Character Creation

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Continued from Core Rules..

This page is an online copy of the Character Creation section of the Shadow Accord Player Rulebook.

Character Guides

All 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.

Faction

Shadow 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-Faction

Within 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:

Faction Sub-Faction
Human

Commoner
Formori
Ghoul
Gifted Kinfolk (choose a Tribe)
Sorcerer

Shifter Shifter Choose a Tribe, Breed, and Auspice (p. 33)
Vampire Vampire Choose a Clan (p. 27)
Wraith Wraith Choose a Legion (p. 39)

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.

Restrictions

Some 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.

Level Cost
Tier 1 6 XP
Tier 2 12 XP
Tier 3 18 XP

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.

Patron

Patron 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

  • Rat
  • Unicorn
  • Stag
  • Fenris
  • Griffon
  • Grandfather Thunder
  • Owl
  • Falcon
  • Cockroach
  • Raven
  • Bastet Only:
    • King of Cats
    • Mistress of Cat Kind
  • Ananasi Only:
    • Queen Ananasa

Wyrm Totems

  • Black Fungus
  • Green Dragon
  • Hakaken
  • Whippoorwill

Demon Totems

Requires Demon Lore (Speak to your CG).

Advantages

List any advantages as per your faction.

Weakness

List any weaknesses as per your sub-faction.

Energy Type

All characters begin with an energy pool of 10. Type is determined by faction and possibly sub-faction according to the following table:

Faction Energy Type
Commoner Vitality
Sorcerer Essence
Ghoul/Vampire Vitae
Gifted Kinfolk/Shifter Gnosis
Wraith Pathos
Ananasi Blood

Willpower

All 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.

Virtue

Virtue type is determined by your faction. Virtue represents your moral character.

Faction Begins with…
Human 7 Humanity
Shifters 7 Rage
Vampires 6 Road
Wraiths 4 Angst

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.

Skills

Skills 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 Trees

Powers 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 Trees

Sorcerers 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 Trees

Fomori 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 Trees

Vampires 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 Trees

Shifters 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 Trees

Wraiths 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 Powers

Fomori

Fomori pick one fomori tree as their innate tree. They begin with the first power in this tree.

Ghouls

Ghouls have the following disciplines as innate trees: Celerity, Fortitude, and Potence. They begin with level one Potence.

Gifted Kinfolk

Gifted 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.

Sorcerers

Sorcerers 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.

Vampire

Vampire’s innate trees are determined by their clan. They receive three innate powers at character creation.

Shifter

Shifter’s innate trees are determined by their breed, auspice, and tribe. They receive three innate powers at character creation.

Wraith

Wraiths choose three arcanoi as innate trees. They receive three innate powers at character creation.

Finishing Touches

Derangement

Derangements 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:

Derangement Description
Amnesia You have trouble remembering past events.
Aphasia Unable to speak coherently.
Melancholia You are extremely depressed and difficult to motivate.
Delusional You believe in a reality that simply doesn’t exist.
Masochism You drive others to cause you pain. Megalomania You must seek to control all things.
Multiple Personality Disorder You have several distinct personalities, only one of which manifests at any given time.
Obsessive Compulsion You have a specific order that things must be kept in. If it is out of place you will replace it.
Paranoia You consider everything a threat.
Regression Your mind has reverted to a childlike state to protect itself from the world.
Schizophrenia You hear voices and follow their instructions.
Synesthesia You are in a permanently hallucinatory state.

Deformity

Metis 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.

Deformity Description
Fragile All damage is considered aggravated.
Hemophilia Your regeneration rate is always 0.
Horns You must wear horns.
Lame You may not run.
Mute You cannot speak.
No Claws You may not use claws or purchase the mixed morph merit.
Puny Your base maximum health is 8 instead of 10.
Restricted Form You must always wear your crinos mask as a makeup requirement.
Tail You must wear a tail.
Withered Arm You may not use one arm to hold any items during game (including packets).
Weak Musculature (Shifter only) You do not get the Augment 1 bonus from the powerful form power.

Mutations

Humans 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.

Mutation Description
Hideous You have some very visible and obvious deformity (e.g. a horse head growing next to your own head).
Horns You must wear horns.
Restricted Form You must always wear a mask.
Scaly Skin You must wear makeup that depicts scales on your entire face as a minimum.
Tail You must wear a tail.
Tentacles You cannot retract your tentacles (requires tentacles power).

