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CHARACTER CREATION
Character creation is broken up into four parts, these being, Archetype, Biography,
Attributes, and Skills.
Archetype
An archetype is a skill that encompasses the main paths in a character's life.
The archetype is very basic, listing the skill sets from the characters life. After
figuring out the characters archetypes, the next step is to create a biography about
them, explaining how they came to be. Most games will have two or three skills
under archetype, but the storyteller may adjust for certain campaigns.
· Example archetype:
· Arc: Warrior, fletcher, hunter.
· Arc: Wizard, gumshoe, demonologist
· Arc: Paige, Swineherd
· Arc: Detective, ballerina, sniper
Biography example: Born and trained in a village as a warrior, Gary found his calling
with the village hunters at age 14. Even though, he loved working with his hands,
so, the village elder put him to work as a part-time fletcher, when not hunting.
Attributes
The fugue system uses three attributes and two health scores.
· ATTRIBUTES ARE ASSIGNED LEVELS, ONE AT “GREAT +2”, AND TWO AT “GOOD +1”
· HEALTH IS CALCULATED AS A ROLL OF 2D6 + BODY AND SOUL MODIFIERS.
· MENTAL HEALTH IS CALCULATED AS A ROLL OF 2D6 + MIND AND SOUL MODIFIERS.
Note: Soul can devise any special trait you may need for your campaign/story. To
use the trait, just roll 2D6 and add soul. Examples, Superpowers, spells, blood pool
or sanity. The created trait can be a pool, which diminishes with use, or a Health
meter for ideas like sanity.
SKILLS
Each character starts with five skills beyond their archetype. These skills do not need
to relate to their archetype either. (Storyteller can change starting skills and levels)
· SKILLS ARE ASSIGNED AS ONE AT “AVERAGE +1” AND 4 AT “LEARNING +0” LEVELS.
Specialization
Any skill can have a Specialization, the cost is the same as a skill, and if taken during
character creation, it counts as a skill from the starting skills. A Specialization must
be related to and a part of the parent skill. The Specialization level is added to the
skills level if used. In the following example, a character who is scuba diving would
be at +0, but +1 while free diving. Example: Scuba Diving (+0) > Free Diving (+1)
The cost of an archetype is 100 Story points, plus the needed in game time to learn
the new archetype and monetary cost if any. A skill can be purchased for 10 SP + TN
for each level, thus an ‘Average +1’ skill would cost 17 SP. raising a skill from one
level to the next is the same. Purchasing a skill at a higher level to start is the cost of
the accumulated levels, this a ‘Good +2’ skill costs 36 SP. The only variation to this,
going from ‘Unskilled’ to ‘Learning’, this costs 25 SP.
Storytellers, you can hand out SP at any rate you wish. The basic SP gain system is
that each part of adventures assigned a specific amount of SP. If the players
complete that part of the adventure, they gain the SP amount. Other scenarios for
gaining SP exist, but we will leave these up to you.
Difficulty ratings can be one lower or one higher than the listed value. Thus, a
‘Moderate’ difficulty could be 8, 9 or 10. The target number (TN) is the number rolled
against with 2D6 (2 six sided dice) + modifiers if the number rolled is equal to or
greater, the action succeeds.
With a Simple action, the player rolls 2D6 + ‘Body or Mind’ + Archetype + skills.
In combat, the same rolls are performed with any situational modifiers
added in. the higher roll wins and the lower roll takes damage equal to
the difference between the two rolls plus any damage modifiers, minus
any armor modifiers. Weapon and armor/situational damage/armor
modifiers are always determined after the contested ‘combat’ roll.
Example of combat;
Healing
Healing Health and Mental health points come at the rate of 1 per
an hour of rest. (The storyteller depending on the campaign can
change this). Repercussions cannot be healed by rest but through a
set time.
In the example, Nigel is hurt with a fractured ankle. The Storyteller
decides this will take 4 weeks to heal.
• Name:
• Skill required.
• Narrative, Description
• Edge: (+) (Green) Flaw: (!!) (Red) [Colors are optional]
An Item: Small Clam Knife - A Small brown leather handled, sharp knife, used to
open clams, made somewhere off the Isle of Gibraltar. +1 when opening clams. !! -
1 if used as a weapon.
A Location: Old Hagar’s shack – A one-room shack that is falling down on itself
and appears to swarming in black mold. The front window is missing and darkness
is all that can be seen through it. The front door is swinging on one broken hinge.
!! Black slime has invaded the shack; anyone approaching is attacked by 3 black
slimes!
A Spell: Create Fire - Magic Type: Fire Dancer (Fire magic, dance based.)
Spell Casting: (Average +0)
A fast-paced dance with many flourishing and guttural screams can create a Flame
at any location within view, based on the flourish and screams. + (Average flourish
and scream; 1sq ft.)
An NPC:
Guard (b/m/s +0) HT: 8 MH: 9
Soldier/Guard +1
Carries issued sidearm (+1 damage), Handcuffs, Nightstick and generic uniform.
Guards will try to detain, as killing an intruder is a last resort. + Can call other guards
in the area.
Archetype:
Vitals: 5’4, 165lbs, 35yrs
Army Doctor, Archaeologist, Professor.
Biography:
Narrative:
Nigel was a field doctor in the US Army, when
Nigel is a rather short man with
he returned home, he settled into his love of
balding brown hair, thin-rimmed
archaeology and Teaching.
glasses that fit snuggly on the bridge
of his nose. The slight oval shape of
Skills:
the rims accentuates his blueish grey
Fly fishing +0,
eyes. He has a very sharp nose that
Dance +0,
seems to protrude into his well-kept
Boxing +0,
and maintained full beard. All of this
Quick wit +0,
lends credence to his secret
Puzzles/mind games +1
nickname, ‘the friar’. He wears a
brown suite, with a smartly folded
and neat white pocket square, and a
yellow bow tie. His brown pants are
pressed; his penny loafers actually
have wheat pennies in them.
Magic Type,
• Magic type: - Explains the type of magic used.
• Spell casting: - Skill used to cast, learn, and create spells.
Spell,
• Spells: Name
• Info: What the spell does.
The player takes “Spell casting” as a skill. The player and storyteller then create a
“Magic Type” based on the campaign and land/area/story behind the character.
Spell casting may only be taken once during character creation. Any spell chosen
may have a different “Magic Type” added to it.
Have the player come up with three basic spells. More spells can be chosen at
character creation, but each one uses a skill slot*.
Go over them and make sure they fit the story/campaign and are not over reaching.
*Characters may learn new spells from books, scroll, ancient texts etc. However,
after character creation creating their own spell regardless of how it is learned costs
5xp.
Spell lists…
‘Soul’ as a factor.
Spirit is regained at 5 spirit per an hour; Or fully by rejuvenating the spirit for ½ hour.
Example play;
Player: I have spell casting Average +1, but want to cast this shock-wave large
enough to knock down all of the guards in front of us, so I want to cast it at +3
Storyteller: OK, it costs you 5 spirit, and roll you’re casting +3!
EXAMPLE Spells:
• Spell Casting: (Good +2) / Magic Type: Magical Healing
(Life Magic, Mysticism based, requires Mystic focus item)