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Falling Asleep ...
Character Creation House Rules
- Inspiration - concept is everything, think about everything you want first, take a flip through the Arts, Backgrounds and other unfamiliar things and make some decisions now.
- Choose Legacies - choose both a Seelie and Unseelie Legacy.
- Choose Kith & Seeming - choose these and make note of Birthrights and Frailties, Realm Affinity, maximum traits (explained below) and starting Temper Traits.
- Choose House - if you are playing a Sidhe you must choose a house and make note of Boon and Flaw. Other kiths may choose house but do not get the Boon and Flaw of the house.
- Choose Attributes - rank Physical, Social, Mental and select 7 for Primary, 5 for Secondary and 3 for Tertiary.
- Choose Abilities - choose 5 points worth of abilities.
- Choose Backgrounds - choose 5 points worth of backgrounds.
- Choose Arts & Realms - choose 3 levels of Basic Arts and 5 points of Realms.
- Choose Merits & Flaws - you may choose up to 7 points worth of Flaws and 7 points worth of Merits.
- Choose Negative Traits - choose up to 5 points worth of negative attributes in Physical, Social and/or Mental
- Choose More Banality!!! - you know you want too, it'll get you anyways! (each extra starting Banality Point is worth 2 negative traits above the previous 5)
- Apply Freebee & Negative Trait Points - use any freebee points the ST's may give you and your Negative Trait points using the following list:
- Attributes, Abilities and Backgrounds cost one point per dot
- Realms cost two points per dot
- Arts cost 3 for Basic, 6 for Intermediate (you cannot buy Advanced Arts at character creation)
- Glamour and Willpower cost 3 points per dot
- Merit costs are as listed
- Choose Starting Stuff - decide on what it's got in it's pocketsesss, yess?
- Create Background - be creative, you don't have to write a novel or anything (the ST's won't have time to read it if it is) but please put some effort into it.
- Allowed Kiths are from the Shining Host as well as Piskies from the Players Guide with the following restrictions:
- Selkies and Ghille Dhu are extremely rare
- Redcaps are restricted
- further capping of kiths may arise as the game evolves
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Birthrights & Frailties (and House Boons & Flaws)
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- If the text states the ability or power works only when alone, read as "while not in the presence of non-kithain, enchanted or kinain" instead
- "Cannot be permanently lost" does not mean it cannot be expended for the remainder of a game.
- In no way are Birthrights or Frailties to be used as an excuse for inappropriate or abusive behaviour.
No more than two of any one positive or negative trait at character creation.
Maximum Traits by Seeming: (these are currently under review)
- Childling: Physical - 12, Social - 12, Mental - 10
- Wilder: Physical - 12, Social - 12, Mental - 10
- Grump: Physical - 10, Social - 12, Mental - 12
Free traits gained via Kith Birthrights and House Boons do not count against these maximums.
- No more than two of any one ability at character creation.
- Abilities can be used for appropriate retests only one at a time.
- Archery - this ability works as per Firearms, but for bows and crossbows instead.
- Enigmas - do not rely on this ability to solve every puzzle the ST's throw at you. Try to figure them out yourself. Throwing R-P-S defeats the Story and may result in loss of XP and a reduced enjoyment of the game.
- Survival - this ability can be used to retest a stamina related defense challenge.
- Linguistics - 1 point = 1 additional language, 2 = 3, 3 = 6, 4 = 10, 5 = 15.
- The following abilities require a "broad" specialization when the first point is taken: Academics, Computers, Crafts, Expression, Law, Lore, Medicine, Performance, Repair and Science.
- All abilities may have a "narrow" specialization choosen at 3 points.
- No more than two of any one background at character creation.
- Chimera - point cost for items is worked out as (Number of Bonus Traits) - (Number of Negative Traits) with a minimum cost of one point.
- The following backgrounds are not allowed to be purchased at character creation without ST approval: Holdings, Title, Political Connections, and Trod.
- Backgrounds cannot be bought later with XP, they must be earned through role-playing.
- All merits and flaws that mimic birthrights or frailties of kiths, or boons and bans of houses, can only be taken with ST approval.
- Edictic Memory is a four (4) trait merit, but do not expect the ST's to be your memory.
- Common Sense is restricted.
- Persistent Parents is a really cool and fun flaw!
- Mansion/Nightclub requires all details of the location (both mortal and chimerical) to be provided as a part of the characters background. ST approval of the location is also required.
- All Supernatural merits and flaws require ST approval.
- Nightmares is another really neat flaw!
If you are not playing a merit or flaw appropriately, the ST's may require you to reallocate the points spent on it to something more appropriate.
- Aphrodesia, Chronos, Contempt, Delusion, Naming and Oneiromancy are restricted or banned at ST descretion.
- Any additional realms (after the first five) at character creation may be bought for two points each.
- Maximum of three of any one realm at character creation.
- The Time Realm has been modified as follows: 1 - up to one turn, 2 - up to one minute, 3 - up to one hour, 4 - up to one day, 5 - up to one week.
- You receive one Bunk per permanent Glamour trait
- Under no circumstances are any of the bylaws, policies and practices of this chronicle to be violated by the performing of bunks.
- Bunks are to be played out if at all possible, or at least emulated in some way.
- Starting Temper Traits:
| Seeming | Glamour | Banality | Willpower |
| Childling | 5 | 1 | 1 |
| Wilder | 4 | 3 | 2 |
| Grump | 3 | 5 | 3 |
- Maximum Willpower Traits by Seeming: Childling - 2, Wilder - 4, Grump - 6
- Each additional banality taken at character creation give two traits back instead of costing two traits. No more than two additional banality can be taken in this way.
- Derangements do not exist in The Shining Host as they do in other MET systems. All changelings have the same three derangements.
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