Author Topic: Character Creation Guide  (Read 32 times)

faceknives

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Character Creation Guide
« on: October 05, 2017, 01:29:28 PM »
Feel free to discuss this as a group to make sure you have a spread of capabilities. This isn't a game about secrets.

Concepts

AFF is pretty gonzo in its approach so you have a mostly free hand here.  If it fits into a high fantasy world, it almost certainly will work here.

Dashing swashbuckler?  Noble knight?  Retired pirate?  Light fingered rogue?  Bookish scholar?

All absolutely fine.  Even samurais can be accommodated; you'll just be from the little known island of Hachiman.

Morality and You

There's one exception to the “anything goes” rule.  This is a heroic campaign and your characters need to fit that.

A bit of moral greyness is fine.  A puckish rogue or a hard bitten mercenary isn't an issue.

But no priests of Death or blood soaked sociopaths.

Races of Titan

The main PC races are as follows.

Humans – The dominant race on Titan and the race most heroes come from.  Humans are found in many shapes, sizes and colours across Titan, from the pale skins and muscular frames of Frostholm to the dark skin and hair of the Shamutanti Headhunters. Humans are found living as fur-clad barbarians, silk-clothed townsmen, in stone castles, wooden huts and in caves. In fact, almost any culture and racial type imaginable are found on Titan, and almost any of these are suitable Hero material.

Elves - Elves are an ancient and very long-lived race, naturally magical and at home in the woods and forests of Titan. Although there are several sub-types of Elves, most Heroes will be of this common wood Elf stock. Tall, lithe and with pointed ears, Elves usually have a haughty demeanour and consider themselves the most advanced race throughout the known world. Bitter enemies of the warped and twisted Dark Elves, the ancient Elven race is normally insular, paying little attention to events outside their
forest homes.

Dwarfs are a short, heavily bearded people who live in underground cities and mines. Normally principled, Dwarfs love gold above almost all else and so can often be found living in the dungeons and caves of evil sorcerers, if the price is right. Doughty warriors due to their toughness and bravery, Dwarfen Wizards and Sorcerers are however incredibly rare. All Dwarfs consider the distant city of Fangthane as their spiritual home, even those who have never been there.

Special Cases

These characters are no more “special” than others. It's just they have a few extra rules so need singling out.

Priests – It might be useful to chat to me if you're looking at this but it's not necessary

Titan has a large pantheon, with many gods to choose from. I won't list them all here, but if you can think of a concept it's likely to be under a deities remit, from peace to storms to learning.

Note: Priests of Logaan, God of Tricksters are banned, even though they aren't evil per se.

Priests get a handful of powers, specific to their patron deity.

Users of Magic – It's strongly advised you talk to me ahead of time


Partly so I can make sure that you have your spells printed up.

There are several schools of magic to choose from

Minor Magic – Hardly a school, more just a useful technique.  Minor magic is used both by powerful spell casters and those who have no other magical abilities. It gives you access to cantrips; minor spells that won't change the world but can be useful in the right circumstances.

Wizardry - Wizardry magic draws its energy from the invisible arcane power that permeates the world of Titan, and the long apprenticeship of a Wizard uses the learning of many millennia to develop the knowledge to use this power. Thus Wizardry spells are powered by magic points, the in-game manifestation of the arcane power. A Wizard can only channel so much power in a single day, requiring a good sleep to recover their magic points

While Wizards only start knowing a few spells this is more than balanced out by the fact they can learn new ones from spell books and tutors.

Sorcery -Sorcery is a magic style initially developed in the Old World, but now disseminated across the whole of Titan. Sorcery uses the same arcane energies as Wizardry, but instead of distilling these energies from the surrounding environment to power spells, Sorcerers draw energy from their own bodies. Thus Sorcery spells are powered by STAMINA rather than magic points and a Sorcerer will only use magic points if she also knows minor magic spells.

