Author Topic: Character Creation  (Read 5475 times)

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Offline MoonHunter

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Character Creation
« on: October 10, 2003, 05:06:19 AM »
A player should strive to achieve a character that fits the feel of the campaign. While answering the conception questions, the player must ask themselves another question:  Does this character seem like a character in pulp adventure?  If the character does not “fitâ€?, try another.  

Who is the character? What is the character called? [Initial handle]

What is the character like physically, mentally, emotionally, and socially?   [Useful for determining attribute traits]

What does the character do well?  [Useful for determining Archetype and LifeFocus]   Where and how did the character learn these things?  

What is the character’s key aspect? [Every WoW  character traditionally has one larger than life feature/ aspect/ or skill that it excells in.]

Where is the character from and how did the character get to where it is now?  [A sense of the character's history and possible secondaries] Who has been important along the way? [Parents, Family, Friends, Enemies, and other people for your character to know in the game world]

What is the character’s view of modern Western society? [Determines motivation and values.]

What does the character want, need, desire, hope, fear, and despise?  [This helps generate motivations for the character]

What is the character's view of Ryders and Warren folk [This determines some starting opinions and shows where the character came from.]

Why is the character doing what it is doing now?  Why is the character doing it with the rest of the troop?  [This two part question helps the GM get and keep the character into the game, so you do not have to sit out on the sidelines.]

What "hooks" [Subplots, interesting story ideas, reoccurring themes] does the character have. [The more you give the GM to work with, the things that interest you and your character will occur in the game.]

Everyone has a goal
Everyone has a secret
Everyone has a best friend.
Everyone has someone they are loyal to.

Naming convention: A person is defined by "Name" of "Ward", you can add "of XXX Wing", or "XXX's Son", or "of insert craft", or "of 'insert hero's name" blood. The "of XXX Blood" is normally reserved for Highbloods or pretentious warren folk.

The people colonizing Kerren came from The Northern District (Canada and Northern US states). The first generation colonists occasionally named their children after the cities/ regions/ archologies they had lived in before coming to Kerren. Then Onterio, the first Ryder, became an important person. People kept naming their children after him and taking his name as a lead, after the cities of the Northern District. A few normal names still survived, and several taken from life on Kerren.

Common Male names: Onterio, Quebec, Toronto, Drake, Seattle, Winger, Ryda, Edmonton, Wolf, Steward, Pierre, Detroit, Storm, Zepher, "Bug" (from the great scientist of the first colony), Dakota, Franklin, Crash, Rock.

Common Female Names: Kerren, Tera, Winapeg, Victoria, Tacoma, Tapanga, Cat/ Catryn, Amy, Cheyanne, River, Bay, Dakota, Pennant, Shale, Columbia .

General Kerrenese names:
Bug - "A famous scientist from the early colony" First Kerrenologist
Cleveland- Tech Geek Name. Only a crafter would have it, and even then
                people would consider him a nerd.
Green - Pretty in a girl way. Also a rookie. While it is a boy's name, it is not
            the sort of name a parent should name their kid.
Hull - Hoss or Huge Tough One
Manitou - Hairy
Robin- Adventurous
Rock - Solid Dependable
Saskatch - Crazy One
Seattle - Sophisticated and Wise
Sloan - Powerful

Cat -
Cathan (Cath)
Catryn -
Ellsworth (Els)
Fern - Soft, Fuzzyheaded, Simple
Green - Pretty
Perrigine (Perri)
Potato (Po)
Robin - Adventurous
Sloan - Strong Beauty

Robin - Adventurous

Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©

Offline MoonHunter

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Character Seeds
« Reply #1 on: October 10, 2003, 05:07:24 AM »
Character seeds:
Create the stereotypes for this kind of campaign.  Base them on Anime and Pern.  

Young Potential: “The kid is a bit green, but he has incredible potential.�

The “Average guyâ€?:  Nobody expects you to do great things, but nobody expects you to screw up either.  

Shy Young Thing: Usually pretty too. She is the girl that most people want to impress.

Wing Bully: He is rough, tough, and is not going to cut anyone any slack, be them Ryders or children.  

Challenger: This ryder is the one that can not back down from a challenge. He is constantly getting into races and fights.  

Grunt: He is a big lunk that is larger than normal, but traditionally is a fairly nice, fun guy.  

Charmer: The character has natural charisma that they use to get their own way.

The Gulliver: This is the gloomy guy. The one that is always predicting the worst results.  There is always one pessimist in any crowd.  The name comes from the Sagas of the colonists who was constantly foreseeing doom and gloom .

The Scooby: Not the bravest of people, he will follow his friend into danger. However he will whine and try to avoid it at all times.  

The New Guy: You are not Warren born, you were of a crafter or farmer family.  This is all new and strange to you.

Wise old Councillor: This grey beard has many years of experience. He gives good advice

The Marshall: The ryder that spends more of their time making sure justice is done and laws enforced, than hunting Zhan.  

Young, inexperience Warden

The Girl you can’t have: This girl is beautiful, but being courted by someone who is “betterâ€? than you.  This is not a player character seed.

