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Les Friction, "Your World Will Fail"'

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CHARACTER CREATION IS NOW CLOSED.

The Spark of Life...


WELCOME to creation of a Promethean. At this point you should have read the Introduction to the game, setting, rooms and even a little about the NPC's. All of this should help you create a character that will thrive or burn out brilliantly along the Pilgrimage of the Created. Play of a Promethean is for people interested in the struggle of being something like a Monster, while trying desperately to connect and grow the soul of a human. They ask themselves what that means, and they put themselves to the refinement of years, even centuries, to undergo that task. Some come out of it with the ultimate glory of a new dawn, fully human, others burn too fast and furious and create Flux and disaster in their wake. If you are unsure of your concept, please feel free to run things by me on the main chat in private, or forum pm me. I'll do my best to help you. If you are sure about your choice to create a Promethean, and not a Mortal, please follow the steps bellow and use the PROMETHEAN SHEET TEMPLATE. How to use and submit this template is described in the forum, so please read carefully.


CHARACTER CONCEPT:

‡ In few words, define the core of who your character is. What is the premise of their story. It's your 3-7 word sales pitch to defining their role.


BACKGROUND:

‡ Though you do not have to start with your background, it is often the best way to understanding how to build your character mechanically.
‡ Create a background approximately 3-10 paragraphs long, detailing the beginnings of your Prometheans creation, your Progenitor or Demiurge, what happened in your early Pilgrimage(see the Step of 'Flesh' on page 75 onward for ideas), and how her story then brought her to Hohenzollern.
‡ Due to Promethean being such a personal story, the majority of game plot will come from this background and its elements/npc's involved within. Please make sure to have enough detail to arm me as your ST, but not so much that it doesn't leave room for surprises.


LINEAGE:

‡ A Lineage is how you were created, and this spark of life determines the core makings of your character.
‡ Choose one of the 6 Lineages from the main book. If you are interested in playing an Extempore, please discuss this concept with me first and expect it could be a 'no'.
‡ Remember that Lineage helps to determine how your Disquiet and Torment looks, and it also gives you your Bestowments. This cannot be changed later.
‡ Though every Lineage has exceptions to the rules, use this as a general guideline to your characters mindset or use it to help define why yours is against the grain in differing ways.


REFINEMENT:

‡ Your 1st Refinement should match up with what you learned early in your Pilgrimage thus far. It's a core defining characteristic in what you pursue and are passionate about. Though a Promethean goes through the other Refinements in time, this will be your starting place and the time you remain in it will vary. This is what will make your character unique.
‡ Choose one of the Basic Refinements at character creation, access to complex refinements will come later.
‡ Choose 1 of the 3 roles that come with your Refinement, you will not be expected to complete more than 1 role per refinement to progress down the Pilgrimage Path. Our story will not allow for that much time, and in the interest of avoiding too much change too quickly, this should facilitate better story.
‡ Remember that your Refinement determines what Transmutations you will have access to.


ELPIS & TORMENT:

‡ Choose an Elpis for your character. An Elpis is a trait, attitude or defining feature that Mortals have that make you want to covet and stay on the path to becoming a human. When you successfully express your Elpis, its cathartic and reminds you that you're on the right track.
‡ Choose your Torment for your character. Torment is the detrimental side of oneself that is counter to your Elpis. It is the dark and bitter edge that you carry, and should you indulge it-you may find that cathartic too, at first. In the end this leads you off the pilgrimage and closer to Flux.
‡ Though you can make up your own Elpis and Torment, examples are found on page 106 of the book.


BEWSTOWMENT:

‡ Your Lineage offers you 2 possible choices for your Bestowment. A Bestowment isn't just what your alchemical makeup allows you to do, it's what your make up gives you as part of your design.
‡ Choose 1 of the 2 Bestowments offered your Lineage.
‡ Custom Bestowments are only open to the rare Extempore, main Lineage Bestowments are found on page 108 of the book.


