Chapter 2: Character Creation

From Summoner

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==New Advantage: Id==
==New Advantage: Id==
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=Merits=
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=== O to OOOOO: Commitment ===
=== O to OOOOO: Commitment ===

Revision as of 02:07, 8 January 2008

Contents

Character Creation

Step 1: Character Concept

Every character must first have a concept, an imagining of who he or she "is". And in a game of this nature, the concept guides every step of the character's development. A beginning concept could be as simple as "beat cop", "penitent teen", or "magazine journalist", but is likely to grow and mature as more traits are assigned and the numbers turn into a living, breathing person, with strengths, shortcomings, and quirks.

The concept can either lead to or be influenced by later choices of affinity Arcana. A cop with Justice tendencies is obvious...but one also ruled by the Devil can lead to interesting complications...

Step 2: Select Attributes

As per the World of Darkness rulebook.

Step 3: Select Skills

As per the World of Darkness rulebook.

Step 4: Select Skill Specialties

As per World of Darkness rulebook.

Step 5: Add Summoner Template

Trumps

Each Summoner has certain natural tendencies to his point of view. These are made manifest by an expressed Affinity for certain themes that have been codified into the Major Arcana of the tarot deck. As a further distinction, each of these Arcana are further separated into Trumps.
The Trump is, in essence, the way in which a Summoner defines herself. Upon Drawing the Fool, the Summoner's soul makes a declaration that is written upon the Ego of the newly awakened. This perspective establishes the basis for that Summoner's initial development, and the nature of his first Alter Self.
Trump determines one of three of the character's Affinity Arcana, as well as their favored Art. Based on the Trump, the character also receives a free specialty in one of three Skills that touch on the themes of their Trump.

Estates

Many Summoners take part in loosely connected factions called Estates, but do so for a variety of reasons. Some simply rely on the support that a strong base of allies can present against the many threats to their Ego that they face on a daily basis. Others find that a given Estate matches their ambitions perfectly, and dedicate themselves to these groups as a part of their expression of self. Regardless of reason, each Estate offers information, resources, training, or supernatural boons that would be difficult or impossible to acquire otherwise.
Each estate is tied to one of the Minor Arcana, and offers access to special Arts tied to these concepts. They guard these secrets carefully, if only because Summoners usually find it difficult to trust or relate with others in the first place. When a Summoner makes a commitment, those secrets are often kept as a part of their self-definition. There are, of course, exceptions, but those make for engaging stories in and of themselves.

Ego

The act of summoning the Alter Self is not done by reaching out to any part of the universe. There are no special chants, no incantations of real power. The true source of the power of a Summoner is himself, and that power manifests into what many of their number refer to as Ego. The strength of this Ego determines the limits on the power of their Alter Self, and how much they can express their Id into the various Arts and Definitions that Summoners can perform. It represents how much they can draw on their unique identity in times of need. Characters with a high Ego know who they are in a deep and meaningful sense. They may not be happy with it, and may still fight to change the things they dislike about themselves...but they cannot look away. When they see themselves in the mirror, they are aware of every detail. Characters with low Ego are still uncertain of themselves, and have difficulty translating their identity into power. Many find themselves either uncomfortable in their own skins or unable to see their nature as a source of power.
a All starting Summoners receive a single dot of Ego to represent the pivotal moment of Drawing the Fool. At character creation, three starting merit points may be spent per additional point of Ego, up to Ego 3, to represent a focus on strengthening one's identity.

Id

Id represents the desire to achieve a goal because that goal is somehow intrinsic to one's identity. "Because I am me, I will do this" is the silent declaration made when a point of Id is spent. Id isn't measured in dots, and is spent and gained over time for various Arts, Definitions, and to draw on aspects of the Alter Self in times of need. A character begins play with full Id; methods to regain it will be explained in a later section.

Arts

When a Summoner first comes into his own, he quickly finds instruction in the beginnings of the Arts, methods of drawing on their Alter Self for additional effect. This can be taught by a mentor, hidden tomes, secretive text messages, or even from one's own Alter Self. A character begins play with three dots in Arts, with at least one dot placed into the Art that has affinity with his Trump.

Definitions

As an alternative to the more direct Arts, the player may also purchase a single dot in Definitions, which are rituals to create unique changes in the world based on the power of Ego. Coincidence, rumor, consensus, Schrodinger's Cat...these sorts of effects are reliably manipulated by one with the proper Definitions.

Step 6: The Alter Self

The primary weapon of the Summoner is his Alter Self. As his power grows, so does the nature of his spiritual alter ego. Each Alter Self has its own appearance, personality, and sense of humor. There can be common themes, especially with the powers of certain Arts, but once an Alter Self is expressed, it takes on a nature all its own. It is the character's reflection from a single facet, the most powerful and prominent of the many masks he wears.

Step 1: Concept

The most important aspect of an Alter Self, the player must select the Arcanum, name, and general nature of the spirit that is drawn out from the character's ego. Note that this can be quite a surprise, or even a disturbing shock to a character. Imagine the beloved father and fire-and-brimstone preacher who finds his Alter Self to be an Chariot demon, a hateful monster drenched in someone else's blood, with a penchant for poetry and Scripture...

Step 2: Attributes

An Alter Self begins with nine points to spread out between Power, Finesse, and Resistance

Step 3: Influences

An Alter Self gains 2 dots in Influences, one of which must be applied towards their Arcanum.

Step 4: Ego Points

A Summoner gets a number of points equal to their total possible Id to assign to the purchase of Attributes(2x new dots points), Numina (3 points), Influences (new dots in points), and additional Bonuses(see W:tF totems.)

Step 5: Assign Bonuses

An Alter Self can grant a Summoner and even his allies additional power in their everyday lives. This can be expressed in additional Attributes, Skills, the effects of some Arts, Id, or Willpower. (See W:tF totems.)

Step 6: Assign Strengths/Weaknessnes

Each Alter Soul gains a single Strength and Weakness automatically. These fall under broad categories like Fire, Guns, or Mind Control. Treat each Strength like the character has already spent a Willpower to resist the effect. For a weakness, the attacker gains the benefit of a spent Willpower automatically, after all other bonuses and penalties.

Step 7: Finishing Touches

Record Willpower(Resistancex2), Id, Speed(Power+Finesse+Size modifier), Defence(Equal to higher of Power or Finesse), and Corpus (Resistance + Size)

Step 7: Merits

As per the World of Darkness rulebook, though Summoners cannot possess the Unseen Sense Merit.

Step 8: Advantages

Willpower: As per the World of Darkness rulebook.
Identity: This Advantage replaces the standard Morality trait in the World of Darkness core rulebook, with additional sins specific to the nature of Summoners.
Virtue and Vice: As per the World of Darkness rulebook.

Step 9: Spark of Life

The Prelude

Storytelling Advice

Important Character Questions

Traits

New Advantage: Ego

(Insert powerstat chart, odd effects of Ego, etc.)

New Advantage: Id

(Ways to spend/regain Id)

Merits

O to OOOOO: Commitment

This Merit represents a bond between a Summoner and his Alter Self that goes beyond the usual. As long as the Summoner possesses that Alter Self, he may apply his dots in Commitment as additional Id when calculating the demon's traits. Each dot of Commitment counts as 2 additional points to spend, which can be banked to save for later powers. These dots are tied to a single Alter Self, and are lost if that demon is either lost, exchanged, or fused. However, if this Self metamorphoses naturally as a character's Ego improves, these points are not lost.

Trumps

Estates

Arts

== Definitions ==

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