March 18, 2013

RPG CHARACTER CREATION RULES

This is a guide to creating characters for role-playing games in The Templar Files.
All players are Templars at Abstergo orders.

RULES

All characters, by default, have the code name for their ID, nickname or gamertag.
All characters have to have a brief (or not so brief) story on them to serve as background and define them. Remember Abstergo and explain how you were recruited.
All characters, by default, have been trained in many different disciplines, combat and academic. Everyone knows basic English language.
All players must provide a true picture that shows the character. No drawings, real. This will differentiate the adventures inside and outside of the Animus.

CHARACTER CREATION

ARCHETYPE

Nature: The characters “Real” self, the person they truly are. Choose a nature according to your gamestyle. Nature determines a characters ability to regain willpower points.

Choose one:

Architect: You desire to leave a legacy, tangible or intangible. This could be anything from an artistic masterpiece to a successful organization you founded to a new tradition you started.. Regain Willpower when you create something of great importance and/or lasting value.

Autist: You live inside your shell. Revealing the 'real' you could be the worst thing that could ever happen. Regain Willpower when you manage to keep someone entirely out.

Autocrat: You must be in control in all times of all situations. Regain Willpower when you maintain control during a situation and success is guaranteed.

Avant-Garde: You must be the first to know everything. Nothing is established, no gossip is spread without you having known it first. A good nature for irritating Torries. Regain Willpower when you make an exciting discovery regarding the society in which you're involved.

Bon Vivant: Live for today, 'cos buddy, tomorrow may never happen. Regain Willpower when you have a rock-n-rollin time, or manage to fully express your enthusiasm for life.

Bravo: You have little tolerance for weakness, especially in yourself. You could be a proud warrior or a just plain bully. Regain
Willpower when you intimidate or physically force someone to do what you want or back down.

Bureaucrat: You follow the rules no matter what. Regain Willpower when you solve a situation by the book, getting others around you to do so as well.

Benefactor: You desire to take care of others, ease their pain, and heal them. Regain Willpower whenever you successfully protect or nurture someone else.

Cavalier: You are the hero, the gallant defender of truth, justice, and all that is good. Regain Willpower when you accomplish a significant task for the better of the group.
Competitor: There is no greater thrill than the thrill of victory, and you'll do anything to feel it. Regain Willpower when you win a contest, formal or informal.

Manipulator: You like to manipulate your way through the sticky bits of life, preferring to let some sucker do the dirty work for you. Regain Willpower whenever you trick someone into doing what you want. (G)

Critic: Everything has a fault and you will find it. Regain Willpower when you point out a significant flaw in something that would have caused disaster if overlooked.

Decoder: You thrive on puzzles and riddles, be they the obvious sort, found in books and games, or hidden within seemingly benign texts or even a person's face. Regain Willpower when you solve a particularly challenging puzzle or mystery.

Leader: You always know the best way to go about doing something, and it only makes sense that persons follow your lead. Regain Willpower when you are able to lead a group in accomplishing a significant task.

Explorer: The world is full of wonder, and you've got to see it all. Regain Willpower when you make a significant discovery, such as finding a special place or artifact, or making a profound insight about yourself or a friend.

Follower: You're happy to help the leaders accomplish their goals, and stabilize the group with your support. Regain Willpower when your group accomplishes something due to your support.

Gallant: You are flamboyant as hell, and love to be the center of attention. Regain Willpower when you dazzle or impress another person.

Jester: You are the fool, the comic, the smartass, always looking for the humor in a situation. Regain Willpower when you lift someone's spirits/ease their pain with your humor.

Loner: You have your own path and no desire to share it with anyone else. Regain Willpower when you manage to achieve a significant task without anyone else's help.

Predator: The fittest survive, and you're pretty damn fit. Regain Willpower when you single-handedly hunt and kill another creature to ensure your survival.

Rebel: You will do as you will, and ultimately desire freedom from unpleasant societal bonds. Regain Willpower when your rebellion against authority or the status quo turns out for the best.

Rogue: Screw the world! You do what you need to look out for yourself and get done what has to get done. If someone else suffers in the process, that's just too bad. Regain Willpower when your self-centered methods gain you something of significant value.

Survivor: No matter what happens, you'll pull through it somehow. You're one tough cookie, and don't understand it when others
give up so easily. Regain Willpower when you survive a difficult situation by the skin of your teeth.