Freebie Points

Once 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:

Trait Cost
4 Pence 1
1 Shilling 3
Energy Point 3
Virtue Point 2
Skill Point 2
Willpower 6
Merit 3 +3 per merit
Level 1 Innate Power 3
Level 2 Innate Power 6
Level 3 Innate Power 9
Unrestricted Sub-Faction Lore 3
Tier 1 Restricted Sub-Faction Lore 6
Faction Lore 6
Demon Lore 6
Tier 2 Restricted Sub-Faction Lore 12
Tier 3 Restricted Sub-Faction Lore 18

Lore

Any 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

Addendum

There are 12 pence to 1 shilling

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:

Mundane Items Cost
Weapon 1 shilling
Bow or Crossbow 1 shilling
Shield 1 shilling, 6 pence
Leather Armor 8 pence
Chain/Brig Armor 1 shilling
Plate Armor 1 shilling, 9 pence
Lock 12 pence
Key 2 pence
Silver Dagger 15 shillings
Supernatural Items Cost
Healing Potion 5 pence
Antidote 4 pence
Common Ritual 1 shilling
Obolus (Wraith only) 1 shilling, 6 pence

Common Rituals

Common Mystical Rites Requirements
Binding Circle Rituals 2 and Protection 3
Bulwark Against the Spiritlands Rituals 2 and either Spirit 3 or any fellowship tree at 3
Cat’s Got Your Tongue Rituals 1 and Curse 1
Hone the Blade Rituals 1 and Warrior 1
Know Mind Rituals 1 and Mind 1
Pass Ward Rituals 1
Return to the Flock Rituals 1, Holy Water 2, and either Healer 3, Patterns 3, or Spirit 2
Séance Rituals 1 and either Spirit 1 or Fortune Telling 3
Summon Forest Spirit Rituals 2 and either Spirit 2 or any fellowship tree at 2
Common Blood Rites Requirements
Bind the Essence of the Soul Rituals 1 and Necromancy 1
Call Down the Hunter’s Moon Rituals 1 and Quietus 1
Deflection of the Wooden Doom Rituals 1
Eyes of Despondent Revelation Rituals 1 and either Mortis 1 or Rego Vitae 3
Eyes of the Translator Rituals 1 and Quietus 1
Gentle Repose Rituals 1 and Mortis 1
Heart of Darkness Rituals 1 and Serpentis 1
Innocence of a Child’s Heart Rituals 1 and Serpentis 1
Potency of the Blood Rituals 1 and either Rego Vitae 1 or Serpentis 3
Raise the Lelek Rituals 2 and Viscissitude 2
Recur of the Homeland Rituals 1 and Viscissitude 1
Sanguinus Phial Rituals 1
Seth’s Bane Rituals 2 and Rego Vitae 2
Shatter Psyche Rituals 2 and either Necromancy 2 or Mortis 3
Transubstantiation of the Essence Rituals 2 and Obtenebration 2


Common Glyph Rites Requirements
Cleansing Rituals 1
Honor the Scar Rituals 1 and Ahroun 1
Rite of Accomplishment Rituals 1 and Galliard 1
Rite of Attunement Rituals 1
Rite of Spirit Brew Rituals 2 and Theurge 2
Rite of the Cup Rituals 1
Stone of Scorn Rituals 1 and Philidox 1
Summon Spirit Rituals 1 and Theurge 1
Voice of the Jackal Rituals 1 and Ragabash 1
Ward Against Spirits Rituals 2 and Theurge 2
Common Arcanos Rites Requirements
Ask Me No Questions, I’ll Tell You No Lies Rituals 1 and Embody 1
Break Oath Rituals 2 and either Mnemosynis 2 or Castigate 3
Corpus Armor Rituals 2, Moliate 2, and Armorsmith 1
Dream Walk Rituals 2 and Phantasm 2
Fettered Realm Rituals 1 and Lifeweb 1
Forest Meld Rituals 1 and Puppetry 2
Forge Weapon Rituals 1, Inhabit 1, and Blacksmith 1
Hollowing Rituals 1 and Flux 2
Liquid Assets Rituals 1 and Usury 2
Mint Obolus Rituals 1 and Blacksmith 1
Pass Ward Rituals 1 and Argos 1
Poltergeist Rituals 2 and Outrage 2
Purify Psyche Rituals 1 and Castigate 1
Reflections Rituals 1 and Fatalism 1
Song of Better Days Rituals 1 and Keening 2
The Gleaming Rituals 2 and Intimation 3
Ward Against the Living Rituals 3 and Pandemonium 3
Common Other Requirements
Holy Ward Rituals 2 and Holy Water 3