AZOTH & PYROS:

‡ Azoth is the acting supernatural element in place of your soul. It's the 'strength' of the fire within. It determines both the power within the Promethean, and the disaster that can leak out of him.
‡ Azoth beings at 1 for all starting characters.
‡ Pyros is the 'amount' of fire, like fuel, that a Promethean carries within him. It powers the Promethean himself as much as his powers.
‡ Maximum Pyros is calculated by Azoth as an equation of 1/2 your Maximum, rounded up. For starting characters, this would also be 5.


TRANSMUTATIONS:

‡ A Transmutation is the power that their refinement unlocks to be used by a Promethean through their body. Azoth helps you understand these transmutations when you gain a refinement.
‡ Each Refinement has access to 2 Transmutations. Both Transmutations have 4 Alembics each. Each Alembic is it's own unique ability.
‡ Choose 1 Alembic from each of your 2 Transmutations awarded from your choice of Refinement.


PILGRIMAGE:

‡ Each Promethean is on a unique Pilgrimage to themselves, but all are measured the same mechanically. Start at 1 on the road of turning yourself as lead into gold.
‡ During the game you will be able to raise your Pilgrimage Trait by spending Vitriole Experiences. Read about these on page 105. Please remember you can also slip backwards on the Path.
‡ Answer the 5 Pilgrimage Questions on your character sheet:
• What sort of human do you want to be?
• How have humans taught you to fear and hate?
• How did you split with your creator?
• What keeps you on the Pilgrimage?
• What would you give up to become human?


ATTRIBUTES:

‡ Place your Attribute points into Mental, Physical and Social at a spread of 5/4/3.
‡ You may not have an Attribute at 5 as a starting character.
‡ You can have up to 2 Attributes at 1 as a starting character, but you must have good reasoning. You cannot raise these Attributes until after 1 months of game play.


SKILLS:

‡ Assign your skills to Mental, Physical and Social at a spread of 11/7/4.
‡ You may not have a Skill at 5 as a starting character.
‡ Assign 3 Skill Specialties.


MERITS:

‡ As a Promethean you start with 10 points into Merits.
‡ You may use 5 points worth of your merit points to raise Azoth to 2. You may use all 10 of your merit points to raise Azoth to 3 if you like.


ADVANTAGES:

‡ Willpower is equal to Resolve + Composure.
‡ Defense is the lower of Dexterity or Wits, + Athletics.
‡ Yours size will be 5 unless you have taken the a merit to change this.
‡ Health is equal to Stamina + Size.
‡ Speed is equal to species factor(5 for adult humans) + strength + dexterity


ASPIRATIONS:

‡ Name 1 long term aspiration. This should be something you can accomplish with ST assistance around 3 months, or one Chapter, of game play.
‡ Name 2 short term aspirations. This should be something you can accomplish by yourself, or within a short amount of time in game play(1 month).
‡ Aspirations completed earn you a beat.


CONGRATULATIONS! YOUR CHARACTER SHOULD BE COMPLETE! See submission guidelines on the forums.


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A Whimper and Cry...


WELCOME to creation of a Mortal. At this point you should have read the Introduction to the game, setting, rooms and even a little about the NPC's. All of this should help you create a character that will thrive or burn out brilliantly along the day to day woes of a Mortal caught up in a supernatural tale. Play of a mortal is for people interested in the seemingly mundane, glorious or hardship of day to day living from whatever walk you come from. It's about diversity, weakness, finding strength and understanding that in a world that isn't entirely as you first suspected it, you can still have a place among beasts. In this life, hardship will do it's own refining of you, even if you aren't born of Alchemical process. If you are unsure of your concept, please feel free to run things by me on the main chat in private, or forum pm me. I'll do my best to help you. If you are sure about your choice to create a Mortal, and not a Promethean, please follow the steps bellow and use the MORTAL SHEET TEMPLATE. How to use and submit this template is described in the forum, so please read carefully.


