Saturday, 5 February 2011

The Character Classes

 Hello.

And Be welcome to the blog.

Once you are creating a character, you'll have to select a Class.

Between: Defender, Deviant, Gadgeteer, Healer, Hunter, Investigator, Leader, Master (special), Navigator, Princess (spellcaster), Rogue (non player), Soldier, Tank, and Twister.

Hunter and Soldier are Vampire Classes, actually more like a Type than Class.

Chose well the way you're going to interact in Fiction, for there are other possibilities to play the game, and all you need to do is chose your Advantages, Trigger, and Vocations and Techniques so to get the right game experience.

# Defender -- Binnoth, +1 Defense per Turn at anytime (also to Defend Other)

# Deviant -- Llokemmeth, +1 Inspiration to find a new course of action during Combat per Level

# Gadgeteer -- Baakhtyr, +1 to deal with Gadgets, including creating new apparatus

# Healer -- Ommeltyr, +1 to Heal (Medicine -- including Cure Other) per Level

# Hunter -- Otaoh (m), Otaodama (f), the ability +1 to Investigate or Chase per Level

# Investigator -- Imoah (Magic Nation's), or Oerkletrimmeh, +1 to Watch (Vocation

# Leader -- Ottowa, give Simple Orders at 1-5/3 rate, and the ability to change Orders into Spells to cast

# Master (special) -- Sãkjung, the ability to cast Spells and Non Verbal Spells, and Nobility

# Navigator (Starfarer) -- Assalt (Asaltlavvarettyr), +1 to Navigate (Space) per Level

# Princess (Spellcaster) -- Origa (Ostradka), the ability to cast Spells, the permission to set diplomatic deals

# Rogue (non player) -- Plýkka, +1 Simple Attack per Turn at anytime during Combat

# Soldier -- Gung, Vampires act every Phase so the Soldier has a higher Status +1 to Morale per Level

# Tank -- Quark (Elkjung), +1 to Heal (Magic, or Power -- including Cure Other) per Level

# Twister -- Uddeid, +1 to Change Target per Turn at anytime, and the ability to cast Spells

The Plýkka (a thief) is not for players.

But well, the Master can use the characters normally, knowing they're bad people.

The Origa are princesses, with the inborn ability to cast Spells, and they're trained to make deals. Then, diplomacy needs secrecy, so take care with the information you're going to have, people -- a Princess is not a royal descendant, but just a Class you can play with.

Diplomacy means you're not going to use information you get into warfare.

Hunters and Soldiers are Vampire classes, dividing and uniting their society.

A Soldier gains a +5 to Morale when getting orders in combat.

Don't forget you can spend Levels to create permanently modify Events and things in the game, as creating items or characters, or even inventing a magical place in which you can perform and make Magic happen easier -- just for example.

The Operatives, that is the persons who are playing the game, may know things a Player in game doesn't know.

Then, the correct way to deal with this is not letting Players (in the story) know what you know.

Don't give the Players new technology, or information they doesn't really need.

The modifications in the Timeline take place almost at the same time you give them these informations, but it gives the Gods a great deal of work to fix the Timeline so there's no problem -- people can die if you give the wrong information to a Player in the past, and that's why we play in the present -- this happened during the Playtest, and we prefere to play in parallel dimensions if we want something different.

Don't forget it's absolutely forbidden to change from one dimension to anoter one.

You can watch other dimensions to form a better knowledge of the world.

Once you end a Chapter, give Experience to the characters, 100 Xp for a Chapter, and more if the characters achieved success in challenges.

Don't forget 100 Xp equals 20 levels of Stats, or 20 new Magic abilities, as in Domains for example.

There's a need for explanations to get a new Magic ability or Power.

If needed, the Master can present a character with a new Supernatural Background, so the Operative can spend the points in a new Magic ability or Power.

I'm giving you Game information together with a the language ones so you can play the game.

This will all be present in the game Books in the future, so don't worry.

A Turno is named "Tse", of "Icchi", in language -- notice "tse" is more formal than "icchi".

So we say: -- "Tuyer tse", or -- "Your turn (to take action)", during the game -- but you can say: "Tuyer icchi", the same way.

Next time, we'll see the "kji" forms to keep studying formality.

But remember in Akkia the formal ways are here to show working situation.

The degrees of formality are also shown with Alignment Change.

See the post on "Alignment Change" to views on formality.

Here formality and politeness are quite different, one indicating degrees of relation, and the other degrees of education and manners. But both are well shown if you use Alignments and special Wording, that is the use of the right words in context.

If you are playing, and the Operative uses the language correctly and in context, give this player Xp, 15 Xp is good for each right use of the game language. Don't penalty the player if the use is incorrect.

During Play we gather during the week to create our distinct and personal sentences.

Wording the sentences usually means you think in the contexts to create.

For example, how distinct a Princess speak from a Tank? Or a Rogue? It all give our language (s) a great deal of personal input, I mean, she will probably sound more like we wish it to sound than if all wording is decided in dice rolls.

I remember when I created: -- "Ettejama ha toj-éc!", meaning -- "I love this world!", and the use is to reveal a Rogue. It means all Rogues reveal themselves with this sentence, if you sing it the right way -- this is from the language of Toj.

The Master may want you to spend points in this as a Spell, in your Ready Effect list.

But don't use the same sentence all the time! We use creating new ones.

That's all for now, and I hope you're enjoying the reading.

Stay Plugged.

No comments:

Post a Comment