The Old veteran: He might not be the fastest or the strongest anymore, but he has had more years of experience than anyone else.  

The Flyer: This Ryder lives for two things, speed and flying.  They do everything fast and flashy.  

Son of the “Big Man�: The character is the heir of an important person in the Ward. Always having to meet the standards of their parents and public opinion.

Hard Ryder: The Ryder who never shows his feelings or lets on to pain or weakness.  

The Lost Scale: She is pining away for someone either does not love her or does not know she loves them.  

The Harpy:  The rydermate that is constantly gossiping and tries to be the “leaderâ€? of the other people in the Warren.  

Old Doctor: This aged physician gives homespun advice as well as good medical care.  

The Best of the Best: This character is the best the wing, perhaps even the Ward has to offer.  They have the skills that make them the thing of Sagas.  However, in a campaign series, they normally die early on to let the younger heroes have a chance to shine.  This kind of character is set up with several experience secondaries and the 3 trait Karma- Destined to die.

Oldthing explorer: The character is fascinated by oldthing technology and society.  The explorer spends all their time pouring over old records and looking for artifacts.  

The Powerful Leader
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©

Offline MoonHunter

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Character Archetypes
« Reply #2 on: October 10, 2003, 05:15:58 AM »
Note: The abbreviations underneith each archetype shows the skills and areas of experience that the type of character normally has.  F means focused or extra good at it, L means limited.
Ath: Athletic
ANI: Animal handler: usually to be good with a type of animal and act as a vet.
BND: Bond The abilities to ryde a dragon, communicate with them, and initiate warp.
BUS: Business
CFT: Craft munane skills
Com: Combative
DED: Deduction
INF: Influence of a group
KNW: Knowledge
PER: Perception
PRF: Perform: sing, dance, play.
SOC: Social Skills
STA: Status Fame and recongition
TEC: Technology: Making and developing tools

Ryder: Ryders are the knights of the Dragon Wing world.  Their formidable dragon mount is imprinted to them.  They defend the world from the falling Zhan, hunt and destroy corrupted thing, and enforce the common law.  Ryders are a rough and tumble group knowing that they could meet death at any time. These “wild thingsâ€? play as hard as they work. Ryders are the heroes of reality, history, and the sagas of Kerren.  
[Note Ryder is used to express role of dragon rider, rather than rider which could be anyone on a dragon.]
L-COM  +L-ATH +BND            -.4x
L-COM +L-ATH +ANI            -.4x

Wing Leader   Dragon prides tend to fly in groups of seven.  This became the basis of the Wing.  A wing leader is in charge of seven Ryders.  He is their commander, their trainer, and their representative to the council and the people.  He gets them supplies, coordinates their patrols, makes sure everything is done.  It is a job of a hundred demands, few can deal with all of these responsibilities, even with these edges.  Wing leaders are the true heroes of Kerren.  
L-COM  +L-ATH +BND +INF “Wardâ€?                     -.2x

Edge: A Wingleader’s Lieutenant is called an Edge, as the Edge flies in position furthest from the Leader. An Edge should be a Ryder’s Ryder, tougher, stronger, and faster than the rest.  They achieve and hold this position through their reputation and performance of Ryder activities.  While traditionally, they are the Wing’s trainers, they have all the responsibilities of a wing leader, yet none of the power. Their reputation is all they have, and in many cases, all they need to get things done in the Ward and to keep the Ryders in line.   Many Ryders never aspire to be a Wing Leader, but Edges.
   COM +ATH +BND +STA “Edge or Ryderâ€?                  -0x

A Ryder can shift to any of these Archetypes if they are promoted.  An Edge or Wing Leader, can demote to Ryder if they desire.  

Wing Warden:    Wing wardens are in charge of the care and feeding of dragons. Ideally, one wing warden would cover one wing, but the world is not always ideal. In some Wards, one warden covers three wings, supported by Scales.  Dragons are touchy creatures, it takes a great deal of skill, patience, and empathy, to deal with them.  Most wing wardens are female, like most Ryders are male.  A wing is very protective of their wing warden, so any one that hurts her in any way has to answer to the entire wing.  A senior wing warden is selected to report to the Warden and Council about the Dragons.  
The Sagas seem to make wing leaders manly men, and wing wardens beautiful women, who were always a couple... much like we Americans think of the Homecoming queen/ head cheerleader and the Captain of the Varsity Football team.
ANI “Dragon� +F-ANI “Healing� +SOC +PER +PRF “musical instrument� -.1x

Scales:          These are the wing warden’s assistants and apprentices.  In large Wards, one will work with each wing.  There are always a few extra scales hanging around the Ward to cover the need for extra work.  While they can care for dragons, their main assignment is to watch over the Dragon Eggs. [In some huge Wards in time past, there was a Scale Warden who watched over the hatchery.] Scales are often in charge of making sure the light moss in the Warren is moist. Many a young girl has become a scale to meet a Ryder to fall in love with, much the way many girls in America become cheerleaders to meet athletic guys.  
   ANI “Dragonâ€? +SOC + PRF “musical instrumentâ€?            -.4x
A scale can shift to Wing Warden, if they are promoted.

