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gameplay:new_player_guide:character_creation [2017/03/14 12:20] schrodinger [Character Progression] |
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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- | === 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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=== 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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