Post by Lidhuin on Sept 23, 2019 5:53:11 GMT
You may use charred-black.herokuapp.com/#/ to create your character and generate an initial pdf.
If you can afford to, you may shade-shift most stats or skills on your player character. On a case-by-case basis, I may reject a shade-shift. The resource skill will generally not be allowed to shade-shift during character generation, unless you can manage to obtain a reasonable 15 exponent Resource. Note that having a shade-shifted skill makes you somewhat heroic, and heroes are magnets for tragedy!
Hired help will generally not be permitted to shade-shift, with few exceptions.
Lifepaths are limited to a maximum of 4, unless donations are made on your behalf on the extra-life page. Each $5 will allow you to get additional lifepaths (within reason). Game balance is an after-thought, to be honest, and so you might find your character is not as powerful as others. That's okay, as long as you're having fun. If you play a dwarf or an elf, expect to have fewer lifepaths than a human. If you play someone with many "negative" lifepaths (e.g. prisoner of war and the like), expect to have more lifepaths.
For starting holdings:
Provinces - all provinces currently start at level 1. When non-magical holding levels in that province are all at +1D, then +6D holding levels will be used to purchase an additional province level. There may be multiple province levels of different races in a province (e.g. a lvl 1 dwarf and lvl 3 vos province), but maximum province level still applies.
Holdings - any trait that grants +1D affiliation grants 1 level of holding. Purchasing affiliations grants 1 to 3 levels of holdings (via +D). Purchasing property & relationships grants 1 to 3 levels of holding (as if they were affiliations: 1D = 10, 2D = 25, 3D = 50).
You don't start with hired help, but relationships can make new hired help easier.
Traits may be die traits and on-call traits and have an effect on domain level and adventure level play.
Addendum: You will need an unused trait point to buy the special "Blooded" trait if you wish to be a regent-type character.
Beliefs, when accomplished or failed, will change. An overarching concept is okay, but try to have a semi-tangible, obtainable goal as a second sentence (e.g. "I hate elves" can be a belief, but it needs an immediate course of action your character will take, such as "I hate elves, so I will drive them out of my home province", where another might say "I hate elves, so I will steal their precious artifacts." - the second one might not change, but it will trigger at every successful major theft). Beliefs can affect domain level and adventure level play
Instincts are as described in BW, and can only affect adventure level play.
If you can afford to, you may shade-shift most stats or skills on your player character. On a case-by-case basis, I may reject a shade-shift. The resource skill will generally not be allowed to shade-shift during character generation, unless you can manage to obtain a reasonable 15 exponent Resource. Note that having a shade-shifted skill makes you somewhat heroic, and heroes are magnets for tragedy!
Hired help will generally not be permitted to shade-shift, with few exceptions.
Lifepaths are limited to a maximum of 4, unless donations are made on your behalf on the extra-life page. Each $5 will allow you to get additional lifepaths (within reason). Game balance is an after-thought, to be honest, and so you might find your character is not as powerful as others. That's okay, as long as you're having fun. If you play a dwarf or an elf, expect to have fewer lifepaths than a human. If you play someone with many "negative" lifepaths (e.g. prisoner of war and the like), expect to have more lifepaths.
For starting holdings:
Provinces - all provinces currently start at level 1. When non-magical holding levels in that province are all at +1D, then +6D holding levels will be used to purchase an additional province level. There may be multiple province levels of different races in a province (e.g. a lvl 1 dwarf and lvl 3 vos province), but maximum province level still applies.
Holdings - any trait that grants +1D affiliation grants 1 level of holding. Purchasing affiliations grants 1 to 3 levels of holdings (via +D). Purchasing property & relationships grants 1 to 3 levels of holding (as if they were affiliations: 1D = 10, 2D = 25, 3D = 50).
You don't start with hired help, but relationships can make new hired help easier.
Traits may be die traits and on-call traits and have an effect on domain level and adventure level play.
Addendum: You will need an unused trait point to buy the special "Blooded" trait if you wish to be a regent-type character.
Beliefs, when accomplished or failed, will change. An overarching concept is okay, but try to have a semi-tangible, obtainable goal as a second sentence (e.g. "I hate elves" can be a belief, but it needs an immediate course of action your character will take, such as "I hate elves, so I will drive them out of my home province", where another might say "I hate elves, so I will steal their precious artifacts." - the second one might not change, but it will trigger at every successful major theft). Beliefs can affect domain level and adventure level play
Instincts are as described in BW, and can only affect adventure level play.