Character Creation: Difference between revisions

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A character will also begin with two generic Parents.
 
A character will also begin with two generic Parents.
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When you've decided everything, you can submit your character at [https://docs.google.com/forms/d/e/1FAIpQLSchvd8W-8Ls7PBDVUgJV3zcSGdAH5KT84qfXuc1_e6JO9E2Bw/viewform?usp=sf_link this form].
   
 
An example character might look like this:
 
An example character might look like this:
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* Characters with a knack for experimentation can discover what to feed [[Poisons]] for powerful effects.
 
* Characters with a knack for experimentation can discover what to feed [[Poisons]] for powerful effects.
 
* Socially oriented characters can apply themselves to wrangling disagreements between village members.
 
* Socially oriented characters can apply themselves to wrangling disagreements between village members.
 
 
 
When you've decided everything, you can submit your character at [https://docs.google.com/forms/d/e/1FAIpQLSchvd8W-8Ls7PBDVUgJV3zcSGdAH5KT84qfXuc1_e6JO9E2Bw/viewform?usp=sf_link this form].
 
   
 
===Vital Statistics===
 
===Vital Statistics===

Latest revision as of 00:05, 6 October 2023

Choose a name and family.

Then, choose your weekly activities, which are what give you your mechanical abilities.

Finally, finish off your character by adding the Word, the Will and the Won't, which have no mechanical impact but help to sum up your character:

The Word is a one-word summary of something key to that character. It might be Honour, or Connection, or Secrecy, or Curation, or Agriculture... in short, anything you think that character would feel comfortable summing themselves up with.

The Will is a short motto or quote summing up your character's general approach to life, or a typical response they might have to a common situation. Examples might include “If everyone just sat down and talked, we could have this sorted by tea-time,” or “Pruning improves any plant. Why should our family tree be the exception?”. The aim is to give a flavour not only of your character's general ideology, but also an insight into their vibes and the way they might talk.

The Won't is a major red line for your character; something they would avoid doing as much as humanly possible. Examples might include direct confrontation, acting without thinking, or waiting around.

In terms of starting equipment, players can begin with their choice of clothing, any mundane equipment they've got the ability to use, and their choice of one of the following:

  • A Poison that hasn't yet eaten anything (able to deal a DOUBLE by default);
  • A sheet of Rite-Paper;
  • An extra Relative matching one of the activities you've chosen.

Speak to a ref at the start of your first event to receive your chosen starting item.

A character will also begin with two generic Parents.

When you've decided everything, you can submit your character at this form.

An example character might look like this:


There are lots of ways to make a character. If you want to start with a strong central idea and pick your activities to match, great! But if you'd rather see some examples of specific character archetypes, there are several more character sheets here.

Examples of common character archetypes, and what they might specialise in, include:

  • Combat characters will almost certainly be valuable over the bridge.
  • Characters with an artistic streak may enjoy Rites for visual arts, and Haruspicy for oratory.
  • Characters with a knack for experimentation can discover what to feed Poisons for powerful effects.
  • Socially oriented characters can apply themselves to wrangling disagreements between village members.

Vital Statistics

Player characters begin with 3 hits, and can take 3 wounds without dying. You can gain 1 extra hit by wearing armour.

You can use one one-handed weapon up to 42" in length.