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gameplay:new_player_guide:character_creation [2017/03/14 11:03]
schrodinger [Skill Building]
gameplay:new_player_guide:character_creation [2017/07/02 20:57] (current)
schrodinger [Building The Character]
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 Finishing touches Finishing touches
  
-===== Making a concept ​=====+==== Making a concept ====
 Before building a Character, it's usually a good idea to have some thoughts about the type of Character you would like to play. If you're new to Horizon: out of the ashes, this might be more difficult, since you won't have a lot of knowledge about what the game can offer, so think simple. Whether new or experienced,​ the main points of a good concept are: Before building a Character, it's usually a good idea to have some thoughts about the type of Character you would like to play. If you're new to Horizon: out of the ashes, this might be more difficult, since you won't have a lot of knowledge about what the game can offer, so think simple. Whether new or experienced,​ the main points of a good concept are:
  
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-===== Choosing priorities ​=====+==== Choosing priorities ====
 Once you have a strong idea of who you want your Character to be, a good step before starting the build is setting out priorities for our different areas of performance. This will make decisions easier as we go and help to avoid long periods of time deliberating over many options. This can be a significant hurdle early in a Character'​s development,​ because resources are very limited when starting out. Once you have a strong idea of who you want your Character to be, a good step before starting the build is setting out priorities for our different areas of performance. This will make decisions easier as we go and help to avoid long periods of time deliberating over many options. This can be a significant hurdle early in a Character'​s development,​ because resources are very limited when starting out.
  
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 **Skills** represent the knowledge and training your Character has. Whenever they take action, their Skills determine what they are good at and how well they can do it. For each rank in a Skill, the effectiveness increases, so the higher the rank, the better your Character will be. The actions a Character can perform include shooting, investigating,​ healing, crafting, and speaking, to name a few. As a general rule, any action that benefits from practice, training or knowledge will have a Skill your Character can learn and improve. Skills are fairly broad and will often be used for several related actions, such as the Stealth Skill, which includes Sneaking, lock-picking,​ pocket-picking and hiding things so others cannot find them. **Skills** represent the knowledge and training your Character has. Whenever they take action, their Skills determine what they are good at and how well they can do it. For each rank in a Skill, the effectiveness increases, so the higher the rank, the better your Character will be. The actions a Character can perform include shooting, investigating,​ healing, crafting, and speaking, to name a few. As a general rule, any action that benefits from practice, training or knowledge will have a Skill your Character can learn and improve. Skills are fairly broad and will often be used for several related actions, such as the Stealth Skill, which includes Sneaking, lock-picking,​ pocket-picking and hiding things so others cannot find them.
  
-Within each Skill are **Specializations**. These represent focused training your Character has undergone to improve one particular aspect of a Skill.+**Specializations** represent focused training your Character has undergone to improve one particular aspect of a Skill.
   * For example, the Stealth Skill includes the Sneak, Conceal and Obscure Specializations,​ each of which affects different uses of the Stealth Skill.   * For example, the Stealth Skill includes the Sneak, Conceal and Obscure Specializations,​ each of which affects different uses of the Stealth Skill.
     * Sneaking is for stealthy movement.     * Sneaking is for stealthy movement.
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-When Character uses any Skill, technically they are always using Specialization, depending on what they want to use the Skill forNormally this isn't importantbut if the Character has ranks in a Specialization,​ then whenever that particular Specialization ​is used, it receives a bonus.+A simple way to understand Skills and Specializations is to imagine a pizza with different toppings on each slice. The base of the pizza represents ​a Skill; it's the foundation of the meal and every part of the pizza tastes better when the base is improved. The toppings represent Specializations;​ even though toppings ​are the "​best"​ part of pizza, different people like different toppings, so each slice is going to be better or worse, depending on who is eating itIn the same way, the Skill is a foundation; higher ​ranks in the Skill will make it better in every situation. Specializations depend on how the Skill is being used, but when they are needed, they offer the biggest bonuses.
  
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-===== Using Skills and Specs =====+==== Using Skills and Specs ====
 Having covered Skills and Specializations,​ now let's define how to use them. Using Skills for a test is a simple 3 step process: Having covered Skills and Specializations,​ now let's define how to use them. Using Skills for a test is a simple 3 step process:
  