Councilor:    Councilors are those that assist the Warden in the running of the Warren and related Clusters.  They are part of the council which advises the Warden and can veto his decisions.  Some take on the responsibility of actually administrating some aspect of the Warren or Cluster. Councilors can also determine who can and can not be part of yearly imprinting ceremony. Most councilors are High Blood, but a few are retired Wing Leaders.  
There is no single stereotype of councilor.  Some examples from the Sagas are: graying scholars full of learning, mustachioed schemers looking to further their own (and their family’s) power, Grizzled Ryder veterans, inbred idiots, stingy traders who want to account for every piece of equipment, young romantic and impractical idealists, or prideful Primes. All councilor LifeFoci should have INF and STA
INF “Wardâ€? +STA “Councilorâ€? +KNW         -.3x
INF “Wardâ€? +STA “Councilorâ€? +CMU         -.4x
INF “Wardâ€? +F-INF “Rydersâ€? +L-COM+L-ATH+BND      -.1x
INF “Wardâ€? +STA “Councilorâ€? +GUL +PER         -.2x
L-ATH +L-COM +ANI +INF “Wardâ€?            -.2x
INF “Wardâ€? +STA “Eligible Bachelorâ€? + PRF +SOC      -.2x

Crafter:       Those that make things.  These are the workers of wood, leather, clay, metal, or other material.  They take raw materials and make the things the people of the Ward or Cluster need and use. They live in the Clusters protected by the Ryders. While not a glamorous position, no Ward or Cluster could survive long without them.  
   BUS +CFT or TEC +L-INF “Creditâ€?      -.5x/.4x   

Farmer:         The backbone of every culture. These people live in clusters or outland walled villages and travel out to their fields, orchards, pastures, or caves (for those that are harvesting Lichen or mushrooms).  Wild harvesting is not safe on Kerren, so all food is domesticated.  
CFT +ATH               -.5x

Healer:          Healer serves their community by healing damage done to the body and the mind.  They practice art of healing on the body of the sick and injured, using herbal and chemical medicines, alignment of the body [acupressure, acupuncture, chiropractic], and some advanced surgical techniques.  In addition they help the mind as well as the body, helping people cope with grief, fear, or doubt.  They have a role akin to the Native American Medicine Man, taking the role of councilor, priest, and therapist for their communities.  They often help those who are not emotionally imbalance [traditionally hot tempered and wild Ryders]. They are a practical group.   “What ever worksâ€? is a quote often applied to a Healer.  This makes them contrary to the very traditional folk of Kerren.
   SCI +DED+ KNW +CMU          -.1x

Herder:       Those who watch over a flock of Gips just outside the Cluster [or village for Outlanders].  These herders (and their herds) are important because they allows a Ward to feed Dragons without having to give them time off to hunt.  
   ANI +PER +L-COM +L-ATH      -.2x

Prime:          A Highblood that is in charge of a Free Ward, an independent Cluster or set of small Cluster outside the boundaries of the Ward.  They act as the Warden for these areas and can choose to sit on the Ward Council, if they wanted to leave their holdings.  The position of Prime is passed to the next deserving candidate, usually the oldest son.  
   STA â€?Primeâ€? +INF “FreeWardâ€? +CMU +L-ATH +L-COM      -0x

Quiet Edge      The warden’s assistant or chief advisor. This is an “unofficial positionâ€?.  The Warden’s Edge is normally doing things behind the scene and seldom is publicly acknowledged. [Some of these things are sometimes ... questionable.] The reasoning for this is that the Edge can not be bribed, threatened, or manipulated.  
   COM +ATH +BND +either STA or INF “Wardâ€?      -0x

RyderMate:   These are the lovers and mates of Ryders [and WingWardens, and others who live and work in the Ward/ Warren] who serve no other function for the Ward [though some of the mates used to be Scales and some occasionally serve that purpose.]  They are the social glue of the Ward and the source of most social conflicts, as they tend to live the life of drama [Many of the sagas detail the “soap operaâ€? of the RyderMates.]  While most are females, a few are males.  
There is no single stereotype of Ryder mates.  Some examples from the Sagas are: Wise and helpful women, Vain scornful harpies, Mothers of a clutch of children, Greedy social climbers, Efficient matrons, Romantic fools, and Dedicated Scales.
   CFT “Householdâ€? +STA “Wardâ€? + either ANI, SCI, KNW, SCI         

Sage (Saga Masters)   These are individuals who have spent a great deal of time studying The Sagas and everything else they can get their hands on. They are repositories of knowledge for the people.  Normally a sage has retired from some other position [usually Crafter, Traders, or Healers], so they will either change to this archetype over time or have those abilities in their backgrounds.  
The stereotypical Sage is white haired, wrinkled old man, though women and younger men who are injured and unable to continue in their positions sometimes take on the role.  
   CFT “Householdâ€? +STA “Wardâ€? + either ANI, SCI, KNW, SCI         
Trader:      These are the merchants of Kerren.  They sell Crafter and Outlander goods in the local Wards and Clusters, and move them about by either Overland [with Outlanders] or by Dragon [hence their relationship with Wards], and sell them in other Wards and Clusters.  In a society without money, it is their ledgers that control the flow of credit.  
BUS +INF â€?Creditâ€? +CON          -.4x

