Difference between revisions of "Character Creation"

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: Willpower: Resolve + Composure.
 
: Willpower: Resolve + Composure.
  
'''Step 10: Background'''
+
'''Step 10: Background'''<br>
 
Sphere-specific questions may be found on the pages below:
 
Sphere-specific questions may be found on the pages below:
 
* [[Changeling/Applications#Backgrounds]]
 
* [[Changeling/Applications#Backgrounds]]

Revision as of 12:00, 6 June 2016

How to Become a Real Person in Twelve Easy Steps

Step 1: Template Selection

Changeling - Supernatural. Follow the CtL book.
Ensorcelled - Human. You need to line up a changeling to pledge with, NPC or not.
Fae-touched - Human+. No special requirements.
Mortal - Human. No special requirements.
Psychic - Human+. Must have at least one Psychic merit using CG merit dots. You gain access to special merits.
Thaumaturge - Human+. You must have at least 1 dot in Occult, must choose a tradition (SS pp.80-102), and gain a free Defining Merit from said tradition, as well as strengths/weaknesses, and have access to special merits.

If you want to be ensorcelled by a Changeling in game, but want to be Psychic or Thaumaturge, choose the Psy/Thaum template and set up the ensorcelment pledge in a separate +req/pledge at the end of CG.

Step 2: Initial Setup

This step sets your character's basic information, including sex, +finger, +glance and description data.
If you are a Changeling, or Fae-Touched with the Seeming merit, you will need to write a &faedesc and &short-mien as well as the regular @desc and &short-desc.

Step 3: Sheet Basics

Character concept. From WoD p.34: "...come up with a short, two- or three-word description of your character. This usually, but not always, includes some idea of a career: 'nightstalking journalist,' 'stoic mechanic,' 'lost waif,' 'petulant yuppie,' 'angry young man.'"
Virtues and Vices currently accepted by CG code.

Step 4: Integrity and Breaking Points

Breaking points are explained in detail on GMC p.155.
Explanation of how to shape the answers to the questions into appropriate breaking points with examples.

Step 5: Families

More information about the (optional) seven local Families can be found via the links below.

Step 6-8: Attributes, Skills, Specialties

Attribute details can be found on WoD p.42 (Chapter 2).
Skill details can be found on WoD p.54 (Chapter 3)
Specialties can be found on WoD p.54 as well.
Note: Changelings, you get an extra specialty in Athletics, Brawl or Stealth to represent the physical changes made to you during your Durance.
Use +ref/attribute <attribute> and +ref/skill <skill> commands for descriptions of these in game.

Step 9: Merits

Merits are listed here. Full descriptions are not included; you need the books.
Use +ref/merit <full merit name> to see a brief description of merit mechanics in game.

Intermission: Advantages

No player action needed. This is an FYI, showing automatically calculated stats based on what you entered earlier in CG.
Defense: Lower of your Dexterity or Wits + Athletics.
Initiative: Dexterity + Composure.
Size: 5 for humans (6 for Giant, 4 for Small-Framed)
Speed: Strength + Dexterity + 5.
Willpower: Resolve + Composure.

Step 10: Background
Sphere-specific questions may be found on the pages below:

Step 11: XP Tier

XP Tiers are explained here. You will get a set number of XP points.
Our Alt Policy limits how many of each Tier you may play.

Step 12: XP Spending

Spend your XP. Note: if you want a stat which is only purchasable during CG, buy it with points in the appropriate section above.
The XP here is NOT CG experience. This is your life's supposed sum total of experience points up until this point in your character's existence.