One consequence of this approach is that some spells require physical foci, or components, for the spell to work properly. Whilst many of these components are easy to obtain, some are much rarer. The primary consequence of Sorcery is that using spells depletes the casters own physical reserves, possibly leaving them more vulnerable to attack. Unlike Wizardry, Sorcerers learn all of the spells
available during their training.

While this gives them farmore options, the fact Sorcerers are using up their physical health makes them more vulnerable. For a beginning Sorcerer, casting even a handful of powerful spells may be putting their life at risk.

The components range from the easily available (a gold coin) to the esoteric (a green wig) to the downright difficult (a gold jewel).

Mask Magic - Mask Magic, or Southern Mask Magic, is a very specialised type of enchantment using the essence of different creatures embodied within sigils to achieve an effect.

Mask Magic is powerful, but very focused.  A beginning practitioner starts with one known mask and must search out a teacher to learn more. (Considering the rarity of mask magicians this can be an adventure in itself!)

Conjuration - Conjuration is part specialised enchantment and part summoning. Conjurers either create a shell for an animating spirit (such as in a Golem) or use a summoning circle to draw an otherworldly creature to Titan (as in a Demon). It should be noted that the summoning or creating of some of these creatures is regarded as an evil act. A conjurer must also know the specific ritual to summon or create the intended creature.

Difficult, time consuming and expensive to pursue, Conjurers only ever master a few of the possible rituals, but can become very powerful nevertheless.

Chaos Magic - Chaos magic is not for the fainthearted or those who have a long life in mind. This very different magical style does not use formulaic spells and rituals to make specific effects happen. Chaos Mages do not draw on the natural energy of the world or their own physical power for their magic as do wizards and sorcerers. Rather chaos mages tap into that most primeval of energies; that of chaos. Hugely powerful whilst at the same time hugely dangerous, chaos magic is a threat to its caster and target.

Chaos magic is outlawed in most civilised countries, but still persists in wild areas of Khul and Kakhabad. Chaos magic has found most favour with races such as orcs and goblins as it offers the potential of huge power without the years of apprenticeship and learning. Chaos mages tend to be loners who avoid civilisation due to the changes wrought by their craft, and tend towards voluminous robes and other covering clothing.

(Think carefully before taking this school. Chaos Mages have a short but eventful life!)

Non Standard Races – talking to me beforehand is mandatory.

If you want to be something other than dwarf, elf or human that's possible. But it requires prior consultation with the GM.  Both because I will obviously veto anything overpowered, but also because it will require statting up.

If you're going with this, I strongly advise reading the next section.

Racism in Titan

As mentioned earlier, humanity is the dominant race in Titan. With that being the case, non human characters may face at least some level of racial prejudice.

Dwarves – Dwarves have it the easiest here.  The bigger cities frequently have a small dwarf population who have relocated there. And many towns have regular dealings with dwarf traders.

As such, humanity is pretty used to dwarves and they're not considered remarkable.  Most humans will be fine with dwarves. Any bigotry a dwarf faces is likely to be on the level of stereotyping and the occasional insult from bullies.

Elves – Elves will stand out in all but the most cosmopolitan cities, drawing stares and whispers.

Humans sometimes consider elves haughty and untrustworthy. Still, this is unlikely to lead to actual attacks. But merchants adding an unofficial “elf tax” to transactions isn't uncommon.

Other races – This will depend on the specifics, but in general.

Unusual Races (Gnomes, Sprites) – These will mostly find themselves in the same position as elves.

Rare races (Centaurs, Birdmen) – Even if there's no hostility, these characters will find it very hard to avoid being the centre of attention. It can be hard to prepare for an adventure while a crowd of gawking urchins shadows your every move!

“Evil” races (Goblins, Trolls) – Even though not every member of these races is evil, most are. And that  influences how they're treated.   Only those cities who already have residents of these races (mainly Port Blacksand and other evil cities) will show anything approaching tolerance here. In a best case scenario the character will find themselves sleeping in the stable. In the worst, the entire party will be run out of town by a mob with pitchforks and flaming torches.
And you look like a star but you're still on the dole