Warden:       The Warden is the leader of a given Ward: The Warren and all the surrounding Clusters [and their outlander villages if any] and nearby Wilds.  They must protect any FreeWards adjacent to the Wards.  The Warden is responsible for everything and everyone within the Ward.  The Warden and the Ward Council determine how to distribute all the Ward’s resources [food, goods, fuel, protection].  The Ryders enforce the Warden’s decisions, acting as arbitrators, tax collectors, and police men.  The Warden is appointed by the Ward Council
STA +INF “Wardâ€? or “Creditâ€? +CMU +L-ATH +L-COM      -0x

Outlander:      Outlanders live in small villages rather than in a proper Cluster.  [This mean that they are exposed to the potential dangers of the Zhan. Good citizens shudder and gasp at the thought.].  Many Clusters have a few Outlander villages around them, that are considered part of the Cluster’s rule, like a Ward will have a number of Clusters under its rule.  Most Outlanders are farmers who can not find enough land near the Cluster. The others are crafters, usually carpenters.
CFT +ATH                  -.5x

Ship Ryders:          The Oceans of Kerren are a dangerous place, filled with large Saurians and odd fish. While Dragons are the only way to safely cross the oceans, Ship Ryders ply the coasts and deeper rivers.  These few brave souls who risk it to retrieve the bounty of the waters and bring goods along the waterways using ship designs brought with them from Homeworld.
   CFT "Sailing" +ATH +L-COM         -.3x

Wilder:          Those who make a living by hunting and tracking in, and traveling through the forest [and other wild areas] of Kerren.  They deal in deep forest goods that only those skilled in the wood [and willing to go well beyond the areas near a Cluster] can obtain.  It is a lonely profession, as their travels take them away from Clusters and people frequently avoid someone so strange as to want to go away from the safety of a Cluster.  Wilders will act as scouts for any traders who will bring goods between wards.  Wilders frequently work with a warren and its Ryders to locate and destroy Zhan that make it to ground in the wilds.
   ATH+ COM +SUR         -.2x

OutWalkers:    Outwalker is a Wilder who possesses a bond to an animal other than a dragon.  They receive training in bonding from the Warren, but can not live there long as the Dragon’s might snack upon their beasts.  They work as ground based scouts and hunters for the Warren.  
   BND+ ATH +COM +SUR         -.0x

Slayer:          A driven tortured soul that travel the land slaying Zhan. After losing everything [usually a family or loved one to a Zhan], a Slayer takes The Vow.  Slayers move from the Wilds to the Outlands to the Clusters and back hunting and destroying their prey.  All in an attempt to fill the emptiness in their soul.  
COM +ATH +SUR +PER            -.0x
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©

Offline MoonHunter

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Common Gifts/ Flaws/ Boons/ Feats
« Reply #3 on: October 10, 2003, 05:19:50 AM »
GENRE Related ones.  

Social Status: Every character in Kerren has a social rank, a default trait. Social rank is a guideline as to who and what you are in Kerren Society, but even an Outlander could rise to be a Warden. It also does not automatically convey power or abilities, those must be given by society.  Every character has the campaign default [as set by the GM].  To have a higher social rank is a gift, a lower one a flaw.  The standard default is Warder Rank 2.  Using the standard default, to be an Outlander is a 2 trait flaw [0-2] while a HighBlood would be a two trait gift [4-2].  Many characters will take position sets, that grant them the INF and Status for their positions, offset by their obligations.  
Rank 7    High Warden: The warden for the entire all world.  
Rank 6   High Councilor
Rank 5   Warden
Rank 4   HiBlood/ Wing Leader:
Rank 3   Well respected Warder [must be earned, can not be taken]
Rank 2   Warder
Rank 1   Cluster: Those that live in a village or town.
Rank 0    Outlander:
Rank –1   OutCast [See CHA Secondaries, this is not taken as a Rank Change]

Bonding: Every character in WoW has a Bonding level, a default trait. Bonding determines what level of bond, if any a character has to a dragon or animal.  The two most common default levels for a campaign are either 0 or 2.  If the default level is 2, and the character can not even be imprinted, it receives a 4 trait flaw [–2-2]. A character normally starts with an appropriate bond beast for their level. [Sometimes players save a few extra traits from their creation so they can improve their bonding level immediately when the opportunity presents itself.  These extra traits can be listed as Karma: to be bonded.]

Rank 2   Dragon level Bond
Rank 1   Lesser level Bond, see OutWalker
Rank 0   None
Rank-1   Unable to be Bonded, Minimum allowed to be a Ryder. Can not
have BND AoE
Rank-2   Unable to be Imprinted. The character is unable to be a Ryder.

