| Krylo |
04-19-2004 10:05 PM |
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Character Creation Process
• Step One: Character Concept
Choose concept, Nature and Demeanor
• Step Two: Select Attributes
Prioritize the three categories: (7/5/3). Your character gains the process with one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.
• Step Three: Select Abilities
Prioritize the three categories: (13/9/5)
Choose Talents, Skills, Knowledges.
No Ability higher than 3 at this stage.
• Step Four: Select Advantages
Choose Backgrounds (5), Lore (3) and rate Virtues(3). Your character automatically has one dot in each Virtue.
• Step Five: Finishing Touches
Record starting Faith (3), Torment (determined by demonic House) and Willpower (equal to sum of two highest Virtues)
Sample Concepts
• Criminal — jailbird, Mafioso, drug dealer, pimp, carjacker, thug, thief, fence
• Drifter — bum, smuggler, prostitute, junkie, pilgrim, biker, gambler
• Entertainer — musician, film star, artist, club kid, model
• Intellectual — writer, student, scientist, philosopher, social critic
• Investigator — detective, beat cop, government agent, private eye, witch-hunter
• Kid — child, runaway, outcast, urchin, ganger
• Nightlifer — clubgoer, skinhead, punk, barfly, raver, istance-abuser
• Outsider — urban primitive, refugee, minority, conspiracy theorist
• Politician — judge, public official, councilor, aide, speech-writer
• Professional — engineer, doctor, computer-programmer, lawyer, industrialist
• Reporter — journalist, news reporter, paparazzo, talkshow host
• Socialite — dilettante, host, playboy, sycophant, prominent spouse
• Soldier — bodyguard, enforcer, mercenary, soldier of fortune, Green Beret
• Worker — trucker, farmer, wage-earner, manservant, instruction laborer
Houses
• Devils — Charismatic tempters and deceivers, able to twist souls with their honeyed words.
• Scourges — Bearers of pestilence and plague, these demons can hurt (or heal) at a touch.
• Malefactors — Artisans of the Fallen, able to create any wonder… for a price.
• Fiends — Masters of Fate as written in the stars, dispensers of nightmares and curses.
• Defilers — Glamourous shapechangers, able to alter their form to become anyone’s greatest desire.
• Devourers — Warriors of the Fallen, given charge over beasts and wild things.
• Slayers — Tormenters of the dead, able to raise ghosts and rip the souls of the living from their bodies.
Celestial Powers
• Lore of Awakening — The secret of animating living and unliving matter.
• Lore of the Beast — The secret of animal summoning, control and possession.
• Lore of the Celestials — The power to enhance the evocations of other demons.
• Lore of Death — The secrets of death and decay.
• Lore of the Earth — The power of controlling the earth.
• Lore of Fire — The power to summon and control fire.
• Lore of the Firmament — The power to view people and events across vast distances.
• Lore of the Flesh — The secret of enhancing, restoring and shaping living flesh.
• Lore of the Forge — The power to forge raw matter into objects of wonder.
• Lore of the Fundament — The secrets of the fundamental forces underlying the universe.
• Lore of Humanity — The power to engage, influence and manipulate mortals.
• Lore of Light — The secret of using light to create potent illusions.
• Lore of Longing — The power to manipulate a mortal's deepest desires.
• Lore of Paths — the power to find, create or seal paths between two points.
• Lore of Patterns — The secret of reading the Grand Design and seeing what is to come.
• Lore of Portals — The power to control doorways between space and dimensions.
• Lore of Radiance — The power to inspire, lead and terrify mortals.
• Lore of the Realms — The secret of travel between the physical and spiritual realms.
• Lore of Spirit — The power to summon, command and bind the spirits of the dead
• Lore of Storms — The secret of commanding sea and storms.
• Lore of Transfiguration — The power to transform intot he object of another's desire.
• Lore of the Wild — The power to command green things of forest and field.
• Lore of the Winds — The power to call and command the winds.
Backgrounds
• Allies — Mortal allies you can call on for aid.
• Contacts — Information resources at your disposal.
• Eminence — Your status among your fellow demons.
• Fame — How well known your mortal host is in mortal society.
• Followers — Mortal helpers who are loyal to you.
• Influence — Power in the mortal world.
• Legacy — The degree to which your character remembers his divine existence prior to possessing his mortal body.
• Mentor — An experienced teacher or guide who gives you advice.
• Pacts — Mortal sources of faith.
• Paragon — You're particularly strong in an area of your House's influence.
• Resources — Wealth and material possessions.
Freebie Points
Trait/Cost
Attributes 5 per dot
Abilities 2 per dot
Backgrounds 1 per dot
Lore 7 per dot
Faith 6 per dot
Virtue 2 per dot
Willpower 1 per dot
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That detailed, exactly.
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