Difference between revisions of "OAAAA Character Creation"
Line 1: | Line 1: | ||
Characters will begin with between 50-100 character points. This will be based on character race, mostly, and which races get more/less points will be explicitly specified. | Characters will begin with between 50-100 character points. This will be based on character race, mostly, and which races get more/less points will be explicitly specified. | ||
+ | |||
Characters must take the "normal characteristic maxima" disadvantage, for 0 points, modified based on their race. | Characters must take the "normal characteristic maxima" disadvantage, for 0 points, modified based on their race. | ||
Line 7: | Line 8: | ||
Characters will need to assign their character a series of classes: multi classes of 2 different classes will be permitted, as long as the requirements of both classes are met. | Characters will need to assign their character a series of classes: multi classes of 2 different classes will be permitted, as long as the requirements of both classes are met. | ||
− | '''Group Hook''': All characters must incorporate the following into their concept: 1.) They must be desirous of, or at least excited by, the concept of adventure. In a grander sense, they must desire to be sung in the sagas, to have their story told throughout the ages, much as in Dawnforge, as I understand it. 2.) They must care about the well being of their city/island-state. 3.) They must care and/or honor the importance of the auspice-bond (more on this later: in brief: on your island, it is believed that children born under the same auspice (a so far undefined/nebulous form of prophecy) have some form of shared destiny). | + | '''Group Hook''': All characters must incorporate the following into their concept: 1.) They must be desirous of, or at least excited by, the concept of adventure. In a grander sense, they must desire to be sung in the sagas, to have their story told throughout the ages, much as in Dawnforge, as I understand it. 2.) They must care about the well being of their city/island-state. 3.) They must care and/or honor the importance of the auspice-bond (more on this later: in brief: on your island, it is believed that children born under the same auspice (a so far undefined/nebulous form of prophecy) have some form of shared destiny). 4.) they must be relatively young: ie, 15-25. |
Characters will NOT be permitted to take Power Frameworks. This includes magic users: the Hero Grimoire apparently recommends against allowing spells in frameworks because the discounts for them are already so large. The one exception may be to allow small, restricted variable power pools for certain types of spellcasters. If this makes you want to cry or hit me with a large side of beef, I can lay out a more extensive argument for why I think this is a good idea.<br> | Characters will NOT be permitted to take Power Frameworks. This includes magic users: the Hero Grimoire apparently recommends against allowing spells in frameworks because the discounts for them are already so large. The one exception may be to allow small, restricted variable power pools for certain types of spellcasters. If this makes you want to cry or hit me with a large side of beef, I can lay out a more extensive argument for why I think this is a good idea.<br> | ||
Some very powerful magic items will grant the character power frameworks, thus vastly increasing their value/usefulness. | Some very powerful magic items will grant the character power frameworks, thus vastly increasing their value/usefulness. | ||
+ | |||
+ | '''Character Background''': I DO NOT expect players to write an extensive background for their characters (not to say, no background). Your characters are young and just starting on their life path. I DO expect players to have ideas about how they want the story of their character to evolve: in other words, ONCE your character is famous and legendary, what sorts of things will be said about her/him? I would like to incorporate these ideas into the actual adventures. In most games, you start with most of the points you will ever get, so it makes sense that your character starts the game almost totally defined. But in this game, you will have doubled in points after 6 sessions or so, so your character's defining events/characteristics should reflect that. I would like players to come up with a list of events/concepts/etc that they want to have happen to them/for them/etc during the course of the game: these will become part of the story, I hope. I am still working on a mechanic for this. |
Revision as of 11:22, 15 July 2008
Characters will begin with between 50-100 character points. This will be based on character race, mostly, and which races get more/less points will be explicitly specified.
Characters must take the "normal characteristic maxima" disadvantage, for 0 points, modified based on their race.
Characters cannot start the game with a speed greater than 3. Most character classes will not be allowed to advance beyond speed 3 until late in the game. The reason for this is that it allows us to bypass the speed chart entirely and act purely using "turns" in which everybody acts. It also makes high speeds a significant benefit for certain classes.
Characters will need to assign their character a series of classes: multi classes of 2 different classes will be permitted, as long as the requirements of both classes are met.
Group Hook: All characters must incorporate the following into their concept: 1.) They must be desirous of, or at least excited by, the concept of adventure. In a grander sense, they must desire to be sung in the sagas, to have their story told throughout the ages, much as in Dawnforge, as I understand it. 2.) They must care about the well being of their city/island-state. 3.) They must care and/or honor the importance of the auspice-bond (more on this later: in brief: on your island, it is believed that children born under the same auspice (a so far undefined/nebulous form of prophecy) have some form of shared destiny). 4.) they must be relatively young: ie, 15-25.
Characters will NOT be permitted to take Power Frameworks. This includes magic users: the Hero Grimoire apparently recommends against allowing spells in frameworks because the discounts for them are already so large. The one exception may be to allow small, restricted variable power pools for certain types of spellcasters. If this makes you want to cry or hit me with a large side of beef, I can lay out a more extensive argument for why I think this is a good idea.
Some very powerful magic items will grant the character power frameworks, thus vastly increasing their value/usefulness.
Character Background: I DO NOT expect players to write an extensive background for their characters (not to say, no background). Your characters are young and just starting on their life path. I DO expect players to have ideas about how they want the story of their character to evolve: in other words, ONCE your character is famous and legendary, what sorts of things will be said about her/him? I would like to incorporate these ideas into the actual adventures. In most games, you start with most of the points you will ever get, so it makes sense that your character starts the game almost totally defined. But in this game, you will have doubled in points after 6 sessions or so, so your character's defining events/characteristics should reflect that. I would like players to come up with a list of events/concepts/etc that they want to have happen to them/for them/etc during the course of the game: these will become part of the story, I hope. I am still working on a mechanic for this.