Difference between revisions of "Nimue: Character Generation"

From RPGnet
Jump to: navigation, search
(Distinctions)
(Signature Assets)
 
(44 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
 +
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
 
[[File:WON00002.png|center|650px]]
 
[[File:WON00002.png|center|650px]]
 
==PRIME TRAITS==
 
==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.
+
The Prime Traits [pp47] for this game are Attributes, 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==
Line 17: Line 18:
 
:'''Empathy -''' ''is the ability to see from another's perspective.''
 
:'''Empathy -''' ''is the ability to see from another's perspective.''
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
 
==Roles==
 
==Roles==
Line 36: Line 37:
 
:'''Investigator:''' Investigators are geniuses at research, be it from a book or their environment or piecing together bits of odd conversation.
 
:'''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.
+
:'''Scamp:''' Scamps have big hearts and a catlike relationship with curiosity. They are almost always in one form of trouble or another.
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
 
==Knacks==
 
==Knacks==
Line 54: Line 55:
  
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
 
==Distinctions==
 
==Distinctions==
Distinctions 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.
+
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 |'''
 
There are three categories of distinctions for this game '''| Hearth | Background | Free |'''
Line 64: Line 65:
 
----
 
----
 
===Hearth Distinction===
 
===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 |'''  
+
Each student is sorted into one of four hearths upon being accepted to the Wildwood school that replace the House structures of other schools. The four hearths are '''| 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''.  
+
Your Hearth distinction should name your hearth and indicate a way you interact with your house.
  
 +
'''Note:''' Prefects are not a thing in this school. There are seventh year student leaders, two per hearth, but that is it for Hearth leadership among the students.
 +
 +
:'''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''.
 +
----
 +
Loosely, (if it matters), Bear comes close to Hufflepuff, Wolf to Slytherin, Hart to Gryffindor, and Bee to Ravenclaw.
 
----
 
----
  
===Background Distinction===
+
===Wizarding World Distinction===
Everyone starts somewhere. Unlike other schools, firstyears are twelve when they are enrolled and have lived a life with family and friends prior to that. Your background should take that into account and say something about your priorities or how you were raised.
+
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?
 
----
 
----
  
Line 77: Line 86:
 
A free distinction is exactly that. You are free to come up with any distinction that makes sense for the character and the setting.
 
A free distinction is exactly that. You are free to come up with any distinction that makes sense for the character and the setting.
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
 
==Distinction SFX==
 
==Distinction SFX==
Line 85: Line 94:
 
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
 
:[[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]]
  
After that, each Urchin starts play with two more active '''SFX''' related to their distinctions. You decide how you want to arrange those. [pp61]
+
After that, each character starts play with two more active '''SFX''' related to their distinctions. You decide how you want to arrange those.  
  
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
 
==Relationships==
 
==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.
+
Relationships [pp55] represent an optional trait set. Relationships won't always apply to a roll, but when they do there is good reason. Add a relationship die when the person it is attached to is affected by or affects the action in question.
 
 
Each urchin will start the game with a relationship to another urchin [GMC], one street vendor, shop keeper, innkeeper, artisan, guild, etc, and one free pick that cannot be a Faction at start of game.
 
----
 
Rate all relationships at [[File:d8a.png|24px]] '''OR''' one relationship at [[File:d10a.png|24px]] one at [[File:d8a.png|24px]] and one at [[File:d6a.png|24px]]
 
----
 
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
 
  
==Factions==
+
Each character will start the game with a relationship to another student [GMC, not PC], one person outside the school, and one Loremaster [professor] or Staffer. 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 or staffer's role in the Wildwood.
Factions represent another optional trait set players might access if the roll might concern that faction in some way. Keep in mind, while you can roll a faction die to get extra mechanical clout to do something on behalf of a faction, the GM can choose to add that same die as a complication to his opposition roll, where player failure means the die gets stepped back - no lower than [[File:d4a.png|24px]] - or stays the same on a tie (this is the only time a tie doesn't default to the player, it's just neutral), or get stepped up - no higher than [[File:d12a.png|24px]] - on a success on the part of the player. Two steps on an ES.
 
