Difference between revisions of "WHFRP Reboot"
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Careers can be chosen or rolled for, but in both cases you get only one free advance. | Careers can be chosen or rolled for, but in both cases you get only one free advance. | ||
+ | |||
+ | ==Spiritual Attributes== | ||
+ | |||
+ | So, one of my goals is to enhance the narrative aspect of WHFRP. This isn't hard, as Fate and Fortune points put a lot of narrative control in the hands of the players. So, I'm replacing Fate and Fortune points with a cool system I'm stealing from the Riddle of Steel: Spiritual Attributes. | ||
+ | |||
+ | In short, Spiritual Attributes describe your characters beliefs, the reasons they're willing to fight, or what they fight for. They're also the primary mechanism for describing an individual's evolution and progression. | ||
+ | |||
+ | ===The Basics=== | ||
+ | |||
+ | A Spiritual Attribute is defined by the player. A character gets any three Spiritual Attributes of their choosing. All Spiritual Attributes are rated on a 0-to-5 point scale, and start at 0. | ||
+ | |||
+ | There are a few basic types of Spiritual Attributes available to a character: | ||
+ | |||
+ | *'''Passion''': A strong attachment to a person that drives you - hate, love, loyalty. When acting on or in defense of the subject of your passion, you are ablaze with an inner fire. When choosing a Passion, the player must specify what the subject is - e.g., "Passion: hates von Teumar", or "Passion: boundless love for Helga". | ||
+ | |||
+ | *'''Conviction''': An unshakable faith that the world should operate in a particular way. When fighting for your Conviction, you are filled with zealous resolve. Religious beliefs often fall under Convictions. When choosing a Conviction, a player must specify the belief, e.g, "Conviction: only the strong survive", or "Conviction: Shallya offers mercy to all". | ||
+ | |||
+ | *'''Conscience''': The desire to do the "right thing". When doing the right thing (as defined by the player) you are possessed of a righteousness that is hard to deter. When choosing a Conscience, the player must specify what the ethic the Conscience embodies: e.g. "Conscience: All men should be free". | ||
+ | |||
+ | *'''Drive''': A consuming desire to accomplish a goal. When working towards the end of your Drive, you are relentless and resourceful. When choosing a Drive, the player must specify what the goal is, e.g "Drive: Own a boat", or "Drive: prove self as the best fighter in the world". | ||
+ | |||
+ | *'''Fate''': A point that you know will be reached, a destiny that will come to pass. When working towards your eventual Fate, events conspire to propel you forward. When choosing a Fate, the player must specify what will happen to the character, e.g., "Fate: will die fighting", or "Fate: will free a people." | ||
+ | |||
+ | *'''Luck''': A tendency to benefit from coincidence in a given situation. When in certain circumstances, Luck may intervene miraculously. When choosing a Luck, a player must select the lucky situation, e.g., "Luck: I thought you were dead", or "Luck: I've never been injured on horseback". |
Revision as of 18:47, 21 July 2007
Here's my thoughts on the reboot. I'm changing some of the rules because I like what I saw in some other systems.
Characters
Character creation can be done in several ways:
- Points: You get 85 points to distribute to your various attributes.
- Roll Choose: Roll 2d10 8 times and write down the values. You can choose which rolls go to which stats. You get no Shallya's Mercy.
- Roll: Roll for each stat. You get one standard Shallya's Mercy.
Careers can be chosen or rolled for, but in both cases you get only one free advance.
Spiritual Attributes
So, one of my goals is to enhance the narrative aspect of WHFRP. This isn't hard, as Fate and Fortune points put a lot of narrative control in the hands of the players. So, I'm replacing Fate and Fortune points with a cool system I'm stealing from the Riddle of Steel: Spiritual Attributes.
In short, Spiritual Attributes describe your characters beliefs, the reasons they're willing to fight, or what they fight for. They're also the primary mechanism for describing an individual's evolution and progression.
The Basics
A Spiritual Attribute is defined by the player. A character gets any three Spiritual Attributes of their choosing. All Spiritual Attributes are rated on a 0-to-5 point scale, and start at 0.
There are a few basic types of Spiritual Attributes available to a character:
- Passion: A strong attachment to a person that drives you - hate, love, loyalty. When acting on or in defense of the subject of your passion, you are ablaze with an inner fire. When choosing a Passion, the player must specify what the subject is - e.g., "Passion: hates von Teumar", or "Passion: boundless love for Helga".
- Conviction: An unshakable faith that the world should operate in a particular way. When fighting for your Conviction, you are filled with zealous resolve. Religious beliefs often fall under Convictions. When choosing a Conviction, a player must specify the belief, e.g, "Conviction: only the strong survive", or "Conviction: Shallya offers mercy to all".
- Conscience: The desire to do the "right thing". When doing the right thing (as defined by the player) you are possessed of a righteousness that is hard to deter. When choosing a Conscience, the player must specify what the ethic the Conscience embodies: e.g. "Conscience: All men should be free".
- Drive: A consuming desire to accomplish a goal. When working towards the end of your Drive, you are relentless and resourceful. When choosing a Drive, the player must specify what the goal is, e.g "Drive: Own a boat", or "Drive: prove self as the best fighter in the world".
- Fate: A point that you know will be reached, a destiny that will come to pass. When working towards your eventual Fate, events conspire to propel you forward. When choosing a Fate, the player must specify what will happen to the character, e.g., "Fate: will die fighting", or "Fate: will free a people."
- Luck: A tendency to benefit from coincidence in a given situation. When in certain circumstances, Luck may intervene miraculously. When choosing a Luck, a player must select the lucky situation, e.g., "Luck: I thought you were dead", or "Luck: I've never been injured on horseback".