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   * Third, Stealth uses the Instinct Trait. If the Character has 11 ranks in Instinct, they would roll 11 dice. If 6 dice succeed by rolling an even number, they will gain +12AP from the roll (+2AP per die).   * Third, Stealth uses the Instinct Trait. If the Character has 11 ranks in Instinct, they would roll 11 dice. If 6 dice succeed by rolling an even number, they will gain +12AP from the roll (+2AP per die).
   * Totalling these bonuses gives our Character +10 +5 +12 = 27AP. This is the final result.   * Totalling these bonuses gives our Character +10 +5 +12 = 27AP. This is the final result.
-===== Skill Points ​=====+==== Skill Points ====
 The first step in building a Character is determining their starting power. Skill Points represent the Character'​s personal growth as they make their journey on Horizon. A Character can gain an infinite number of Skill Points throughout their lifetime, but their starting number will vary. Normally, the Director will tell you how many your Character should start with, depending on the conditions of their game. If you're making a Character yourself just for fun, we recommend a minimum of 20 Skill Points for casual play. Anything less than this should be reserved for "​hardcore"​ Characters being roleplayed from the ground up. For a more flexible start, a 40 point Character will be capable and a 60+ point Character will be strong. A Character'​s initial Skill level has a great impact on how much they can do when they first start out, so it's important to plan accordingly. The first step in building a Character is determining their starting power. Skill Points represent the Character'​s personal growth as they make their journey on Horizon. A Character can gain an infinite number of Skill Points throughout their lifetime, but their starting number will vary. Normally, the Director will tell you how many your Character should start with, depending on the conditions of their game. If you're making a Character yourself just for fun, we recommend a minimum of 20 Skill Points for casual play. Anything less than this should be reserved for "​hardcore"​ Characters being roleplayed from the ground up. For a more flexible start, a 40 point Character will be capable and a 60+ point Character will be strong. A Character'​s initial Skill level has a great impact on how much they can do when they first start out, so it's important to plan accordingly.
  
-__The basic elements of Skill level progression are as follows:__+==== Character Progression ==== 
 +The basic elements of Skill level progression are as follows:
   * Characters gain Skill Points as they play games.   * Characters gain Skill Points as they play games.
     * 1 Skill Point for taking part     * 1 Skill Point for taking part
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     * 1 Skill Point for completing a side objective     * 1 Skill Point for completing a side objective
     * 1 bonus Skill Point if a Player or group did something especially awesome. (Director'​s discretion)     * 1 bonus Skill Point if a Player or group did something especially awesome. (Director'​s discretion)
-  * Every 5 Skill Points, a Character also receives 1 Lesser Mastery Point. These are used to buy ranks in Specializations,​ or can be saved to purchase Augs. Specializations grant +5AP per rank whenever they are used, but only improve a specific technique from one Skill and can only be purchased for Skills the Character has already unlocked. (See the [[system:​skills:​skills_list#​specializations|Specializations]] section of the Skills List for details+  * Every 5 Skill Points, a Character also receives 1 Lesser Mastery Point. These are used to buy ranks in [[system:​skills:​skills_list#​specializations|Specializations]], or can be saved to purchase ​[[system:​armory:​Augs]]. Specializations grant +5AP per rank whenever they are used, but only improve a specific technique from one Skill and can only be purchased for Skills the Character has already unlocked. 
-  * Every 10 Skill Points, a Character gains a Greater Mastery Point in addition to the Lesser Mastery Point for that level. Greater Mastery Points are used to unlock new Skills or Perks. //New Characters do not have any Skills to begin with, so it's recommended that the first 2 or 3 Perks should be used to unlock Skills.//+  * Every 10 Skill Points, a Character gains a Greater Mastery Point in addition to the Lesser Mastery Point for that level. Greater Mastery Points are used to unlock new [[system:​skills:​skills_list|Skills]] or [[system:​skills:​perks|Perks]]. //New Characters do not have any Skills to begin with, so it's recommended that the first 2 or 3 Perks should be used to unlock Skills.//
   * Additionally,​ at //Character Creation **only**,// each SP gives 200credits for the Character to outfit themselves before beginning play. Otherwise, money will be earned by playing games. If the Director wishes, this reward system can be continued as the game goes on, allowing the Characters a steady income as they earn SP, but they may also choose to grant specific rewards for each story the Players complete.   * Additionally,​ at //Character Creation **only**,// each SP gives 200credits for the Character to outfit themselves before beginning play. Otherwise, money will be earned by playing games. If the Director wishes, this reward system can be continued as the game goes on, allowing the Characters a steady income as they earn SP, but they may also choose to grant specific rewards for each story the Players complete.
  
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-===== Skill Building =====+===== Building ​The Character ​=====
 Now we have a rough direction for our character to go in and we also know how powerful they'​re going to be, so it's time to start shaping their Skill set! When creating a new Character you generally have two options; balancing or focusing. Now we have a rough direction for our character to go in and we also know how powerful they'​re going to be, so it's time to start shaping their Skill set! When creating a new Character you generally have two options; balancing or focusing.
  
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 There is always potential to mix focusing and balancing, giving the Character an advantage in some areas without committing everything to a single style of play, but this is a more advanced technique. Often, finding the right combination of bredth and depth will require more knowledge and experience to get the most benefit, so if you're creating your first Character, it is usually best to choose one side or the other. If in doubt, make a broad Character; it's the best way to get a feel for many different elements of play and will allow you to take part in the most situations. There is always potential to mix focusing and balancing, giving the Character an advantage in some areas without committing everything to a single style of play, but this is a more advanced technique. Often, finding the right combination of bredth and depth will require more knowledge and experience to get the most benefit, so if you're creating your first Character, it is usually best to choose one side or the other. If in doubt, make a broad Character; it's the best way to get a feel for many different elements of play and will allow you to take part in the most situations.
  
