Editing Gladius et Aegis: Of service
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− | =Agree Campaign Concept and Power Level = | + | =1) Agree Campaign Concept and Power Level = |
Before the process begins, its important to know what the overall campaign structure is, where the game is set, what the base premise is, and how powerful the protagonists ought to be. | Before the process begins, its important to know what the overall campaign structure is, where the game is set, what the base premise is, and how powerful the protagonists ought to be. | ||
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− | =Discuss and set Character Concepts= | + | =2) Discuss and set Character Concepts= |
With the above in mind, players should create their character concepts. This may require a little setting familiarity, but the entire design philosophy of the ''Gladius et Aegis'' game is to encourage creativity rather than stifle it. There aren't a finite number of "splats" to draw from, but rather a game framework that allows you to create the sort of character you want. If you want to come up with something not mentioned in the game setting (maybe a stranded alien made of pure thought, a soul-imbued clotheshop dummy, a hyper-intelligent owl, or whatever) then the only thing that limits it is your imagination, and the shape and integrity of the overall campaign setting. For example, if you're playing in the default setting (which has vampires, ghosts, magi, etc. and is "dark fantasy" in nature) then its probably out of keeping with the tone of the game to play a Tokyo schoolgirl that has a giant rainbow-decorated robot suit. Also, there's no obligation to go wild with something original and unique: the GM will likely appreciate it if you choose to tie your character concept with the world and supernatural society he's already created, so if you play a vampire or mage in the default setting, it'll probably as good for the story as if you play a unique creature with no ties to the other supernaturals in the world. | With the above in mind, players should create their character concepts. This may require a little setting familiarity, but the entire design philosophy of the ''Gladius et Aegis'' game is to encourage creativity rather than stifle it. There aren't a finite number of "splats" to draw from, but rather a game framework that allows you to create the sort of character you want. If you want to come up with something not mentioned in the game setting (maybe a stranded alien made of pure thought, a soul-imbued clotheshop dummy, a hyper-intelligent owl, or whatever) then the only thing that limits it is your imagination, and the shape and integrity of the overall campaign setting. For example, if you're playing in the default setting (which has vampires, ghosts, magi, etc. and is "dark fantasy" in nature) then its probably out of keeping with the tone of the game to play a Tokyo schoolgirl that has a giant rainbow-decorated robot suit. Also, there's no obligation to go wild with something original and unique: the GM will likely appreciate it if you choose to tie your character concept with the world and supernatural society he's already created, so if you play a vampire or mage in the default setting, it'll probably as good for the story as if you play a unique creature with no ties to the other supernaturals in the world. | ||
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− | =Assign Attributes= | + | =3) Assign Attributes= |
There are four '''Attributes''' that broadly define your character. | There are four '''Attributes''' that broadly define your character. | ||
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* ''Extreme'' - You have 33 points of attributes, and can put no more than twelve in any one attribute. | * ''Extreme'' - You have 33 points of attributes, and can put no more than twelve in any one attribute. | ||
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− | =Gain Aspects= | + | =4) Gain Aspects= |
''Aspects'' are way to individualize your character, describing him or her in ways that reflect training, specializations or expertise. ''Aspects'' are created by players and the GM together (usually with the player proposing an Aspect they would like, and the GM giving approval or (more rarely) vetoing it). | ''Aspects'' are way to individualize your character, describing him or her in ways that reflect training, specializations or expertise. ''Aspects'' are created by players and the GM together (usually with the player proposing an Aspect they would like, and the GM giving approval or (more rarely) vetoing it). | ||
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− | =Create Arcana= | + | =5) Create Arcana= |
''Arcana'' are supernatural powers and like ''Aspects'' are defined in a freeform fashion. Only creatures with supernatural powers have ''Arcana'' - if you opted to create a character with a ''Puissance Attribute'' of zero, then you can skip this step. | ''Arcana'' are supernatural powers and like ''Aspects'' are defined in a freeform fashion. Only creatures with supernatural powers have ''Arcana'' - if you opted to create a character with a ''Puissance Attribute'' of zero, then you can skip this step. | ||
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− | =Add Traits= | + | =6) Add Traits= |
''Traits'' are descriptors of your character that aren't just edges or weaknesses, but a bit of both. Essentially, they're ways of describing who your character is, and often encompass rules sub-systems unique to characters with that trait. ''Traits'' are player defined (with GM consent, rules input and veto), and should use the following guidelines: | ''Traits'' are descriptors of your character that aren't just edges or weaknesses, but a bit of both. Essentially, they're ways of describing who your character is, and often encompass rules sub-systems unique to characters with that trait. ''Traits'' are player defined (with GM consent, rules input and veto), and should use the following guidelines: | ||
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− | =Record other details.= | + | =7) Record other details.= |
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− | + | Sometimes you'll need to record additional details, normally as a result of traits. For example, if you take the Vampire | |
[[Category:Gladius et Aegis]] | [[Category:Gladius et Aegis]] |