CHARACTER CONCEPT:

‡ In few words, define the core of who your character is. What is the premise of their story. It's your 3-7 word sales pitch to defining their role.


BACKGROUND:

‡ Though you do not have to start with your background, it is often the best way to understanding how to build your character mechanically.
‡ Create a background approximately 3-10 paragraphs long, detailing the beginnings of your Mortals life, your upbringing, family/friends and encounters through life of impact and how his story then brought him to Hechingen.
‡ Make sure to include if you have a BLOOD or Familial relation to any of the founding families. "The Müller"(Millers), "The Schmidt"(Smiths), "The Fischer"(Fishermen), "The Richter"(Judges), "The Schulz"(Medieval Sheriffs), and "The Hoffman"(Courtiers).
‡ Due to Promethean being such a personal story, the majority of game plot will come from this background and its elements/npc's involved within. Please make sure to have enough detail to arm me as your ST, but not so much that it doesn't leave room for surprises.


ANCHORS:

‡ An Anchor for a mortal is their Virtue and their Vice. Examples start on page 27 of the core Chronicles of Darkness book.
‡ Your Virtue should be that one part of your character than brings out their best self and has a pride and success to it.
‡ Your Vice should be that addictive, instant gratification part of himself that then leaves emptiness later. There's always a reason we give in to Vice, and always regret or consequence to it.


ATTRIBUTES:

‡ Place your Attribute points into Mental, Physical and Social at a spread of 5/4/3.
‡ You may not have an Attribute at 5 as a starting character.
‡ You can have no more than 1 Attribute at 1 as a starting character, but you must have good reasoning. You cannot raise these Attributes until after 1 months of game play.


SKILLS:

‡ Assign your skills to Mental, Physical and Social at a spread of 11/7/4.
‡ You may not have a Skill at 5 as a starting character.
‡ Assign 3 Skill Specialties.


MERITS:

‡ As a Mortal you start with 7 points into Merits.
‡ "The Müller"(Millers), "The Schmidt"(Smiths), "The Fischer"(Fishermen), "The Richter"(Judges), "The Schulz"(Medieval Sheriffs), and "The Hoffman"(Courtiers) are available families your Mortal may be from. If you have a BLOOD relation to one of these families, you must also don a part of their role. As long as your concept falls in some way to their talents, you gain a free "Interdisciplinary Specialty" to one of your Skills related to this Family talent. The Merit requirement must still be met, however.
‡ Made available to Mortals who are blood related, or affiliated to the Founding Families, but must be purchased our of your own Merit points: New Merit "Curse of The Thrice Great(••)"

Details


ADVANTAGES:

‡ Willpower is equal to Resolve + Composure.
‡ Defense is the lower of Dexterity or Wits, + Athletics.
‡ Yours size will be 5 unless you have taken the a merit to change this.
‡ Health is equal to Stamina + Size.
‡ Speed is equal to species factor(5 for adult humans) + strength + dexterity


ASPIRATIONS:

‡ Name 1 long term aspiration. This should be something you can accomplish with ST assistance around 3 months, or one Chapter, of game play.
‡ Name 2 short term aspirations. This should be something you can accomplish by yourself, or within a short amount of time in game play(1 month).
‡ Aspirations completed earn you a beat.


BREAKING POINTS:

‡ Breaking Points are those moments in which your characters does or experiences something that causes a rift in the core of who they are. Whether you can bounce back from a breaking point or not, remains to be seen. They should be thought of as important moments for character development, either by learning to overcome the and by doing so changing yourself to survive---or by succumbing to the pressure, and again losing/changing a part of who you are.
‡ Answer the Breaking Point questions on the character sheet. Please remember that though your answer to the question should be specific to their feelings or memories, how that breaking point need come about to haunt them does not have to be described. I often enjoy taking some freedom in how the past or fears come back to haunt a character.


CONGRATULATIONS! YOUR CHARACTER SHOULD BE COMPLETE! See submission guidelines on the forums.


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