Imprinted (G1): This gift represents a dragon is imprinted upon the character, accepting it as a Ryder.  This is also a default trait.  If the campaign’s default is that characters are not automatically imprinted or imprintable, then to be imprinted is one trait gift.  [Sometimes players save one extra trait, just so they can be imprinted when the time comes.  This extra trait can be listed as Karma: to be imprinted.] To be bonded, you must be imprinted and have the Bond AoE or Gift.

Learning Karma (F?): This is a flaw that automatically is applied to characters who do not have enough traits to take the “upgradedâ€? bonding, imprinting, or social rank [buying new traits or buying off old flaws].  [An Outlander who managed to be imprinted and bonded to a dragon that is part of a Ward, would need five traits.]  These become karmic flaws, expressing situations the character keeps getting into because of its inexperience. Think of them plotlines that a young character might experience in a fantasy story set in Kerren.  
Difficult Ryder, Social Gaff, Homesick, Confused, Annoyance nemesis: Councilor/ Rydermate/ Prime, Dragon gets sick

Other than some regional sets, there are no body traits that are specific to this milieu. If everyone is supposed to be of a given region or type, these regional sets can be adjusted.  

Pointers (S):  Those born of people from the Point, the large peninsula tend to be bigger and stronger than those in other areas.  
   PHY+2 “Largeâ€?, MPY-1 “weak bond strengthâ€?                 +.15x

Southern Women (S): The women of the Southern Lands are said to be the most beautiful in the world.
   DEX+1 “Gracefulâ€? +CHA+2 “Beautiful Facesâ€?  ÃƒÂ¢Ã¢â€šÂ¬Ã…“Beautiful hairâ€?    +.35x

Westerners (S): Those of the Western Wards tend to have wavey chestnut hair, bright green eyes, and a certain quality, that makes them distinctive.
   DF: Westerner look  DEX+1, MEN+1      +.25x

***********************SKILL AND EXPERIENCES
Bond Familiarities (G): Characters who are imprinted, but do not have the BND AoE, can take specific bond abilities to be performed with a MPY DR.  

Bond Training (S) The character has received specialized training [or learned more in the basic training] in the skills and techniques of Bonding. For many bonded people, this is all the source of all their BND ranks.
BND+2                +.15x

Crafter Born (G2/S): Those who raised you were crafters and they taught you their craft.  You many not be a crafter now, but you still have memories of the time with your family.  
CFT+2 “Craft traitâ€?  +.15x   or    CFT+1 “craft trait +TEC+1 “Traitâ€? +.25x

Healer Trained (G2/S):  You have had some notable training in the Healer’s role when you were younger.  It could be you had a healer parent or friend, were an apprentice Healer or Healer assistant, or was a patient quite frequently.  The player must always define the reason for their experience.  
SCI+1 “Healingâ€?, DED+1 “Diagnosisâ€?, CMU+1 “Talking Out Problemsâ€?  +.3x

Outland Born (G2/S):  You may not be an Outlander now, being accepted as part of a Cluster or Ward, but you spent most of your life away from a Cluster or Warren.  This makes you a bit odd, but good at surviving where other are afraid to go.  This secondary is also very common for current Outland and Wilds folks. The player must always define the reason for their experience.
SUR+2, PER+1, ATH+1                           +.4x

Saga Training (G1/S): The character has a greater than average knowledge of the Sagas.  The character might of been exposed to more sagas, have a knack for memorizing them, or been drilled by a relative. The player must always define the reason for their experience. The G1 trait would be a KNW-0 Sagas familiarity.  
   KNW+2 “Sagasâ€? +CMU+1 “StoryTellingâ€?                  +.3x

Talent (G1/S):  The character has an natural talent for music and storytelling.  There is no such thing as a “professionalâ€? entertainer in Kerren society.  Everyone is expected to contribute some entertainment to festivals/ events/ and long evenings equal to their talents. People with this gift or set will often be given invitations to functions they normally would not be invited to.  [Sometimes the giving of gifts or promises will bribe someone to perform more often or for longer duration than they would otherwise.]
   PRF+2 +STA+1 “Talentedâ€?                           +.25x
Trader Family (G1/S):  The character grew up in a Trader family.  They know all about trade and credit.  They may still have some credit left with their family or trader cousin.  A player must always define the reason for their experience.  
   INF+1 Credit, BUS+0 Barter, CON-0 “Tradersâ€?                +.2x

Warren born (G1/ S): The character was born and live some time in a warren, but because they were not imprintable nor high blooded, they lost their place in the Warren.  
   BKG: Warren (2), Bond Rank –2                     -0x or -.1x

Wing Leader(G/S) See Archetype and Experience secondaries. Can only be taken with GM permission.  

