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obscurity [2012/01/29 08:45] – [Creating Characters] JasonPobscurity [2012/01/29 09:49] (current) – [Creating Characters] JasonP
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   * 0, **Soldier**: Even in these enlightened times, skirmish wars break out all over the old world. Soldiers don't always stay in the military though, and those that come out are hardened men of brass with flint hearts. //The soldier's power of discovery brings brutality to the story.//   * 0, **Soldier**: Even in these enlightened times, skirmish wars break out all over the old world. Soldiers don't always stay in the military though, and those that come out are hardened men of brass with flint hearts. //The soldier's power of discovery brings brutality to the story.//
  
-Each character begins the game with a full two hands of **[[Obscurity:Fortune]]**, where a hand of fortune means five coins worth. Fortune is the currency of the game, you'll be tracking it a lot across play. During character creation, you [[obscurity:surrender]] fortune to create keywords for your character. You must surrender at least one fortune, and can aurrender up to five, a full hand's worth. There are three things that you can buy with fortune now: **[[Obscurity:Merits]]**, **[[Obscurity:Motifs]]**, and **[[Obscurity:Tales]]**.+Each character begins the game with a full two hands of **[[Obscurity:Fortune]]**, where a hand of fortune means five coins worth. Fortune is the currency of the game, you'll be tracking it a lot across play. During character creation, you [[obscurity:surrender]] fortune to create keywords for your character. You must surrender at least one fortune, and can aurrender up to five, a full hand's worth. There are three things that you can buy with fortune now: **[[Obscurity:Merits]]**, **[[Obscurity:Motifs]]**, and **[[Obscurity:Tales]]**. This isn't the only time you can buy these, at any time the director allows, you may purchase more and sometimes trade in ones you have for fortune in return.
  
 You surrender one fortune for each merit you'd like to buy for your character. A **Merit** is a special keyword in the game that gives them advantages in specific situations. These are always something the character is born with, abilities and talents. When you can apply a merit logically, it will be free to use. If you get creative though, and think of a way to apply your merit to something it would not logically assist, you will [[obscurity:spend]] one fortune to do so. You can't choose your merits for your character though, so while they are unique and powerful they are random and all suffer the **[[Obscurity:Concept]]**: [[Obscurity:Concept:Hap]]. Each merit is rolled for on the [[Obscurity:Merit Table]]. You surrender one fortune for each merit you'd like to buy for your character. A **Merit** is a special keyword in the game that gives them advantages in specific situations. These are always something the character is born with, abilities and talents. When you can apply a merit logically, it will be free to use. If you get creative though, and think of a way to apply your merit to something it would not logically assist, you will [[obscurity:spend]] one fortune to do so. You can't choose your merits for your character though, so while they are unique and powerful they are random and all suffer the **[[Obscurity:Concept]]**: [[Obscurity:Concept:Hap]]. Each merit is rolled for on the [[Obscurity:Merit Table]].
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 You also surrender one fortune for each motif you purchase for your character. A **Motif** is a style, or theme for the character. Motifs generally suggest a particular set of equipment and skill set for the character. A perfect example would be: "//Courageous Outback explorer//" or "//Strict Naval Officer//" and so on. These aren't limited to occupations though, things like "//Witty Street Rat//" and "//Angry Old Drunkard//" both establish motifs. A motif must have an adjective as its opening, and then a descriptive term following it. You create your motifs as you like, just keep in mind that you spend fortune to combine them in play, so stacking them isn't really all that beneficial. For each motif you also select a motif compatible concept from the [[obscurity:concept list]]. You also surrender one fortune for each motif you purchase for your character. A **Motif** is a style, or theme for the character. Motifs generally suggest a particular set of equipment and skill set for the character. A perfect example would be: "//Courageous Outback explorer//" or "//Strict Naval Officer//" and so on. These aren't limited to occupations though, things like "//Witty Street Rat//" and "//Angry Old Drunkard//" both establish motifs. A motif must have an adjective as its opening, and then a descriptive term following it. You create your motifs as you like, just keep in mind that you spend fortune to combine them in play, so stacking them isn't really all that beneficial. For each motif you also select a motif compatible concept from the [[obscurity:concept list]].
  
-When you decide to create Tales for your character, you do not surrender fortune. Instead you [[obscurity:invest]] fortune into each tale, from one to three. Each **Tale** is a definitive moment in the history of a character that defines them in some way. They are written out in the first person, and are one line maximum, never more than a moment. However, they can include a second line if that explains the character's mental state and feelings at that moment. The actually story leading up to and including the moment is subject to the opinions of all players, its shared in play. A great tale would be "The light from the lantern flared as I held the pistol to my brother's head, but couldn't fire. Tears welled din my eyes."+When you decide to create Tales for your character, you do not surrender fortune. Instead you [[obscurity:invest]] fortune into each tale, from one to three. Each **Tale** is a definitive moment in the history of a character that defines them in some way. They are written out in the first person, and are one line maximum, never more than a moment. However, they can include a second line if that explains the character's mental state and feelings at that moment. The actual story leading up to and including the moment is subject to the opinions of all players, its shared fiction in play. A great tale would be "//The light from the lantern flared as I held the pistol to my brother's head, but couldn't fire. Tears welled in my eyes.//Each story then earns a keyword from it, a phrase or adjective that describes how the story affected the character, "//Heart of Flint//" for example. For each tale you also select a tale compatible concept from the [[obscurity:concept list]]. 
 + 
 +After you have a Role, a Fortune total, and one or more Merits, Motifs, and Tales, you just need to fill in the blanks for the character. You give them a name, a look, a style. Then we are off to the races, and each character gets an initial scene called an [[Obscurity:Introduction]].
  
obscurity.txt · Last modified: 2012/01/29 09:49 by JasonP