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byzantine:denizens_of_the_great_city [2012/02/12 19:24] – Mike Holmes | byzantine:denizens_of_the_great_city [2012/02/13 10:00] (current) – [Passions] Mike Holmes | ||
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Play of Byzantine begins by generating one player denizen (PD) for each player, and the parts of the city that give those characters context. | Play of Byzantine begins by generating one player denizen (PD) for each player, and the parts of the city that give those characters context. | ||
- | ====Typical Character Creation Method==== | + | |
- | Play each PD through a day in their life by answering the following questionnaire: | + | ====City Strata==== |
+ | When thinking about the character' | ||
+ | |||
+ | ====Connections==== | ||
+ | The character is primarily defined by their connections to the Great City. If the character concept you have doesn' | ||
+ | |||
+ | ===Typical Character | ||
+ | Play each PD through a day in their life by answering | ||
Your character... | Your character... | ||
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- ...retires to bed, and thinks about the day; who did the character miss not seeing? (Missing) | - ...retires to bed, and thinks about the day; who did the character miss not seeing? (Missing) | ||
- | ====City Strata==== | + | Note that this would only really fit one sort of character, and so the players should work together to ask the player whatever leading questions about their character' |
- | When thinking about the character' | + | |
- | ====Assigning Energy Inputs/ | + | When complete, the character should have at least 20 connections, |
+ | |||
+ | ===Assigning Energy Inputs/ | ||
For every person, place, or thing that the character has that's important and listed on the character sheet, that thing has an energy input and energy output. The energy input is how much energy the character spends on maintaining the relationship, | For every person, place, or thing that the character has that's important and listed on the character sheet, that thing has an energy input and energy output. The energy input is how much energy the character spends on maintaining the relationship, | ||
- | ====Character Profession==== | + | Note, too, that the total of all negative net energies must not be lower than -20, as these have to be accounted for by passions or subservience (see below). The total of the negatives may be greater than -20, however, if the player likes. |
+ | |||
+ | It is assumed that all of the Denizen' | ||
+ | |||
+ | ====Passions==== | ||
+ | The player should create a number of things that the character is passionate about, at least 3, rating these from 1 to 5. The sum of all passions should add up to 10. For any connection for which the character has a negative net energy the player must take an associated passion that relates to that connection (such that if the connection were lost, the character would not have access to the passion), or an obligation (see Below). The passion or obligation explains why the character has this net negative energy connection, and hasn't just been rid of it at some point in the past. A passion offsetting a negative net energy connection must be rated so that the sum of the two figures is zero or greater. For instance, if a denizen has a connection with a -3 net energy, then the passion must be 3 or higher. | ||
+ | |||
+ | ====Obligations==== | ||
+ | Another explanation for a negative net energy connection is that the character is somehow subservient to the connection. Such a relationship provides no upside (other than providing a sink for negative energy in character generation), | ||
+ | |||
+ | |||
+ | ====Capabilities==== | ||
+ | ===Character Profession=== | ||
At this point the character' | At this point the character' | ||
- | ====Assigning Abilities==== | + | ===Assigning Abilities=== |
- | Assign Ratings to the following | + | All nine of the below Ability Ratings start at 1. You have 21 points to distribute, no ability rating can go higher than 6. |
+ | |||
+ | (Alternate Explanation: | ||
+ | |||
+ | ==Ability Ratings== | ||
+ | * Pinnacles - etiquette, diplomacy | ||
+ | * Heights - entertaining, | ||
+ | * Rooftop - business, projects | ||
+ | * Roof - arts, crafts | ||
+ | * Chasms - service, swordplay | ||
+ | * Warrens - persistence, | ||
+ | * Underneath - stealth, navigation | ||
+ | * Depths - secrets, searching | ||
+ | * Deeps - magic | ||
+ | |||
+ | ==Magic== | ||
+ | A character may use their Deeps score to do just about anything, but magic actions tend to take extra-ordinary amounts of energy. And there are often repercussions for using magic in social terms if one is not careful. | ||
+ | |||
+ | ===Specialties=== | ||
+ | A player may also specify three specialties. These are relatively narrow, compared to the ability ratings, but they can span more than one area. | ||
+ | |||
+ | |||
+ | =====GMing Connections===== | ||
+ | Once the player has created their connections these are all handed over to the GM to control. The GM may ask the player to refine their concept if he likes, often a good technique to create further investment. But the final decisions on what the character is like rest on the GM. This is often important as many connections may have secrets or facets of their personalities of which the player' | ||
+ | |||
+ | The GM will, as a result of the mechanics, have to create other connections as well. | ||
+ | ====Net Energy and Passions===== | ||
+ | Note that the notion is that exchanges of energy between a denizen and their connections are potentially mutually beneficial (though many are not). The amounts of energy being transferred includes surplus energy that cannot be used by the side trading it. So if PC A has a -3, +4 Net +1 relationship with NPC B, for NPC B it may be a -2, +3 net +1 relationship as well. For those relationships that are seen as net negative for the connection, there is a presumed passion or subservience in existence that explain why the connection still exists. The GM doesn' |