Zhan experience (S):  At sometime past, the character has a brush with a Zhan Monster.  As a gift or positive set, it expresses that you learned from the encounter and will be able to deal with future encounters.  As a flaw or negative set [negative EP MOD], it expresses that you still fear the monsters [though you may hide that fear well].  Characters with a negative Zhan experience have the ability to sense Zhan and Monsters in there immediate area, with a simple MPY PER DR.  While this might improve their survival chances, it could lead to paralysis and fear when some is not immediately needed.    Example Parts for sets
   ATH+1 “Runningâ€? (3)         Fear of Zhan Bite (-2)
   DEC+2 Hiding   (4)         Must Hide when confronted by Monster (-3)
   L-COM+2 “Fighting Zhanâ€? (3)   L-COM-2â€?Fighting Zhanâ€? (-3)
   PER+2 “Paranoidâ€? (3)         Mute in presence of Zhan (-2)

Brash (G/F): A common Ryder emotional trait.  

Belief in Justice and the Law (G/F): All Ryders and Highborns are supposed to enforce the common law. Certain ones dedicate themselves to justice, fairness, and equality through the law.  They will pursue those who flee justice.  There dedication to the people makes them quite popular. Those with this trait receive +1 status and this reputation.  

Dedicated  (G/F): The character is always striving to perfect itself and its skills.  The character spends more time in training and practice than almost anyone else.  Those who are dedicated frequently become Wing Leaders and Edges.  

Insider/ Fear of Open Space/Wilds (G/F): Most people, including Outlanders, are cautions of the wild areas, because of the dangerous animals and the possibility of Zhan Monsters.  Many living in Clusters and Warrens take this caution to a greater extreme.  They will avoid leaving their safe places and will distrust those who do.  

Romantic (G/F): Heart Bonds, Love triangles, unrequited love, affairs, and first loves are all things of the Sagas. The character has a belief in the power of love and attraction over all other things.  

Reckless (G/F):  A common Ryder emotional trait.  Similar traits are extreme confidence and over confidence.  

 Skyfright/ Fear of Flying/ Heights (G/F): This trait could spell the end of a career for a Ryder or Ryder candidate.  

Support of XXX  (G/F): The character is dedicated to a certain faction in the Warren or Council. People will do anything to support their ideals.  Remember that the Wings of the World campaigns center around human drama, as well as the fairly common Zhan threat.

The Small Fear/ Fear of Enclosed places (G/F): Warders live in Warrens, caves and living spaces carved out of cliff and mountain sides.  These are the places Dragons wish to live, so must their Ryders. Some parts of the warrens are tight and confining, dark too if the light moss does not grow there.  If you can not live there, you can not be a warder.  If the frequency is great, the buildings of a Cluster or even small huts can cause discomfort is you remain in them long enough, and the character should seek a career as a Wilder.  

“The Vowâ€? (G2/F3):  When a person has lost everything they care about to a Zhan, they are empty and lost.  The void is frequently filled with anger and hatred towards the Zhan.  The Vow is that the character will hunt down all Zhan monsters and kill them, or die trying, so no one else has to feel this empty.  Those who have the Vow will sacrifice anything and anyone (except an innocent) to destroy a monster.  Ryders may destroy Zhan in the course of their duties, but a Slayer lives only to destroy them.  [This is required if the character has the Slayer Archetype.]

“Wild thingâ€? (G3/F3): Wild thing is often used to describe Ryders.  It expresses the idea that they live a dangerous life and live it to the fullest.  They take life and death chances on a whim, confident to the point of overconfident, and will do anything to complete their assignment... even kill themselves.  In their off hours they are rowdy, hedonistic, and nearly out of control [since they are the ones enforcing common law.. they don’t bend it too much when they are off duty].  This “code of behaviorâ€? is a full time life and death occupation, hence its worth.

Zhan Hatred towards (G/F): The hatred of Zhan is an understandable emotion.  Those with this trait take it to less rational extremes.  

Zhan, Fear of (G/F): A very common trait, as any sane person would be fearful of powerful monsters.  

Bonding: See Genre

Chirps (S):  The character has a non traditional bond with a Chirp, a microsized dragon.  Unlike most non-traditional bonds, the character can also be bonded with a Dragon [if they have that Bond Level].  However, this does not stop the Dragon [or another Dragon] from occasionally trying to snack on its hyper little cousin.
   L-Bond+2 “Empathy w/Chirpâ€?                      +.1x

Dragon Speech (G3):  This generalized bond ability that allows the character to NearSpeak to all Dragons.  

Dragon of Interest (G1/F1): Your dragon has several “notableâ€? traits.  The Dragon has two more notable traits that are selected or rolled for.  If this is a flaw, the pair of you will continuelly have to keep proving yourself.  

Empathy (G2): The character has the ability to sense the emotions of the living thing around it with a MPY+PER DR.  The character can project its feelings to others, so they honestly know what the character is feeling, by taking concentration action, two points of manna, and a MPY+3 DR.

Gifted (S): The character has a natural gift with Metaphysical skills. Many family lines are gifted as well.
   Gifted  MPY+2 and three traits to be applied to MPY, BND, or MPY gifts     +.3x
   Gifted Bloodline: MPY+1                               +.2x
   Gifted Bloodline: MPY+2 STA-1 “oddâ€?, Irrational EMO trait –2   +0x

Greater Beast Bond (G1-3): See Genre. The character has a non traditional bond with a non Dragon that is unusual.  Most non Dragon bonds are with Pet Beasts [Dogs, Cat, Hawks] or Chirps.  Sometimes bond beasts are non pet beasts. Some of these beasts are nearly wild.  The cost of the non pet beast gift is based on its size and abilities (and GM’s abilities and campaign).  

