The Archive > Blades of the Forgotten Ones (Raurie)

Character Creation!

(1/1)

Raurie:
Character Creation!
Files will be coming up for you to use, including a cheat sheet and a character sheet, designed by Sam Creary for the express purpose of the game.  :)

Need to remember to change the file-types to a workable format...
Added downloadable .doc version of Character Sheet to this post.
Character creation guide as below.
(Please note, work in progress.)


--- Quote ---Blades of the Forgotten Ones
Character Creation

Name / Player / Blade: Character name / Your name / Name of Blade wielded by your character.

Concept: The idea behind your character. Sleazy Pickpocket, Student, Office Worker, Traveller, etc.

Nature / Demeanour: The inner mentality / outward impression of your character's personality.
Can be chosen from: Architect / Autocrat / Bravo / Caregiver / Competitor / Cynic / Fanatic / Gallant / Gambler / Judge / Libertine / Loner / Pacifist / Pedagogue / Penitent / Perfectionist / Rebel / Rogue / Survivor / Traditionalist / Trickster / Visionary

Attributes: All characters have one free dot in each. Attributes are statted using an 8/6/4 ratio. You can choose which of these is their primary, secondary and tertiary skill set.
Eg: Physical 8 (4 Str, 4 Dex, 3 Sta,) Social 4 ( 3 Cha, 2 Man, 2 App) Mental 6 (5 Per, 3 Int, 1 Wits)

Abilities: You get 30 points to spend in Abilities, not including bonus points.

Specialities: You get 6 Ability Specialities to spend at character creation. These are indicated by the squares beside the ability. Every time that Ability is rolled, the player gets one automatic success in addition to what has been rolled. The Specialities themselves are granted by the Blade, so remember to fit them into the concept of your wielder's weapon.

Belief (Scion's Legend)
You cannot buy additional Belief.
All Wielders start with equal Belief, dependant on which phase of the world plot the GM has chosen to run. Players at Tournament level get 2 Belief, while War level characters get 3. If you want more belief points, you must play for them. There is no other way of gaining them, even in Fae dealings.

Relics (Scion's Birthrights)
These are items imbued with Powers from a single Aspect, allowing the Wielder access outside of their Blade's aligned Aspects. These differ from Blades in that powers are bought individually, and are not retroactive. They are also limited to a maximum of a level 3 power. (e.g. If a Wielder wants to access the Sky level 3 Storm Augmentation, then she spends 3 points on their Blade and gains the skill, as well as all prior lower-levelled powers. Should she wish to access it through Relics, as her Blade does not allow for the Sky purview, she still spends 3 points, but does not gain access to the level 2 and 1 powers.) Relics cannot be any form of weapon unless it is entirely unusable (e.g: An aged ceremonial, blunt stone dagger that would be useless in a fight). The only magical weapons Wielders are allowed to use are their Blades.
You can spend a maximum of 5 points in Relics at Character Creation at War level, so;
Relic Points: 5 Max Potency of Relic: Level 3 Power
Buying a level 3 does not give the previous level 1 & 2 like a Blade would.

Aspects, Powers, & Spells (Scion's Boons)
Aspects cannot be taken above Level 3 prior to the addition of bonus points at character creation. Your Blade will start with 1 Aspect at Tournament level, or 2 at War. You may not buy additional Blade Aspects at character creation. You may buy additional Aspects with your 5 Relic points. The Spell roster is accessible, but only through either making a deal with or defeating a Fae creature with the appropriate spell in play, and as such cannot be taken at character creation.

Skills (Scion's Knacks)
The Blades each have special alignments to certain Attributes. For each of these, the Wielder earns a Skill. These can be chosen from an available list. Some of these are passives, some cost Belief (Scion's Legend) to activate.

Virtues
Representing the values which you hold to. The twelve virtues are:
Conviction, Courage, Duty, Endurance, Expression, Harmony, Intellect, Loyalty, Order, Piety, Valor & Vengeance
You may choose 4 of these. You get one point in each, then 5 to share between them. The two highest are then added together to form your Willpower.

