Editing Flamepunk: Character Generation: The Forge

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===Pyros===
 
===Pyros===
  
Pyros is inner fire - the essence of magic and pyromantic force that exists within every living being. Ordinary everyday humans only have 3 points of Pyros, but the player characters are something more special.  
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Pyros is inner fire - the essence of magic and pyromantic force that exists within every living being. Ordinary everyday humans only have 3 points of Pyros, but the player characters are something more special. They get 6 points of Pyros.
 
 
'''Player characters have a starting Pyros of 6 points. This is also their Pyros maximum.'''
 
  
 
Powerful NPCs (such as trained Guild operatives, mages, enemy runners and the like) will likely also have 6 points of Pyros. Especially powerful creatures (high power demons, elementals and ancient sorcerors for example) may have even more.
 
Powerful NPCs (such as trained Guild operatives, mages, enemy runners and the like) will likely also have 6 points of Pyros. Especially powerful creatures (high power demons, elementals and ancient sorcerors for example) may have even more.
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Pyros can be regained by being in the vicinity of fire and flame, or by simple exposure to sunlight. See the [[Flamepunk: Pyros|Pyros]] chapter for more details.
 
Pyros can be regained by being in the vicinity of fire and flame, or by simple exposure to sunlight. See the [[Flamepunk: Pyros|Pyros]] chapter for more details.
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===Burnout===
 
===Burnout===
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Your ''action dice pool'' is equal to and determined by a trait called ''Focus''.
 
Your ''action dice pool'' is equal to and determined by a trait called ''Focus''.
  
'''For player characters, ''Focus'' is by default ''six''.'''
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For player characters, ''Focus'' starts at '''six''', though certain traits and techs can increase this in specialised ways.
  
Focus represents a mixture of mental quickness, determination, flexibility, fluidity of action and sheer willpower.  
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Focus represents a mixture of mental quickness, determination, flexibility, fluidity of action and sheer willpower. Most ordinary humans are less capable than player characters, so have a default ''Focus'' of 3. Highly trained NPCs that are on a par with the players tend to have a ''Focus'' of 6, and especially powerful creatures may have even more, though Focus values above 9 are very unusual even for the mightiest of supernatural creatures.
  
Most ordinary humans are less capable than player characters, so have a default ''Focus'' of 4. Highly trained NPCs that are on a par with the players tend to have a ''Focus'' of 6, and especially powerful creatures may have even more, though ''Focus'' values above 9 are very unusual even for the mightiest of supernatural creatures.
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Because a higher ''Focus'' equates to a higher ''action dice pool'', it also means that the character will be stronger, faster, more accurate, more versatile, more mentally adept, more socially adept and more powerful all round then a low-Focus character. It's good to be focussed...
  
Because a higher ''Focus'' equates to a higher ''action dice pool'', it also means that the character will be stronger, faster, more accurate, more versatile, more mentally adept, more socially adept and more powerful all round then a low-Focus character. It's good to be focussed...
 
  
 
===Wound Points===
 
===Wound Points===
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At the end of the day, all human bodies can take about the same amount of damage before they are broken. What determines how long you keep going for isn't the hardness of your flesh, but how determined you are to stay on your feet.
 
At the end of the day, all human bodies can take about the same amount of damage before they are broken. What determines how long you keep going for isn't the hardness of your flesh, but how determined you are to stay on your feet.
  
The number of [[Flamepunk: Wound Points|'''wound points''']] you have is equal to your Focus, plus your maximum Pyros. (i.e. 12 points, unless otherwise modified).
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The number of '''wound points''' you have is equal to your Focus, plus your maximum Pyros. (i.e. 12 points, unless otherwise modified).
  
 
Note that certain traits (notably the physical trait ''"Hard as Nails"'') will increase this amount, as will some arcane effects and equipments.
 
Note that certain traits (notably the physical trait ''"Hard as Nails"'') will increase this amount, as will some arcane effects and equipments.
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Just as a body can only take so much, so too can a mind.
 
Just as a body can only take so much, so too can a mind.
  
The number of [[Flamepunk: Will Points|'''Will Points''']] you have is equal to your Focus, plus your maximum Pyros. (i.e. 12 points, unless otherwise modified).
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The number of '''will points''' you have is also equal to your Focus squared. (i.e. 36 points, unless otherwise modified).
  
 
Note that certain traits (notably the mental trait ''"Born Stubborn"'') will increase this amount, as will some arcane effects and equipments.
 
Note that certain traits (notably the mental trait ''"Born Stubborn"'') will increase this amount, as will some arcane effects and equipments.
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==GM Notes: Character durability and game style==
 
 
It's worth noting that as the default system stands, people (even impressive people like the player characters) die pretty easily. A sword strike might just do 2 points of damage, but on a perfect roll a starting player character could conceivably deal 52 points of damage! Doing 12 damage in a single hit isn't that uncommon, and "one hit kills" will happen sooner or later if the player characters go into the game with an idea that they can take on a swordfight naked.
 
 
This is an intentional design feature - in the world of Flamepunk, you get tooled up, or you get smart tactics, or you die.
 
 
GMs looking for a more forgiving setting, where armour isn't de rigeur for battle, and where traits that give combat survivability aren't essential, might want to change the default amount of Will Points and Wound Points to ''Pyros multiplied by Focus'', though they should bear in mind that this cuts both ways - player characters will no longer be able to drop their enemies in one hit either.
 
 
It's probably better to let players know the approach that this game takes to combat up front, and to clue them into the various tricks they can use to make themselves more survivable. The smart runner knows that killing is number two on the list of priorities - the number one priority is not being killed.
 
 
For players and GMs, a quick crib-sheet on making a survivable character is here: [[Flamepunk: Staying Alive|Staying Alive]]
 
 
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==Pages Related to this Topic:==
 
==Pages Related to this Topic:==
  
* [[Flamepunk: Combat and Conflict|Combat and Conflict]]
 
 
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
 
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
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* [[Flamepunk: Wound Points|Wound Points]]
 
* [[Flamepunk: Will Points|Will Points]]
 
 
* [[Flamepunk: Pyros|Pyros]]
 
* [[Flamepunk: Pyros|Pyros]]
 
* [[Flamepunk: Burnout|Burnout]]
 
* [[Flamepunk: Burnout|Burnout]]
  
 
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[[Category:Flamepunk]]
* [[Flamepunk: Staying Alive|Staying Alive]]
 
 
 
[[Category:Flamepunk|Character Generation]]
 

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