Nimue: Character Generation: Difference between revisions
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[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]] | [[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]] | ||
==Grundle Knacks== | ==Grundle Knacks== |
Revision as of 19:16, 7 September 2021
PRIME TRAITS
The Prime Traits [pp47] for this game are Approaches, Roles. and Distinctions. In any test or contest requiring dice, you get to roll one die from each of your 3 primary traits as well as applicable assets, knacks, etc.
Attributes
Attributes [pp47] for this game are | Cleverness | Tenacity | Finesse | Empathy | Attributes are the first of your three Prime Traits to be included in each roll along with, Roles, and Distinctions.
Your Attributes each start at but you can step an Attribute up if you step another back to a max of and a minimum of If you have done your maths right your total should add up to 32 either way.
- Cleverness - is wits and facility of reason.
- Tenacity - is courage and the will to keep going whatever the odds.
- Finesse - is form and agility.
- Empathy - is the ability to see from another's perspective.
Roles
Roles are the second Prime Trait, along with Attributes and Distinctions that should be included in every roll you make. Roles are | Diplomat | Leader | Hero | Helper | Investigator | Scamp |
Assign your primary Role the value of || Assign your secondary Role the value of
Assign your lowest Role the value of || Assign your remaining Roles the value of
- Diplomat: Diplomats use tact and social tools to get what they need.
- Leader: Leaders are tacticians and strategists, controlling outcomes from the background and front lines alike.
- Hero: Heroes like to jump straight into the action and get things done when they see a problem.
- Helper: Helpers have just the needed thing at the right moment, be it knowledge or a helping hand.
- Investigator: Investigators are geniuses at research, be it from a book or their environment or piecing together bits of odd conversation.
- Scamp: Scamps have big hearts and a catlike affinity with curiosity. They are almost always in some form of trouble.
Knacks
- Knacks are specific specialties [pp59] under a given role that the character is just a natural at. Starting knacks are worth an extra to the roll it applies to but can be stepped up as outlined below.
- Each player gets to assign three additional knacks at to any role rated or higher or step up an existing knack at a one-for-one exchange rate not to exceed the rating of the Role the rank is attached to.
- No knack can be stepped up higher than the dice value of the role it is assigned to.
Distinctions
Distinctions [pp50] are unique personal traits or tropes that set characters apart from one another beyond the pure mechanics, and are the third of the prime traits that should be added to every roll along with Attributes and Roles.
There are three categories of distinctions for this game | Hearth | Background | Free |
All distinctions default to a rating of except when engaging the Hinder SFX.
Hearth Distinction
Each student is sorted into one of four hearths upon being accepted to the Wildwood school
| Bear/Earth | Wolf/Cloud | Hart/Bone | Bee/Fire |
- Bear Hearth is especially adept at Conjurative magics and are called Harvesters.
- Wolf Hearth is especially adept at magics of Illusion and Misdirection and are called Mistweavers.
- Hart Hearth is especially adept at Defensive magics and are called Shieldthanes.
- Bee Hearth is especially adept at Divination magics and are called Harbingers.
Wizarding World Distinction
Your characters will be starting as fifth years. What is the most significant thing to affect your character so far since you began learning magic?
Free Distinction
A free distinction is exactly that. You are free to come up with any distinction that makes sense for the character and the setting.
Distinction SFX
SFX [pp61] give distinctions [and certain other traits] a bit of extra oomph. Each of your three distinctions comes with the Hinder SFX active:
- Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a instead of a
After that, each Urchin starts play with two more active SFX related to their distinctions. You decide how you want to arrange those. [pp61]
Relationships
Relationships [pp55] represent an optional trait set. Relationships won't always apply to a roll, but when they do there is good reason. Urchins don't have much, and very often in their lives it is that one other soul who really matters to them or motivates them. Add a relationship die when the person or group it is attached to is affected by or affects the action in question.
Each character will start the game with a relationship to another student [GMC, not PC], one person outside the school, and one Loremaster [professor]. Pick this last from the listed GMC loremasters or make up one of your own, but make sure the ones you make up don't take up a premade loremaster's role in the Wildwood.
Rate all relationships at OR one relationship at one at and one at
Grundle Knacks
Knacks transfer at the same die value that you have in the flesh provided it makes sense you could use such a knack in a grundle.
Coterie
Between relationships and your resources [mechanically] are your Coterie, the group of urchins you work with day in and day out in the struggle to survive. Once per scene, you may burn one resource die of any size or type you have available to any roll that involves another coterie urchin and add it to your total.
The die refreshes at the same rate it normally would. You do not have to pay a PP to use this feature.
Signature Assets
Each character starts with two signature assets [pp64]. Signature assets are yet another optional trait set that can be added to a roll if the asset makes sense in the situation.
Each Urchin begins play with one Heirloom and one Keepsake.
- Heirloom: This is a hidden treasure from someone important to the Urchin from before they were orphaned, a gift from a parent or sibling or other relative or a piece of family property that the urchin managed to sneak away with.
- Limit: Heirlooms cannot be used when sleeved in a grundle.
- Keepsake: This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan.
- Keepsakes don't start with active SFX.
- Limit: Keepsakes cannot be used when sleeved in a grundle.