HeartBond (G2/S): The character can have a special bond with a companion, loved one, or family member.  This functions like a beast bond to the loved one [excluding the warp ability].  The character must take appropriate bond traits to work bond abilities with their heartbond.
   Heartbond  L-BND+2 “Loved Oneâ€?                  +.1x

Imprinted: See Genre

Learning Karma: See Genre

Mind Blocked (F2): The character is incapable to achieving any level of mental communication with its partner.  The character will have either the ANI AoE or BND but unable to use or have the following traits or basic abilities: Empathy, NearSpeak, See, Share, and Slip.  

Open Talent (G4):  The character has a “Uniqueâ€? talent, the thing of elder sagas.  These talents are not as reliable as “normalâ€? bond related talents, but allow the character to do things other only dream off.  Known open talents found in the Sagas are, precognition, post cognition, the ability to sense the recent dead, telekinesis (about 1 Kg), the ability to read surface thoughts, and the ability see any bond a living thing might have.  Some GMs require characters have talent or talented bloodlines to take an open talent.  

Polybond (G2+1-5): A character may have more than one bond beast.  While not common [it requires a two trait gift plus a bond level], this is a known phenomena in the Sagas.  A polybond gets one beast for free, and must take every additional animal as if it was a gift [and must have a bond level that will allow them to bond with the animals chosen].  A dragon ryder with a chip beast will need a G2 and G1 gift, to have a bonded dragon and chip.  Remember that a Dragon considers most PetBeasts as food and Greater Beast as a threat.  Such mixed bonds usually end up badly.
Chirp (G1),  PetBeast (G2), Greater Beast (Cost of the greater bond beast plus one trait.), Dragon, if you want two dragons or already have a bond (G5)

Strong Bond (G1): The character has a stronger bond than most, receiving a +1 MOD to all BOND DRs.  

Strong Power (S): The character has a bond power that is significantly stronger than the character’s normal bond level.  
   L-BND+3 “traitâ€?                                 +.2x

Weak Bond (F1): The character has a weaker bond than most, receiving a -1 MOD to all BOND DRs.  

Weak Power (S): The character has a common bond power that is significantly weaker  than the character’s normal bond level.  
   L-BND-3 “traitâ€?                                 -.2x

While there is always the threat of Zhan and Monsters, most of the drama in a WoW campaigns come from human drama.  People have needs and desires [sometimes irrational] and relationships [which don’t always make sense]. Groups often form around mutual needs or desires.  As groups or individuals with opposing ideals come into conflicts, the results can be far reaching, especially if those involved are wardens, councilors, or primes.

Age (G/F): The sagas are full of teenagers who have changed the world.  The most famous is Onterio of Compson, the first dragon Ryder and eventually the first warden and high warden. Ryders are frequently chosen as teenagers.  

Allies (G) Ryder, Warden, Councilor, Edge, Wing Warden An entire wing, a Prime, all are possible allies.  They should be part of the same factions as the character.  

Animal Follower (G 1-2): To have a super pet, that the character is not bonded to, requires this trait.  To have a pet beast who is normal, is free in terms of traits.  

Credit (G/F/S):  This is the equivalent of wealth secondary.  

Ex-Ryder (F3): Your mount died, but you survived. You are unwilling or unable to take on a new mount. You are able to live in the Warren, and do not have to have any real function.   You must have the dragon bond level to have this flaw.

Family (G/N/F/S) Related to Highbloods, common Cluster folk, or Outlander.  Many of these are found in the MEN secondaries.  Sometimes individual families will have traits or A-Lv MODs that every member has. Many GMs design family sets for every family in a Cluster or Ward.
   Important family  INF+1 “Warren or Clusterâ€?, STA+1 “Family nameâ€?
   Gifted Bloodline: MPY+1                               +.2x
   Clan Torkin PHY+1 “Wiryâ€? and EMO: Bully –1                   +.05x

Famous/Infamous deed (G/F): The character has done something that has become a local story, and could some day evolve into being mentioned in a saga. People will always expect you to live up to your story.  Two times the number of secondary traits is the number of reputation points the event is worth.  

Female (G/N/F): Women in Kerren society have expected roles [Wing Warden, Scale, Healer, and Crafter].  They are not prohibited by law to take other roles, but only by tradition.  Some women are accepted in these roles, once they prove their worth [neutral level].  Some women are automatically accepted in these masculine roles [gift], while others are never truly accepted in these men’s roles, no matter how well they perform [flaw].  
Fostered (G/F1): Some children are “givenâ€? or “tradedâ€? to other families. While this is most commonly done between high blood families, crafters are now seeing the advantages of the tradition.  These children adopted and grow up in their new family, with their new responsibilies. Fostering allows for diversity in the gene pool and a chance for the child to “step upâ€? a level in social status.  Fostered children don’t have to have the same regional sets as everyone else around them.  If they have the gift, they still have connections to their old Ward and social groups (contacts).  If they have the flaw, they have lost their connection to others and are not treated well in their new family.  