 +
 +=== Using your Priorities ===
 When selecting your first Skills, we recommend that you use the priority list you created earlier in development. This should give you a good idea what is important to your Character right away: if you wanted a physically powerful Character, you probably have a high rank in Physique, while if you wanted a survivable, tough Character you probably have a high rank in Vigor and so on. Remember that Skills are grouped according to the Trait they use for their dice rolls, so you can use your priority list as a guideline for which Skills your Character will benefit from the most. When selecting your first Skills, we recommend that you use the priority list you created earlier in development. This should give you a good idea what is important to your Character right away: if you wanted a physically powerful Character, you probably have a high rank in Physique, while if you wanted a survivable, tough Character you probably have a high rank in Vigor and so on. Remember that Skills are grouped according to the Trait they use for their dice rolls, so you can use your priority list as a guideline for which Skills your Character will benefit from the most.
  
 +
 +=== The Concentrated Character ===
 If you choose to take your best Skills in the same area as your strongest Traits, the Character will be very effective in those one or two roles you have selected. This comes at a cost however, since the Character has far fewer Skill Points to invest in other areas, making them very weak in any situation where their chosen abilities are not useful. If you choose to take your best Skills in the same area as your strongest Traits, the Character will be very effective in those one or two roles you have selected. This comes at a cost however, since the Character has far fewer Skill Points to invest in other areas, making them very weak in any situation where their chosen abilities are not useful.
   * For example, if your Character concept is for a stealthy hacker, you will most likely have high ranks in **Focus** (which represents mental strength for hacking) and **Instinct** (which represents cunning and intuition for sneaking). Using this as a reference, we would begin looking for Skills in Focus and Instinct, since they are the Character'​s greatest strengths. In the Focus category, our hacker will need the Tech Lore Skill, which makes them more effective at working with technology and information systems. In the Instinct category, they will need the Stealth Skill, which makes them better at sneaking. Because this Character has stacked their best Skills on top of their strongest Traits, they will be very effective at sneaking and hacking, but take note that the Character has little else they can do. If they end up in some backwater town with no technology and get caught up in a bar fight, chances are it's not going to be pretty. This is an example of a **concentrated** Character.   * For example, if your Character concept is for a stealthy hacker, you will most likely have high ranks in **Focus** (which represents mental strength for hacking) and **Instinct** (which represents cunning and intuition for sneaking). Using this as a reference, we would begin looking for Skills in Focus and Instinct, since they are the Character'​s greatest strengths. In the Focus category, our hacker will need the Tech Lore Skill, which makes them more effective at working with technology and information systems. In the Instinct category, they will need the Stealth Skill, which makes them better at sneaking. Because this Character has stacked their best Skills on top of their strongest Traits, they will be very effective at sneaking and hacking, but take note that the Character has little else they can do. If they end up in some backwater town with no technology and get caught up in a bar fight, chances are it's not going to be pretty. This is an example of a **concentrated** Character.
  
 +=== The Balanced Character ===
 Don't be afraid to choose Skills outside your highest priorities, since a Character'​s Traits are only one part of the AP they can generate; there are also Skills and Specs to give them bonuses. If a Character has strong dice rolls in one area, but chooses their strongest Skills from another area, the Character is less powerful in any given situation, but is less often caught off-guard. This is what it means to make a "​balanced Character. Don't be afraid to choose Skills outside your highest priorities, since a Character'​s Traits are only one part of the AP they can generate; there are also Skills and Specs to give them bonuses. If a Character has strong dice rolls in one area, but chooses their strongest Skills from another area, the Character is less powerful in any given situation, but is less often caught off-guard. This is what it means to make a "​balanced Character.
-  * For example, after a previous Character was brutally ​assaulted ​in a bar fight, perhaps you decide to take a more flexible approach. For the new Character, we still want to hack and sneak, but it would also be nice to have some fighting and surviving in our Skill set. This time, we're going to take the same two Skills: Tech Lore and Stealth, but instead of putting ​our highest ranks in the Focus and Instinct Traits, ​instead ​we're going to put more emphasis on Physique for combat actions and Vigor for survivability actions. The new Character is weaker at being a stealthy hacker, but would have much better odds if the situation doesn'​t go their way. Perhaps they even seek out a few bar brawlers to settle an old vendetta. This is an example of a **balanced** Character.+  * For example, after a previous Character was brutally ​mauled ​in a bar fight, perhaps you decide to take a more flexible approach. For the new Character, we still want to hack and sneak, but it would also be nice to have some fighting and surviving in our Skill set. To achieve this, we're going to take the same two Skills: Tech Lore and Stealth, but we won't put our highest ranks in the Focus and Instinct Traits ​to miximize their performance. Instead, we're going to put more emphasis on the Physique ​Trait for combat actions and the Vigor Trait for survivability actions. The new Character is weaker at being a stealthy hacker, but would have much better odds if the situation doesn'​t go their way. Perhaps they even seek out a few bar brawlers to settle an old vendetta. This is an example of a **balanced** Character.
  
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