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Verified Commit 4bc017e1 authored by Malin Freeborn's avatar Malin Freeborn
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move concepts to cc and expand

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......@@ -220,12 +220,74 @@ Finally, a character's ability to speak with people, make friends, lie convincin
If players prefer, they can design their own characters by simply setting all Attributes to 0, then applying the racial modifiers.
They can choose to take a single -1 penalty to any Attribute of their choice in return for an additional 5 \gls{xp}.
\iftoggle{aif}{}{
\subsection{No Class}
For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}.
You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment.
}
\iftoggle{verbose}{
\iftoggle{aif}{}{
\subsection{No Class}
For those who prefer a class-based system, or just a suggestion for starting characters, check \autoref{class}.
You'll find some default Traits for `fighters, mages \& rogues', along with notes on equipment.
\index{Character Concept}
\subsection{Concept}
\iftoggle{aif}{
Who is this you have brought to the \gls{guard}?
Have a look at your character's Attributes and consider what kind of person they are.
Strength might indicate working on a farm.
A good Charisma may indicate a creative past, such as poetry, or working with the public, trading or selling items.
Intelligent characters may have required to plan a lot -- perhaps working as a seneschal for a town master, or planning a safe route for a travelling circus.
Low intelligence means never having to think, so they may come from a noble family, or always worked in a stonemason's guild, where someone else could plan their day for them.
Dexterous characters could have been an expert weaver, before joining the \gls{guard}; or perhaps they lived in a major city and stole money from others.
How did you end up in the \gls{guard}?
Did you naively sign up for a thrilling adventure, and now regret it?
What happened to your farm?
Torched by goblins, or did too many men leave the village?
Most join simply because they did not inherit their parents' land, so they hope to make some money, and perhaps be rewarded with land.
Some stole or robbed from people, and managed to plead to a judge to let them join the \gls{guard} instead of hanging.
Take your character's history, and condense it into two words.
\begin{itemize}
\item
Betrayed Guildsman
\item
Clairvoyant Herder
\item
Crypto Zoologist
\item
Dispossessed Farmer
\item
Dishonoured Alchemist
\item
Dauntless Youth
\item
Failed Priest
\item
Lazy Thief
\item
Lost Writer
\item
Reformed Bandit
\item
Zealous Guildsman
\end{itemize}
}{
Now is the time to look at your character's base Attributes and think about what they might be good at.
The best place to start is your highest Attribute.
If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
Buy off any Wits penalties and put a magic sphere down on the character sheet.
Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
}
}{}
\end{multicols}
......
......@@ -233,10 +233,13 @@ Any enemies fleeing count for half their \gls{xp} value so long as they engaged
\iftoggle{verbose}{
\sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}}
Standing alone against a towering ogre is a nightmare, but three warriors standing against three ogres can be much easier.
A battle against thirty goblins can really take its toll, but three different battles against ten goblins can be child's play.
To represent this, we have \textit{the \gls{xp} Discount} -- a price you pay for every member of the party.
\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
}{}
For every member of the party, that many points are deducted from one monster's \gls{xp} value (to a minimum of 0).
......@@ -369,23 +372,6 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
\end{multicols}
\subsection{Concept}
\sidepic{Roch_Hercka/xp-1}{\label{roch:xp1}}
Now is the time to look at your character's base Attributes and think about what they might be good at.
The best place to start is your highest Attribute.
If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option.
Buy off any Wits penalties and put a magic sphere down on the character sheet.
Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter.
Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
\sidepic{Roch_Hercka/xp-2}{\label{roch:xp2}}
Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.
It might be something solid and classic, such as `sellsword', `eager paladin', `barbarian poet', `wizzard', or `greedy rogue'.
You could also wander off the traditional RPG model, playing a `lost outlander', `unwilling prophet' or `dishonoured noble'.
}{}
\end{multicols}
......
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