Brendan (http://www.necropraxis.com/) was asking about one roll equipment systems and asked if I should bother typing up one of mine and he was like yeah do that and I was like yeah cool and man if you don't like run on sentances you must be hating this blog
ANYWAY:
Been trying to jam as much of the character creation system together as I can and also keep it "new school" in the sense you get have a special snowflake but not in the way that requires 2 hours of creation.
This was my way of putting skills, starting equipment, and background together:
PAST:
Your past determines what stuff you have and any usefully capabilities you may have picked up.
When you are playing the game and you try something that requires an ability check and you think that your past might be relevant tell the g.m. If they are convinced you will get an Advantage to the roll. Make a note of this, because you will get Advantage any other time a situation similar to this happens. Then make a Intelligence check. If you succeed you can keep bringing up your Past in future. If you fail, that's it. That is all your character managed to get the hang off.
You may choose or roll a past from below. The weapon and armour description is mainly for how you picture your character, ignore it if it is not interesting. If you to have a Past not on here either talk to the g.m before hand and arrange something or just write it down and pick 4 items from any pasts equipment. HOWEVER you will have 5 seconds to do so. If pick something that is not actually there that counts as a wasted choice. You will need someone else to count out loud at you.
1. SCAVENGER:
Starts with:
Sacks, long hooked pole, protective mask, shovel
your weapons and armour is:
"scrouged and repaired"
2.HUNTER
Starts with:
dried meats, snares, calls, scent
your weapons and armour is:
"self made and simple"
3.REFUGEE:
Starts with:
esoteric cultural item, concealed jewellery,compass,trade item
your weapons and armour is:
"distinctive and unfamilar"
4.PEASANT:
Starts with:
domesticated animal, basic trade good, lard, homebrew
your weapons and armour is:
"repurposed tools"
5. PETTY CRIMINAL
Starts with:
bad drugs, stolen valuable, blinding dust, caltrops
your weapons and armour is:
"stolen and/or easily concealable"
6.DILETTANTE:
Starts with:
jewellery, weird drugs, reading material, clockwork toy
your weapons and armour is:
"gaudy and distinctive"
7:EXPLORER
Starts with:
lantern, maps, crowbar, chalk
your weapons and armour is:
"ancient and rare"
8:MYSTIC
Starts with:
divination tools, spirit cleansing incense, fireworks, blankets
your weapons and armour is:
"anointed and festooned"
Design notes:
There is only 8 because I'm having a lot of new people play soon and too many choices actually slows people down apparently. I love them myself but hey. The pasts are biased to ones that kinda lead to a life of being a wandering danger junkie as opposed to a general cross section of life.
If someone wants to be a broke blacksmith or a disgraced scholar that's fine though.
Need to rethink some of equipment .
No one has a tent or some other stuff but plenty of the Pasts have jewellery or trade goods and I figure trying to trade flour for a tent or trying to find a fence is a good way of meeting people and starting stuff.
Otherwise desperately ill equipped is fine too.
Still haven't worked out how I want to do weapons and armour and I might leave off the descriptors in the final version, as they might confuse beginners.
The schrodinger's skill system owes a debt to Zzarchov's excellent Neoclassical Geek Revival
No rope?
ReplyDeletethat's a glaring omission true. I think I had the Sailor have rope and then they got cut and no-one else has it.
DeleteStill I'm okay with players immediately needing basics or having to improvise rope
I love the bit about having 5 seconds to choose while some counts down at your loudly. I often do that to players when they have to make a quick choice.
ReplyDelete