  
:'''The GM decides at the outset if an action is eligible to earn or lose faction standing.'''
+
:When you create your student relationship, name the student, their house, year, wand or scale, brief description, and how you know them.
  
Whenever your character attains a rating of [[file:d6a.png|24px|d6]] or higher with a faction, you may attach a Trait Statement to that faction's name [pp55/65 Reputation/Trait Statements].
+
:When you create your off campus relationship, specify if they are Mag or No Mag and what if any focus they have mastered, brief description, and how you know them.
  
:'''The Player decides when to challenge a trait statement.'''
+
:If you create your own Loremaster or Staff relationship instead of picking one already in place, specify if they are Mag or No Mag, the house they came up in [if any], and what if any focus they have mastered. Tell what their duties are or what they teach,  brief description, and how you know them.
 
----
 
----
Player Characters are all rated at [[File:d4a.png|24px]] with all guilds at start of game.
+
Rate all relationships at [[File:d8a.png|24px]] '''OR''' one relationship at [[File:d10a.png|24px]] one at [[File:d8a.png|24px]] and one at [[File:d6a.png|24px]]
 
----
 
----
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
==Resources==
+
==Signature Assets==
Resources represent another optional trait set but it works a little different from the above [pp56]. Player characters have three different resources at their disposal: Bolt Holes | Caches | Grundle
+
Each character starts with one signature asset [pp64]. Signature assets are yet another optional trait set that can be added to a roll if the asset makes sense in the situation.
----
 
===Bolt Hole===
 
:Every urchin has a bolt hole or two that they can shimmy into and hide or seek emergency shelter. The bolt hole is rated at [[File:d6a.png|24px]] and comes with three dice that refresh one die a day.
 
----
 
  
===Cache===
+
Each character starts play with either a wand or a dragonscale. As fifth years, your wand or scale is a [[file:d8a.png|24px|d8]] asset. Both act as a magic focus, but only one can be mastered at a time.
:Bolt Holes are easily found and claimed by bigger urchins, so the smart urchin sets up caches around the city to hide their meager wealth and possessions. Caches are rated at [[File:d8a.png|24px]] and come with four dice that refresh at two per day.
 
----
 
  
===Grundle===
+
:[[File:Check002.png|24px]] Wands start with one active SFX. It cannot be the Hinder SFX.
:The Grundle is an urchin's greatest treasure. The grundle is a carapace of elemental stone that the urchin has bonded with and allows them to explore and exploit the undercity within its protective lithic shell. The grundle cannot come to the surface during daylight hours. Grundles are rated at [[File:d10a.png|24px]] and come with five dice that all refresh every day.
 
  
[[File:Litho00002.png|300px]]
+
:'''Bear Hearth''' typically uses oak or blackthorn wand. Any core.
  
===Grundle Roles===
+
:'''Wolf Hearth'''  typically uses willow or ash wand. Any core.
Your grundle has the same priority to role dice as the character but stepped up by one. So instead of assigning these dice:
 
  
[[file:d10a.png|24px|d10]] [[file:d8a.png|24px|d8]] [[file:d6a.png|24px|d6]] [[file:d6a.png|24px|d6]] [[file:d6a.png|24px|d6]] [[file:d6a.png|24px|d6]] [[file:d4a.png|24px|d4]]
+
:'''Hart Hearth''' almost invariably uses bone or ivory wand. Any core.
  
You would instead assign them:  
+
:'''Bee Hearth''' use the widest variety of woods, but almost always use dragon heartstring or phoenix feather cores.
  
[[file:d12a.png|24px|d12]] [[file:d10a.png|24px|d10]] [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d6a.png|24px|d6]]
+
:'''Dragonscales''' are all highly polished and blinding silver in color. Dragonscales were brought to the americas by Nimue in honor of her lost love Maerlwyn and his chosen magical focus. Students of any hearth may choose to learn scale over wand.
----
 
All Roles [[file:d8a.png|24px|d8]] or higher come with the Hinder SFX. Add two SFX to your grundle's [[file:d12a.png|24px|d128]] role, one to your grundle's [[file:d10a.png|24px|d10]] role.
 
