Nimue: Character Generation

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PRIME TRAITS

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 [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.

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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 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.

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Knacks

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.

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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 D8a.png except when engaging the Hinder SFX.


Hearth Distinction

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

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.


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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:

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.


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Relationships

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


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Signature Assets

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.


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Customization Points

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

For 1 XP you may:

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:

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

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