Difference between revisions of "Character Creation"
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+ | This page is an online copy of the Character Creation section of the Shadow Accord Player Rulebook. | ||
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Revision as of 01:04, 8 February 2015
This page is an online copy of the Character Creation section of the Shadow Accord Player Rulebook.
Character GuidesAll new characters must be approved by a character guide (CG) before being played at an event or on the forums. Character guides help provide new characters with proper guidance to fit into the world of Shadow Accord. They often ask a number of questions intended to help players gain a clearer picture of who their character is and what they believe. Character concepts should be discussed with the CGs before game if possible. FactionShadow Accord consists of four basic types of creatures from which players can create a character. Each group has a significant effect on the basic attributes that your character possesses and how they will interact with the world. Information about the individual factions is found in their respective sections. You must choose a faction from the following: Human, Vampire, Shifter, or Wraith. Sub-FactionWithin each faction you must choose one or more sub-factions. These indicate what, if any, supernatural powers you have and what their source is. This choice will have a significant effect on your role within your faction. Sub-factions are available according to the following chart:
Humans may choose a single merit at no cost. To become a Fomori, Ghoul, Kinfolk, Gifted Kinfolk, or Sorcerer you must purchase the appropriate merit. RestrictionsSome sub-factions have restrictions that must be followed. Check the relevant faction section to see the restrictions on a particular sub-faction. Some sub-factions may also have an experience cost that must be paid in order to create a character in that sub-faction. The experience cost is determined by the tier of the restricted sub-faction. You may not pay this cost with freebies.
Passions (Wraith Only)A wraith must select two passions that represent the forms of emotion he is capable of feeding from. A wraith may only regain pathos from haunts that match one of his passions. Choose from the following: Love - friendship, romance, affection, etc. Hate - spite, jealousy, loathing, disgust, etc. Pleasure - joy, excitement, comfort, etc. Pain - suffering, depression, sorrow, guilt, etc. Anger - fury, revenge, animosity, etc. Fear - terror, panic, cowardice, anxiety, etc. PatronPatron indicates a powerful connection that your character has to a specific deity. The patron is aware of your character and may come to give advice, strike deals, or make demands, depending on the quality of your relationship. Shifters all have the option of beginning with a Gaian or Wyrm totem as a patron. Other characters may gain access through merit or lore choices. You may start with one of the following (CGs may approve others): Gaian Totems
Wyrm Totems
Demon TotemsRequires Demon Lore (Speak to your CG). AdvantagesList any advantages as per your faction. WeaknessList any weaknesses as per your sub-faction. Energy TypeAll characters begin with an energy pool of 10. Type is determined by faction and possibly sub-faction according to the following table:
WillpowerAll characters begin with one willpower. Willpower is your character’s mental resolve. No character may ever have more than 10 willpower. A character’s current willpower will refresh back to full at sunrise. VirtueVirtue type is determined by your faction. Virtue represents your moral character.
A wraith who has 10 virtue becomes a specter. He is permanently in catharsis and is permanently tainted. A vampire or shifter who has 0 virtue enters permanent frenzy and is permanently tainted. A human with 0 virtue must shed the trappings of civilization and behave as a beast. A character with 0 virtue has run wild and may not be checked in again. SkillsSkills represent mundane or crafting skills that your character may possess. You begin with three points to spend on skills. Each level of a skill costs one point. Power TreesPowers are magical abilities that your character possesses due to his faction and subfaction. Powers are organized into trees with three levels. Your Innate Trees are determined by your faction and subfaction choices. Sorcery TreesSorcerers possess powers in the form of Sorcery. You only need to learn a Sorcery tree one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Fomori TreesFomori possess powers in the form of Fomori trees. You only need to learn a Fomori tree one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Purchasing the first level of a power from a learned fomori tree automatically gives you a mutation. Discipline TreesVampires and ghouls possess powers in the form of disciplines. You only need to learn a discipline one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Gift TreesShifters and gifted kinfolk possess powers in the form of gifts. You are not required to learn the first gift in a tree before you learn the second, or third. However, you must have no more level two gifts than you have level one, and no more level three gifts than you have level two. Arcanoi TreesWraiths possess powers in the form of arcanoi. You only need to learn an arcanoi one time but each level of the tree must be purchased in order. You must purchase level one before you may purchase level two, and you must purchase level two before you can purchase level three. Innate Trees and Starting PowersFomoriFomori pick one fomori tree as their innate tree. They begin with the first power in this tree. GhoulsGhouls have the following disciplines as innate trees: Celerity, Fortitude, and Potence. They begin with level one Potence. Gifted KinfolkGifted Kinfolk have the Homid breed and their chosen tribe tree as innate powers. They start with one level-one gift from either of these two trees. SorcerersSorcerers pick two sorcery trees as their innate powers. They receive one free level-one power from one of their innate trees. Fellowship trees always count as learned, and a sorcerer cannot have more than one fellowship tree. VampireVampire’s innate trees are determined by their clan. They receive three innate powers at character creation. ShifterShifter’s innate trees are determined by their breed, auspice, and tribe. They receive three innate powers at character creation. WraithWraiths choose three arcanoi as innate trees. They receive three innate powers at character creation. Finishing TouchesDerangementDerangements represent a serious mental flaw in your character’s thought patterns. Characters with a derangement may have difficulty performing ordinary tasks, but when compelled to do so by a power, they will perform as best they can. Derangements do not allow a character to lose or misplace character knowledge. While your character may not normally be able to recall a memory of an event, a power or other ability could compel such a memory from them. You may select derangements from the list below or have character guides approve something additional:
DeformityMetis shifters begin the game with a deformity. Deformities that add physical disfigurements are considered makeup requirements. Character guides may approve additional deformities or select from the list below if your character begins with a deformity. Deranged Select a derangement from the list above.
MutationsHumans who become Fomori will gain mutations if they gain certain powers or if they have powers from more than one tree. All mutations are considered makeup requirements.
Freebie PointsOnce the above steps have been completed a character has a total of 27 freebie points to spend on this character. They may spend points on the following:
LoreAny new character may begin play with knowledge obtained from the core WoD Rulebook for his or her faction, as well as any Dark Ages books for his faction and any other books associated with his sub-faction, provided nothing modern is included. All characters may also begin with basic medieval human knowledge, including common folklore and superstition. Purchasing lore allows you to begin play with knowledge outside of the norm. Characters may spend freebie points to start with character knowledge that is outside of their standard faction and sub-faction IG knowledge. Faction Lore grants access to core starting knowledge for an entire faction other than your own (Vampire, Shifter, Wraith, Mage, or Fae). Sub-faction lore allows a character to have starting knowledge available to a specific sub-faction for which she already has the prerequisite faction lore. Additionally, with sub-faction lore, experience points may be spent to purchase that sub-faction’s specific power trees as learned powers during character creation (provided there are no other restrictions). Faction or sub-faction lore allows you to begin with any appropriate Dark Ages knowledge found in source books. Demon Lore grants knowledge found in “The Devil’s Due” source book. You may also begin game with a demon for a patron, and, if a vampire, may start with Dark Thaumaturgy trees. Starting Coin
A new character begins the game with 5 shillings plus any coin purchased with freebie points. Any starting weapons, shields, or armor purchased by Umbrabound characters may be Relic items. Umbrabound characters may also purchase a generic Relic item for 6 pence. Starting coin may be spent on the following:
Common Rituals
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