Bonus Points: You get 5 Bonus Points. These can be added anywhere, up to the limit listed below.
Trait                               Maximum Additional Points
Attributes [ Normal ]      2 (Maximum of 5 per Attribute at start of game)
Attributes [ Blade ]        5 (Maximum of 5 per Blade Attribute at start of game)
Abilities [ Normal]          5
Abilities [ Blade ]           1 additional ability. (7 at start of game)
Relic                             1
Aspect Powers                5 (You may buy higher levels in your Blade's Aspects, but you cannot unlock new ones at creation.)
Skills                            (Free when buying Blade Attribute.)
Belief                           You cannot buy Belief with points.
Virtue                           2
Willpower                      2

Willpower:
Add the two highest numbers from your Virtues. This is your starting Willpower.

Combat:
Dodge DV = (Dexterity + Athletics + Belief) ÷ 2
Parry DV = (Dexterity + Brawl or Melee + Weapon Defense) ÷ 2
Join Battle = (Wits + Awareness)

Soak
Bashing Soak is equal to Stamina. Lethal Soak is equal to half Stamina. Epic Stamina adds to each of these.
Armour = Varies dependent on kit.

--- End quote ---


--- Quote ---Blade Weapon
There will be a selection of Blades available to choose from, or one will be generated for you. If you wish to generate your own Blade, this may be submitted to your GM for approval. Remember that these legendary weapons are sentient, and will communicate with their Wielder. They have their own personalities, attitudes, and Virtues. It is the Blade that allows the Wielder to become a powerful champion.

Compatible Natures
Each Blade will have a personality type (or possibly types) it prefers to work with, much like anyone.

Favoured Virtues
The weapon will have 4 Virtues, the same as a player character. This also gives the Spirit it's Willpower rating. Hopeful Wielders must share at least 2 matching Virtues if they hope to use the Blade. The closer matched you are, the stronger the bond is likely to become.

Favoured Abilities
There will be 6 of these recognised per weapon, and they represent the Spirit's interests. It is common for Melee to be one of these, they are weapons after all. These allow for one automatic success on any roll involving the favoured ability. Once you have your Blade, you may buy an additional one of these with bonus points.

Blade Granted Skills / Aspect Powers
Perhaps most importantly of all, the gifted abilities given to you by the Blade.
There are 10 points to be spent here, which can be split between either Skills or Aspect Powers.
Skills (Scion's Knacks) are special attribute related powers, which come with an additional point in one of your Attributes. This point is counted as an automatic success for a roll involving this stat. Some of them are passive abilities, which are always active while you have the Blade, others require Belief to activate.
Aspect Powers as mentioned before, are magic made available to you through the use of your Blade (or a Relic). You may choose 1 of these for Tournament arc, or 2 for War. You may have up to Level 3 at creation. You may spend your character's bonus points on improving your Blade's power.
--- End quote ---

Character Sheet Preview

Download below:

Samantha:
Though you may be new this world, your character is not.
There will (hopefully) be a short brief of basic things that you would know as a Wielder.

Other things to think about:

What do / did you do?

Where are you from?

How did you get your Blade?

Do you know any other wielders?

Have you fought anything that wasn't a wielder?

How many rounds did you get through in the tournament?

Wielders are often known by titles, rather than their full names. These are usually based either on something to do with your Blade's legend, the powers you use, a visual description, or a combination thereof. The Librarians may have a name for the Wielder of your Blade, as may the Blade itself- but they can also be attributed to you by the population, so be mindful.

Samantha:
Incomplete:


--- Quote ---Conviction
Conviction represents a person's selfless devotion to a cause, as well as her willingness to take any measures necessary to further her cause or to take action against those who oppose her beliefs.

Virtue Extremity: Fanatic Zeal. When overcome by the strength of her Conviction, the Scion goes to extreme lengths in defense or support of her cause, regardless of the danger to herself or the suffering she inflicts on other people. No one -- friend or foe -- will stand in her way. Fanatic Zeal lasts for a number of hours equal to the Scion's Virtue rating.

