of skills. ​ Always goes out with a GM assigned XP level (approximately lower quartile of party XP) for any given adventure. ​ Wildcards cannot ​burn reputation for favours but also cannot be Socialites.  Any skills higher level than the highest level non-Wildcard party member are unavailable this adventure.+  * Build the whole character in advance/up to the highest level they have been played, this becomes a fixed order of skills. ​ Always goes out with a GM assigned XP level (approximately lower quartile of party XP) for any given adventure. ​ Wildcards ​can be a member of as many organisations as they can hold favour with but cannot ​spend reputation ​beyond the free favour from organisation membership other than for transferring favour.  Any skills higher level than the highest level non-Wildcard party member are unavailable this adventure.
   * The maximum single Act of Power level they can perform is half the number of adventures they have completed (rounding down), ie. from their third adventure can perform a Lesser Act of Power, from their fifth a Greater Act of Power, from their seventh an Epic Act of Power. ​ A player may change their fixed order or skills or even class by resetting the count of adventures they have been on for the purposes of acts of power.   * The maximum single Act of Power level they can perform is half the number of adventures they have completed (rounding down), ie. from their third adventure can perform a Lesser Act of Power, from their fifth a Greater Act of Power, from their seventh an Epic Act of Power. ​ A player may change their fixed order or skills or even class by resetting the count of adventures they have been on for the purposes of acts of power.
  
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 The character’s soul does not anchor to anything around it after death and cannot respond to beseechment. The character’s soul does not anchor to anything around it after death and cannot respond to beseechment.
- 
-====Socialite==== 
-//For those who can’t stand using up goodwill.// 
-You do not have a cap on the number of organisations you can participate in. 
- 
-You are incapable of burning reputation for favours. General goodwill reputation can be assigned to a particular organisation,​ or kept for assignation later. 
  
 ====Jinx==== ====Jinx====
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 Your class resource is replaced as per below. ​ You are unaffected by the call EFFECT “REFRESH YOUR RESOURCE” (please warn any Spirit Guides in your party of this fact), you cannot call in favours to acquire alchemy or Ennarian medical kits.  You cannot buy the skill Traditional Alchemy. Your class resource is replaced as per below. ​ You are unaffected by the call EFFECT “REFRESH YOUR RESOURCE” (please warn any Spirit Guides in your party of this fact), you cannot call in favours to acquire alchemy or Ennarian medical kits.  You cannot buy the skill Traditional Alchemy.
-  * Warrior - Exhaustions now only last until the end of the encounter. ​ Each Manoeuvre can be used at most once per encounter. Each stack of Extend Suffering ​increases impairment duration by 5 seconds, and each stack of Faltering increases the DAZE duration on hit by 5 seconds.+  * Warrior - Exhaustions now only last until the end of the encounter. ​ Each Manoeuvre can be used at most once per encounter. Each stack of Off Balance ​increases impairment duration by 5 seconds, and each stack of Faltering increases the STUN duration on hit by 5 seconds.
   * 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====
 +
 +//This one is highly experimental and quite possibly needs heavy tweaking. ​ It is an attempt to create a soulshape for those who really don't like tracking different damage calls. ​ This does have the side effect of making demi-bears terrifying and marauding unicorns relatively tame.//
 +
 +In order to opt out of called damage and tracking different damage calls you have the following effects and should always brief the monsters at the start of the adventure that you are Ethereal.
 +
 +  * You take all damage calls and (non-ZERO) physical strikes against you as a one hit
 +  * You do not call damage with physical strikes (the uncalled damage level is locked at DOUBLE in physical or SINGLE in spiritual with an Ethereal player)
 +    * You cannot swap out Combat Proficiency for another skill
 +    * You do not get the benefit of any +1 damage granted by skills
 +    * Whilst under the effects of SAP, you must call ZERO for any hits you land
 +  * Physically you have a base of 2 hits, or 4 hits with armour
 +    * Every full 4 physical hits you would gain from skills gives you +1 physical hit
 +  * Spiritually you have a base of 4 hits, or 8 hits with armour
 +    * Every skill that grants +1 spirit hit still gives you +1 hit
 +  * You must call IMMUNE to GAIN <N> HITS, and GAIN <​damage>​
 +  * The only effect of BUFF is to end a SAP early or protect against one being applied
system/chargen.1577661113.txt.gz · Last modified: 2019/12/29 23:11 by chaos