CLASS: choose a name that defines you (warrior, thief, politician,..)
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ATTRIBUTES

Represent all the abilities that the Agents had learned.
Divide 2 points between these three (each Attribute can have 3 points):

Talents: Talents are things people intuitively know. The only way you can improve talents is through direct experience.
Use for / specialties (Specialties can reach until 5 points):
 Athletics
 Empathy
 Expression
 Intimidation
 Leadership
 Reflexes
 Streetwise
 Subterfuge

Skills: Skills are abilities learned through training, apprenticeship, or other instruction.
Use for / specialties:
 Animal Ken
 Crafts
 Drive
 Etiquette
 Performance
 Security
 Stealth
 Survival

Knowledges: These are abilities involving the application of the mind.
Use for / specialties:
 Bureaucracy
 Computer
 Finance
 Investigation
 Law
 Linguistics
 Medicine
 Occult
 Politics
 Research
 Science
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COMBAT`S DISCIPLINES

Represent the three ways to fight. Start with 1 and can go to 25.
Divide 6 points between these three:

Melee
: your skill in close combat, with or without weapons.
Ranged attack: Your ability to use ranged attack weapons.
Mental: your mental speed and ability to devise tactics in the middle of a fight.
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BACKGROUNDS

Represent the social and empiric life of the character
Can go from 1 to 5 points each one.
Divide 2 points:

Allies - Close companions who could be called on for most anything.
* One dot- One ally of moderate influence and power
* Two dots- Two allies, both of moderate power
* Three dots- Three allies, one of whom is quiet influential
* Four dots- Four allies, one of whom is very influential
* Five dots- Five allies, one of whom is extremely influential

Contacts - Those willing to help for a favor in return.
* One dot- One major contact
* Two dots- Two major contacts
* Three dots- Three major contacts
* Four dots- Four major contacts
* Five dots- Five major contacts

Fame - How well-known the character was in society;
* One dot- You're known to a select subculture of the city - local clubgoers or the Park Avenue set, for instance.
* Two dots- A majority of the populace recognizes your face; you're a local celebrity such as a news anchor.
* Three dots- You have statewide renown; perhaps you're a state senator or minor star of local interest.
* Four dots- Nationally famous; everybody knows something about you.
* Five dots- You're an internationally famous media icon.

Influence - A character's ability to affect society.
* One dot- Moderately influential; a factor in city politics
* Two dots- Well-connected; a force in state politics
* Three dots- Position of influence; a factor in regional politics
* Four dots- Broad personal power; a force in national politics
* Five dots- Vastly influential; a factor in global politics

Resources - How much a character had to live on.
* One dot- Small savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $10,000 in cash. Allowance of $600 a month.
* Two dots- Middle class: an apartment or condominium. If liquidated, you would have at least $50,000 in cash. Allowance of $1,200 a month.
* Three dots- Large savings: a homeowner or someone with some equity. If liquidated, you would have at least $180,000 in cash. Allowance of $3,000 a month.
* Four dots- Well-off: a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If liquidated, you would have at least $800,000 in cash. Allowance of $10,000 a month.
* Five dots- Ridiculously affluent: a multimillionaire. Your haven is limited by little save your imagination. If liquidated, you would have at least $3,000,000 in cash. Allowance of $20,000 a month.
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WILLPOWER: All characters starts with 3 of 10.
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LIFE POINTS: All character starts with 7 of 25
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FREEBIE POINTS

You have 15 Freebie points to customize your character. You can spend it in:

1 point in any Attribute (5 Freebie Points)
1 Point in any Specialties (2 FB)
1 Point in any Combat Discipline (4 FB)
1 Point in any backgrounds (5 FB)
1 Point in Willpower (3 FB)
1 Life Point (2)
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SYSTEM

To see if an attribute / Specialty roll has succeeds: they mark a difficulty for action between 6-10. If the sum of D10 plus the value of the attribute and Specialty exceeds or equals that difficulty, the character succeeds.

For the fighting: Same. If the sum of your D10 plus yourr Discipline is higher or equal to the value of the enemy, you win. The value of points lost is what add one plus weapon or if the distance, only the value of the weapon.

Willpower: You can spend a point of Willpower to automatically succeed on a roll of attribute or to succeed in a round of attack.

Life: If the character runs out of life, will KO. It depends on your enemy kill you or not.

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