Courage
A hero's worth is measured by the foes she defeats in battle, and Courage measures a Scion's drive to test her mettle against the deadliest opponents she can find. Heroes must fight their battles alone and live or die by the skill of their sword-arm. Death is something to be faced stoically, even embraced, for it is better to die in an epic struggle with a worthy foe than to live a callow life without struggle.

Virtue Extremity: Berserker Fury. The Scion is so overcome with shame at her perceived weakness that she flies into a murderous rage, hurling herself at her foes without regard to her own safety. If there are no foes left to fight, the Scion will attack any other living thing she can reach, seeking to expiate her cowardice in violence and bloodshed. Berserker Fury lasts for the duration of the scene.

Duty
Service to one's community, respecting authority and upholding the laws that govern a decent society. Civilization is part of a divine order that flows from the Gods themselves, so it is a Scion's duty to put aside personal ambition and devote herself to maintaining and contributing to a healthy society. Personal sacrifice for the greater good is to be expected and celebrated, for a prosperous and safe society reflects its glory on each one of its citizens.

Virtue Extremity: Morbid Self-Sacrifice. They are so mortified at having contemplated violating the order of things that she goes to extreme lengths of personal self-sacrifice to atone for her selfishness. She might donate personal possessions or wealth to the community, break ties with her family, seclude herself from the community she "failed," turn herself over to the authorities to confess any crimes she has committed, et cetera. Morbid Self-Sacrifice lasts for one full day.

Endurance
One of the hallmarks of the epic hero, they endure hardship beyond mortal limits in order to overcome the challenges arrayed against them. Scions who espouse this Virtue embrace this stoic ideal, taking strength from the suffering they must endure. Instead of wasting time and energy trying to avoid any form of hardship, they grit their teeth and accept what comes. The blows of Fate and foe harden them like hammered iron.

Virtue Extremity: Self-Destruction. The Scion is so horrified at her own weakness that she attempts to purge it through acts of extreme self-punishment, pursuing her goals without regard to personal health, safety or survival. Self-Destruction lasts for one full day.

Expression
Great things are expected of those gifted with great power, and Scions have many gifts that can enrich mortal civilization. Expression is the Virtue of artistic excellence, which venerates the musician, the painter, the skald and the storyteller. It is the belief that the creation of art in all its forms is a way of sharing the gifts of the Gods with the mortal World. Many Scions who espouse this Virtue believe that their creations act as a vehicle by which the Gods continue to interact with mankind and continue to nurture their faith in the divine.

Virtue Extremity: Visceral Shock. The Scion's extreme reaction to stifling her art (or another's) pushes her to the opposite extreme. She pours her guilt and selfrecrimination into her efforts, pushing the performance into the realm of the vulgar and grotesque. She bends her energies to creating art that scars and horrifies her audience. Visceral Shock lasts for a number of days equal to the Scion's Virtue rating.

Harmony
The essence of Harmony is the belief in a cosmic design, that governs the forces of creation. Even the Gods themselves form but a part of a grander design, fulfilling their roles just as mortals do as part of the cycle of existence. Yet, despite its complex intricacies, the cosmic order is not infallible. The actions of Gods, Titans, or even mortals can disturb its movement, creating rippling imbalances that spread conflict and suffering. Scions who espouse this Virtue see it as a sacred trust to keep the divine order in balance. For them, good and evil are arbitrary terms that can cause more harm than good in the long run. What matters is keeping the scales even, answering order with chaos, violence with peace, death with new life.

Virtue Extremity: Tyranny of Balance. The Scion goes to extreme measures to restore the balance of outcomes in a given situation, even going so far as to inflict harm or suffering on herself or her compatriots if necessary. Tyranny of Balance lasts for the duration of the scene.

