Character creation: Difference between revisions

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#Start with the [[:Category:Classes|character class]] you want to play
Notes on character creation, in approximate order you make the decisions:
#Define the [[High Concept]] of what character you want to play.
 
#Choose your [[:Category:Ancestry|Ancestry]] and gender
= Character Class =
#Optionally, choose an [[Archetype]]
Choose one [[:Category:Character Classes|character class]]. The class gives you three things:
#Choose your [[Background]]
# A default list of [[:Category:Stunts | Stunts]] to choose from. You can also choose Stunts from your [[Ancestry]] and [[Archetype]]
#Choose [[:Category:Skills | Skills]]
# One or more free [[:Category:Stunts|Stunts]]
#Choose [[:Category:Powers | Powers]]
# [[Spells]], if the class is [{Cleric]] or [[Magician]]
#Finish [[Character Aspects]]
 
#Choose [[:Category:Equipment|Equipment]]
= Ancestry and Gender =
Your [[:Category:Ancestry|Ancestry]] gives you options and suggestions. A few ancestries unlock specific stunts; most ancestries suggest certain Aspects.
 
= Archetype =
An Archetype is a specialized style within a class. Character classes are very broad and open-ended. An archetype is like a recipe for building a more specific type of character, by choosing from a pre-selected list of options. Archetypes are optional: you don't have to choose one, and if you do, they expand the options of your class.
 
Archetypes may be oriented toward a particular culture.
 
Example archetypes by character class:
* Cleric: Druid, Diviner, Warlock, cleric of a specific deity
* Magician: Illusionist, Bard, Alchemist
* Scout: Burglar, Ranger
* Warrior: Berserker, Knight
 
In addition, there are some multiclass archetypes. You can start with these but you have to pick
* Paladin is mix of Cleric and Warrior
* Trickster is a mix of Scout and Magician
 
= Background =
Background is optional. It's the culture and/or occupation your character was raised in. If you want to be a human who was raised by elves, choose human as your ancestry and the particular culture ("wood elves of the North", for example) as your Background.
 
A background includes suggested Skills and Stunts. Some, but not all, backgrounds unlock stunts.
 
= Key Aspects =
* Define your High Concept
* Define your Trouble.
 
= Skills =
* One at Great (+4)
* Two at Good (+3)
* Three at Fair (+2)
* Four at Average (+1)
 
You may get additional skills if you took the [[Extra Skill]] power.
 
= Stunts =
Beginning characters get:
* Two Stunts
* Possibly, additional Stunts from your character class (if your class is [[Warrior]] or [[Scout]])
 
= Finalize Aspects =
* Add one Aspect reflecting a relationship to another PC
* Add two additional Aspects, which may come from your [[ancestry]], [[background]], or a free choice
 
Make sure you have 5 character Aspects total (High Concept, Trouble, relationship, and 2 others)
 
= Equipment =
Equipment has a cost. You can start with one Good (+3) piece of equipment, plus whatever may be provided by your stunts. Everything else must be Fair or lower.

Latest revision as of 04:04, 23 July 2022

Notes on character creation, in approximate order you make the decisions:

Character Class

Choose one character class. The class gives you three things:

  1. A default list of Stunts to choose from. You can also choose Stunts from your Ancestry and Archetype
  2. One or more free Stunts
  3. Spells, if the class is [{Cleric]] or Magician

Ancestry and Gender

Your Ancestry gives you options and suggestions. A few ancestries unlock specific stunts; most ancestries suggest certain Aspects.

Archetype

An Archetype is a specialized style within a class. Character classes are very broad and open-ended. An archetype is like a recipe for building a more specific type of character, by choosing from a pre-selected list of options. Archetypes are optional: you don't have to choose one, and if you do, they expand the options of your class.

Archetypes may be oriented toward a particular culture.

Example archetypes by character class:

  • Cleric: Druid, Diviner, Warlock, cleric of a specific deity
  • Magician: Illusionist, Bard, Alchemist
  • Scout: Burglar, Ranger
  • Warrior: Berserker, Knight

In addition, there are some multiclass archetypes. You can start with these but you have to pick

  • Paladin is mix of Cleric and Warrior
  • Trickster is a mix of Scout and Magician

Background

Background is optional. It's the culture and/or occupation your character was raised in. If you want to be a human who was raised by elves, choose human as your ancestry and the particular culture ("wood elves of the North", for example) as your Background.

A background includes suggested Skills and Stunts. Some, but not all, backgrounds unlock stunts.

Key Aspects

  • Define your High Concept
  • Define your Trouble.

Skills

  • One at Great (+4)
  • Two at Good (+3)
  • Three at Fair (+2)
  • Four at Average (+1)

You may get additional skills if you took the Extra Skill power.

Stunts

Beginning characters get:

  • Two Stunts
  • Possibly, additional Stunts from your character class (if your class is Warrior or Scout)

Finalize Aspects

  • Add one Aspect reflecting a relationship to another PC
  • Add two additional Aspects, which may come from your ancestry, background, or a free choice

Make sure you have 5 character Aspects total (High Concept, Trouble, relationship, and 2 others)

Equipment

Equipment has a cost. You can start with one Good (+3) piece of equipment, plus whatever may be provided by your stunts. Everything else must be Fair or lower.