  
'''Limit:''' Grundle SFX can only be used while piloting the grundle.
+
<u>'''EXAMPLE ASSET'''</u>
-----
 
  
==Grundle Knacks==
+
'''The Scrimshaw Wand:''' [[file:d12a.png|24px|d12]] Wildwood's Headmistress, S'jaania Smith bears a famous artifact known as the ''Scrimshaw Wand''. Smith came out of Hart Hearth and is said to be mistress of Wand, Scale, and the Durmstrang Battle Staff, but has never been seen by a student using any focus other than the wand.
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.
+
----
 
+
<u>'''A Word on Familiars'''</u>
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
 
 
 
==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==
+
Not as common as in European schools, familiars are still a thing at the academy. Familiars can just be named and described and you are good. You have that familiar. If you want that familiar to have a die ranking or be able to attach SFX to it you have to buy it as a signature asset.  
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.  
+
Your chargen signature asset must be a wand or dragonscale or similar spell focus, but a familiar's asset status can be bought with customization points below or given signature asset status later with experience points.
 
----
 
----
:'''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.
 
  
::Heirlooms function at [[file:d8a.png|24px|d8]]  
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
  
:[[File:Check002.png|24px]] Heirlooms start with one active SFX. It cannot be the Hinder SFX.
+
==Customization Points==
 +
In addition to the above, you get '''2 xp''' to modify your character.
  
::'''Limit: '''Heirlooms cannot be used when sleeved in a grundle.
+
===For 1 XP you may:===
----
+
:Add a [[file:d6a.png|24px|d6]] signature asset
:'''Keepsake:''' This is a small memento, a gift from another urchin or a minor found treasure since they became an orphan.  
+
:Add an SFX to a signature asset [max 2 per asset]
 +
:Add a [[file:d6a.png|24px|d6]] knack to a [[file:d6a.png|24px|d6]] or higher Role or step up knack by one, but no higher than the role it is attached to.
 +
:Add a [[file:d6a.png|24px|d6]] relationship or step up a [[file:d6a.png|24px|d6]] relationship to [[file:d8a.png|24px|d8]]
  
::Keepsakes function at [[file:d6a.png|24px|d6]]  
+
===For 2 XP you may:===
 +
:Add an SFX to a distinction [max 3 per distinction including Hinder SFX]
 +
:Add a [[file:d8a.png|24px|d8]] relationship, or step up a [[file:d8a.png|24px|d8]] or higher relationship one step to a max of [[file:d12a.png|24px|d12]]
  
::Keepsakes don't start with active SFX.
+
[[PotterPRIME:_Well_of_Nimue#Character_Files.2FMeta_Currencies | < < < Return to Main Page]]
 
 
::'''Limit: '''Keepsakes cannot be used when sleeved in a grundle.
 
----
 
[[Urchins:_Eyes_of_the_Undercity#Character_Files.2FMeta_Currencies|< < < Main Page]]
 

Latest revision as of 06:57, 13 September 2021

< < < Return to Main Page

WON00002.png

PRIME TRAITS[edit]

The Prime Traits [pp47] for this game are Attributes, 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[edit]

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 d8 but you can step an Attribute up if you step another back to a max of d12 and a minimum of d4 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.

< < < Return to Main Page

Roles[edit]

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 d10 || Assign your secondary Role the value of d8

Assign your lowest Role the value of d4 || Assign your remaining Roles the value of d6


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 relationship with curiosity. They are almost always in one form of trouble or another.

< < < Return to Main Page

Knacks[edit]

Knacks are specific specialties [pp59] under a given role that the character is just a natural at. Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up as outlined below.

Each player gets to assign one free D10a.png knack and one free D8a.png knack to their Character's Primary Role.

Each player gets to assign one free D8a.png knack to their Character's Secondary Role.

Each player gets to assign three additional knacks at D6a.png to any role rated D6a.png 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.

