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character_creation

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Character Creation

Summary

  • You have 5 advances to buy in Background Knowledge.
  • For each advance in Background Knowledge you get one advance in each of Skills and Magical Solutions of the same discipline.
  • You have 1 free positive quirk.
  • You may then take up to 3 more positive quirks, which must be balanced by negative quirks.

Who are you?

The first thing to think about is to ask yourself what sort of character you want to be, be this a bookish Witch who's spent their entire life trying to get their local Gaian to notice them, a Demonic cultist who wants to spread their knowledge of the Celestials to the uninterested public, a home-grown Witch who is excited and baffled to find out that there are people like them, or many other concepts. The possibilities are nearly endless.

Having a solid idea of who your character is, and what their goals are is really helpful to get the most out of a society game, as it helps you know how they will react when faced with hardship, and gives you something to work towards when you are struggling to find things to do. This doesn't have a stat representation - but it may help inform the ones you choose below.

Background Knowledge

A Witch's Background Knowledge represents their broad understanding of the theory behind one of the five disciplines of magic identified by the Slough Institute. The more a witch understands of a discipline, the more likely they are to be able to recognise effects, guide more freeform applications of magic, and quickly discover or recall information in the penumbra of their discipline.

Advances in Background Knowledge are represented by Questions. These represent areas where a witch has put in thought, research, or investigation, and as such any use of Background Knowledge in these areas would be more effective. Example Questions can be found in the Background Knowledge page.

Magical Solutions

It is a Witch's Magical Solutions that determine how they are able to use their magic to affect the world. The more Solutions a Witch knows, the more flexible they are able to be with their magic, although a lack of understanding of the underlying theory may prove to be a hindrance if the Witch is trying to act further outside of their known areas of application.

A Solution is represented by a verb, for example the Mathematics verb Add. When attempting to cast a spell this Solution can be used to attempt to Add two things - literally or metaphorically. When advancing their solutions, a Witch may take a Solution from one discipline; at character generation these must all be in the discipline(s) in which you took Background Knowledge. A list of known Solutions is found on the Magical Solutions page.

Skills

Sometimes magic is too inefficient, indirect, or sluggish to be of the most use to a Witch. In these circumstances, a Witch must turn to their arsenal of Skills. These are the regular, direct skills that the majority of society can expect to have some of, for example the ability to organise a team of your peers, or the ability to patch up a wound someone's taken.

Some of the Slough Institute's more devoted thinkers have observed that different approaches to each skill come under the guiding influence of one of the five disciplines of magic. This is used to break down the representation of Skills into seven skills which can be approached from each different disciplines.

An Advance in a Skill allows you to take one skill in a new discipline. This need not be done in a discipline where you have spent advances of Background Knowledge, except for when creating a new character. The list of skills can be found on the Skills page.

Quirks

Quirks represent unusual things about a character - be they physical or spiritual traits, unique possessions, personal relations, or more.

Each character starts 2 points worth of positive quirks, and can take up to four more points worth of positive quirks by balancing them with negative quirks (commonly known as flaws). Note that quirks and flaws can be gained and lost in play, and with effort even the most crushing of flaws can be overcome.

A list of quirks is provided on the quirks page.

Final Details

A name - your character is going to name so that other people know what to call you.

A background - everyone has history, and you should know where your character has come from.

Any links to factions - there are a number of factions in the game which players could start the game as members of. If this is true for your character, make sure to mention it.

A public bio - each character will have a short - short - public biography that all the other players can see which represents what is commonly and publicly known about them.

Advancement

Every turn a character takes an advancement action. This is them training, studying, or otherwise developing their skills and magic. This action can be taken into gaining an advancement into any one of Background Knowledge, Skills, or Magical Solutions. From the end of that turn you will have the advancements as described on the relevant page.

Template

Name:
Faction(s):

Background Knowledge Questions:
* //Example Question Here//

Skills:
* //Example Skill (with governing discipline) Here//

Magical Solutions:
* //Example Solution Here//

Quirks:
* // Example Quirk Here//

Background:
Public Bio:

Once you have filled out all of the details, please email it to gm@omen.chaosdeathfish.com, so we can look through it and make sure that everything is okay.

character_creation.1475100027.txt.gz · Last modified: 2016/09/28 22:00 by gm_kiwi