Goods (G/N/F/S): If the character is to start with a metal weapon, harness, or notable item, they must have a goods gift.  

Heir (G/F/S): A prime position, high blood, a wardenhood, a shop, or a given weapon.

High blood (G2/S): You are a member of one of the prestigious families that can claim having a warden or a famous Ryder ancestor. This allows them to live in the Warren, rather than living in the Cluster, even if they are not Ryders. Ryders are frequently drawn from high blooded families.  However, there are many high blood families that have not contributed a Ryder in several generations.  If those families were not High blood, they would of asked to leave the warren.  
INF+2 “Creditâ€? or “Warrenâ€?, STA+2 High Blood.            +.4x

Nemesis (F):  Where there is human drama, there are nemesis.  If you believe in a faction or group’s belief, you are opposed by those who oppose the faction or group.  There could be those that oppose you for who you are, or because they do not like where you came from, or that your presence makes them nervous. Find someone who you think opposes you or leave this blank/ open to allow the GM to choose the secret nemesis.

Obligation (G/F):  All positions have a built in obligations.  Those that do not meet their obligations do not receive their share of foods and goods from the Ward’s or Cluster’s stores. This secondary is used for those that have extra obligations.  

Omega (F2): The character has the lowest social standing of anyone in the Warren (or social group).  This is the person that everyone can kick or ignore.  They have a reputation for being a screw up and useless.  If a warren folk, this reputation extends through the entire ward.

Outcast (F3): A ryder who has been “cast outâ€? by the council, usually for some major criminal or traitorous action. Their dragon normally comes with them.  They can not stay in a Warren or Ward. They roam the countryside as either brigands or knights errant, so most people are very wary of them.  

Outlander (F1): You are seen as strange, being someone who actually wants to live away from a Cluster or Warren.  Appropriate for anyone who wants to live in a village or an active wilder or outwalker.  

Patron (G): As per ally.

*Position (S): These are sets that contain the INF, STA, and obligations to a group (Wing, Council, Warren, Ward, or Family), that allow the character to do the job or position as determined by their social status. [Some will include secrets, blackmails, allies, contacts, patrons, to round them out.]  Note that some characters will not have all the power they need to do their job, while others will have more power than they should.  It all depends on their choice.  
   INF+1, STA+1  Obligation to Wing/ Ward (-1)             +.15x
   INF+3, STA +1 Obligation to Warren/Ward (-2)            +.3x
   INF+5, STA +3  Obligation to Council/Kerren (-2), Obligation to allies (-2), Nemesis: Political Enemies (-2)                     +.5x
Some GM’s automatically grant these abilities as basic abilities to those with the social ranks.  That is why position sets are optional.

Reaction (G/F/S): Dragon bite, Zhan scar, Lame limbs (from falls), dueling scar.

Ryder by Vote (F2): A council member pushed the character successfully through the ryder test. The character may or may not be truly qualified to be a ryder, nor have any talent to be bonded or even imprinted, yet they can live in the Warren and be counted as a Ryder, dragon imprinted or not.  The other Ryders and Warren folk tend tend to look down upon Vote Ryders.  Ryders by Vote often have to work twice as hard to get equal recognition.  

Sigma (F): The character has the reputation as a troublemaker. In Kerren society, the troublemaker frequently is trying to be the Alpha, the leader, but nobody (or very few) wants them to be.  

Social Status (G/F/S) See Genre

Soft male (G/F/N): While it is not against the law for a male to be a wing warden, scale, or healer, it is very against tradition.  A male who takes a traditionally female role is frequently looked down upon as weak and less than a real man. (While the people of Kerren do not condemn alternative lifestyles when lived quietly, such rumors will circulate around the character.) It is also assumed that they can not perform as well as a female in those role. Some men are accepted in these roles, once they prove their worth [neutral level].  Some men are automatically accepted in these feminine roles [gift], while others are never truly accepted in these women’s roles, no matter how well they perform [flaw].
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"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
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Offline MoonHunter

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Why aren't there...
« Reply #4 on: October 10, 2003, 05:44:12 AM »
Fighters: We call they Ryders. They are this world's front line soldier.

Clerics:  See World View.  If you are looking for a medic, then check out Healers.

Thieves:  Kerren is a world filled with small towns.  1-5 thousand people in a Large Cluster, 1000 in smaller ones, and about 50 people in a outland village.  Everyone knows everyone else and their stuff. There is no actual money (see Credit). All this makes thieving, as a profession, pretty pointless.  Not to say that there is no theft, just not enough to make a profession of it.

Wizards/ Warlocks/ Witches/ Psionics: Nope Sorry. Not in this world.  This is a swords and planets kind of pulp work, ala Bourroughs, Doyle, and Wells.  No magic. No magic items.  But we have the occasional laser blaster around, so we do have some cool items.
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."
"And it needs realists to keep it alive."
Authentic Strolenite ®©