Knacks cannot be assigned to a character's D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

< < < Return to Main Page

Distinctions[edit]

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 D8a.png except when engaging the Hinder SFX.


Hearth Distinction[edit]

Each student is sorted into one of four hearths upon being accepted to the Wildwood school that replace the House structures of other schools. The four hearths are | Bear/Earth | Wolf/Cloud | Hart/Bone | Bee/Fire |

Your Hearth distinction should name your hearth and indicate a way you interact with your house.

Note: Prefects are not a thing in this school. There are seventh year student leaders, two per hearth, but that is it for Hearth leadership among the students.

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.

Loosely, (if it matters), Bear comes close to Hufflepuff, Wolf to Slytherin, Hart to Gryffindor, and Bee to Ravenclaw.


Wizarding World Distinction[edit]

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[edit]

A free distinction is exactly that. You are free to come up with any distinction that makes sense for the character and the setting.


< < < Return to Main Page

Distinction SFX[edit]

SFX [pp61] give distinctions [and certain other traits] a bit of extra oomph. Each of your three distinctions comes with the Hinder SFX active:

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png

After that, each character starts play with two more active SFX related to their distinctions. You decide how you want to arrange those.


< < < Return to Main Page

Relationships[edit]

Relationships [pp55] represent an optional trait set. Relationships won't always apply to a roll, but when they do there is good reason. Add a relationship die when the person 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] or Staffer. 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 or staffer's role in the Wildwood.

When you create your student relationship, name the student, their house, year, wand or scale, brief description, and how you know them.
When you create your off campus relationship, specify if they are Mag or No Mag and what if any focus they have mastered, brief description, and how you know them.
If you create your own Loremaster or Staff relationship instead of picking one already in place, specify if they are Mag or No Mag, the house they came up in [if any], and what if any focus they have mastered. Tell what their duties are or what they teach, brief description, and how you know them.

Rate all relationships at D8a.png OR one relationship at D10a.png one at D8a.png and one at D6a.png


< < < Return to Main Page

Signature Assets[edit]

Each character starts with one signature asset [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 character starts play with either a wand or a dragonscale. As fifth years, your wand or scale is a d8 asset. Both act as a magic focus, but only one can be mastered at a time.

Check002.png Wands start with one active SFX. It cannot be the Hinder SFX.
Bear Hearth typically uses oak or blackthorn wand. Any core.
Wolf Hearth typically uses willow or ash wand. Any core.
Hart Hearth almost invariably uses bone or ivory wand. Any core.
Bee Hearth use the widest variety of woods, but almost always use dragon heartstring or phoenix feather cores.
Dragonscales are all highly polished and blinding silver in color. Dragonscales were brought to the americas by Nimue in honor of her lost love Maerlwyn and his chosen magical focus. Students of any hearth may choose to learn scale over wand.

EXAMPLE ASSET

The Scrimshaw Wand: d12 Wildwood's Headmistress, S'jaania Smith bears a famous artifact known as the Scrimshaw Wand. Smith came out of Hart Hearth and is said to be mistress of Wand, Scale, and the Durmstrang Battle Staff, but has never been seen by a student using any focus other than the wand.


A Word on Familiars

Not as common as in European schools, familiars are still a thing at the academy. Familiars can just be named and described and you are good. You have that familiar. If you want that familiar to have a die ranking or be able to attach SFX to it you have to buy it as a signature asset.

Your chargen signature asset must be a wand or dragonscale or similar spell focus, but a familiar's asset status can be bought with customization points below or given signature asset status later with experience points.


< < < Return to Main Page

Customization Points[edit]

In addition to the above, you get 2 xp to modify your character.

For 1 XP you may:[edit]

Add a d6 signature asset
Add an SFX to a signature asset [max 2 per asset]
Add a d6 knack to a d6 or higher Role or step up knack by one, but no higher than the role it is attached to.
Add a d6 relationship or step up a d6 relationship to d8

For 2 XP you may:[edit]

Add an SFX to a distinction [max 3 per distinction including Hinder SFX]
Add a d8 relationship, or step up a d8 or higher relationship one step to a max of d12

< < < Return to Main Page