Intellect
Intellect is the Virtue of the mind. It exalts the power of reason as the link that joins the mortal to the divine. Scions who espouse this Virtue believe that raw power must be harnessed to the engines of logic and imagination in order to truly master the secrets of the cosmos. They hone their minds through diligent study, relentless inquiry and vigorous debate, and constantly grappling with the myriad riddles of creation and the complexities of everyday life.

Virtue Extremity: Obsessive Analysis. The Scion's attempt to blind herself to reason forces her to atone by overanalyzing everything. She becomes powerless to make important decisions as she wracks her brain trying to imagine every contingency and every conceivable outcome from every given course of action. Obsessive Analysis lasts for one full day.

Loyalty
The abstract ties of citizenship, culture, or even religion are nothing compared to the bonds of love, family, and friendship. Scions who espouse this Virtue reserve their trust, support, and devotion for those who share their blood or have shared in their suffering, from parents to kinsmen to tried-and-true friends. Loyalty is a bond stronger than iron; even the Gods themselves test it at their peril.

Virtue Extremity: Blind Devotion. The Scion is so horrified by her attempted betrayal that she will go to extreme lengths to support her friend or kinsman, suffering alongside that person even if said person is proven to be in the wrong. Blind Devotion lasts for a number of days equal to the Scion's Virtue rating

Order
The foundation of mortal civilization. As the bulwark against the threat of anarchy and chaos, laws must be upheld and enforced, even when their applications seem harsh or unjust. For society to function, it must trust in the impartiality of its laws, which demands courage and steadfastness on the part of the lawgivers. To those who believe in Order, there is no relativism or moral ambiguity. There is only the law.

Virtue Extremity: Summary Judgment. The Scion takes the law into her own hands, ruthlessly passing sentence -- and executing judgment -- on those she perceives to be criminals. Summary Judgment lasts for the duration of a single scene.

Piety
Scions who espouse this Virtue exalt and respect their God, their ancestors, and the traditions of their forebears, taking strength from the wisdom of the ancients. There is no situation that cannot be addressed by heeding the commandments of the Gods and the deeds of one's ancestors. Those who break with tradition insult the hard work and sacrifice of their predecessors and show a reckless arrogance that can only lead to misfortune.

Virtue Extremity: Self-Righteousness. The Scion withholds her support or aid from those she deems insufficiently pious, even going so far as allowing others to suffer or die as a result. Self-Righteousness lasts for the duration of a scene.

Valor
Valor is the Virtue of the noble warrior. She believes in using her martial skill to defend the helpless, to fight with honor and to offer up her life if necessary in service to a worthy cause. Scions who espouse this Virtue do not believe in fighting for its own sake. Indeed, they would rather avoid battle unless absolutely necessary, for they are all too aware of its awful cost. They master the arts of battle so that warlords and tyrants cannot impose their will upon decent folk. They pay the price in blood so others do not have to. Peace and prosperity are built upon the sacrifices of the valorous.

Virtue Extremity: Valorous Sacrifice. The Scion is so horrified by her perceived cowardice that she must atone for her sins by seeking an honorable death in battle. She attacks her foes with no regard for her personal safety or survival, and fights until she or her opponents are destroyed. Valorous Sacrifice lasts for the duration of the Scion's next battle.

Vengeance
This Virtue dictates that those who offend the Gods or commit crimes against mankind must be made to suffer in kind, regardless of the cost. Vengeance is not about petty revenge, but a redressing of the cosmic balance, paying back a debt incurred by violating the divine order in some fashion. Scions who espouse this Virtue act upon their beliefs as they see fit. Some take an eye for an eye in straightforward, Biblical fashion. Others find more creative punishments for those who have committed crimes against the pantheon.

Virtue Extremity: Implacable Nemesis. The Scion will go to extreme lengths to punish an offender, making any sacrifice necessary -- or committing any atrocity -- in order to see justice done. Implacable Nemesis lasts for a number of days equal to the Scion's Virtue rating.
--- End quote ---

Navigation

[0] Message Index

Go to full version