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gameplay:new_player_guide:character_creation [2017/03/14 11:19] 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 a Character uses any Skill, technically they are always using a Specialization, depending on what they want to use the Skill for. Normally this isn't important, but 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 a pizza, different people like different toppings, so each slice is going to be better or worse, depending on who is eating it. In 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. | ||
- | ===== Character Progression ===== | + | ==== Character Progression ==== |
The basic elements of Skill level progression are as follows: | 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. | ||
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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 [[system:skills:skills_list#specializations|Specializations]], or can be saved to purchase [[system:gear: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 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 [[system:skills|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.// | + | * 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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=== The Balanced 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. 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. | + | * 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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