Tag: Character

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  • Entropy

    h2. Entropy The slow accrual of random elements and the eventual decay that leads to the failure of systems and people, Entropy is a mixed bag. On one hand, it is the promise of the death of the universe, but it is also the source of evolution and …

  • Faith

    h2. Faith Faith is spirit and dream, the promise of distant vistas and wishes for what could be. It is the broken promise of divinity, and the realization of angels. Faith is artistry and music for the love of the expression, found the rapture of a …

  • Flesh

    h2. Flesh Flesh is the Facet of Humanity, the base and lusty creature that devours all it wants and returns nothing but what it must. A hungry, bottomless force that claws at the wanton desires of the body, from lunch to lust, and will devour anyone …

  • Industry

    h2. Industry Industry is the Facet of invention, of the urge and ability to change not just the environment, but the world. It is gears and clockwork and pumping pistons amidst whining engines, fire and smoke and the claxon ring of everything working …

  • Primeval

    h2. Primeval The beast in the wood, teeth glistening as it catches first scent of prey. The prey, catching a brief glimpse of an imposing shadow at the edge of its sight. Primeval is the dance they play, and its place in creation; instinct and …

  • Ardor

    h2. Ardor Ardor encompasses passion and affection, not just for romance or personal comforts, but also for ideas and conceptions. It begins with desire and attention, but can become obsession and violence if reasoned too far. h4. Associations * …

  • Cunning

    h2. Cunning Clever, quick-witted, tricky; these can all describe a Character Driven by Cunning. Not necessarily out-going or particular sociable, Cunning sees over a rapier wit and a fierce intellect. h4. Associations * Major Associations ** …

  • Daring

    h2. Daring Daring is the Drive of the swashbuckler, the romantic, the assassin, and the saboteur. It is the Drive to _do_ rather than be done. It is the desire to act, often without thought of consequence or plan, and more often without thought of …

  • Empathy

    h2. Empathy Empathy is the drive to help or care for others, not out of a sense of love or inherent sanctity, but because the Empathetic Character can understand their suffering. Not always out of kindness, Empathy can also be driven by guilt or malice …

  • Tenacity

    h2. Tenacity Willpower, perseverance, grit; this is the core of Tenacity. Staying power in the face of pain and suffering, not just of the Character, but of those around them. To go, uncowed, past the greatest of horrors and the most pleading of …

  • Brawler

    h2. Brawler The Brawler is adept at melee and unarmed combat, using hand-holds and throws alongside knives and swords. He can use physical intimidation or participate in most confrontational sports (rugby, boxing) with confidence. h4. Example …

  • Covert

    h2. Covert The Covert Discipline covers stealth, shadowing, pick pocketing, and concealment. It also deals tangentially in forging documents and creating fake papers; largely anything to do with concealing one's self or others. h4. Example …

  • Athlete

    h2. Athlete The Athlete is someone who has learned to use their body in rigorous fashion, often in competition, for long periods of time. The Athletic Character can run faster and longer, as well as perform jumps and play complex sports with little …

  • Craftsman

    h2. Craftsman The Craftsman is a maker of things; someone who uses his hands to produce or modify structures on an impressive scale. Craftsman deals with trades like carpenter or electrician; works on a sizeable scale that tend to follow a pattern or …

  • Entertainer

    h2. Entertainer The Entertainer, well, Entertains. This Character is a performer of various artistic and musical expressions, whose Distinctions detail where she really shines. The Entertainer is often a popular friend or an unsung treasure. h4. …

  • Grifter

    h2. Grifter The Grifter is a con-man, a social butterfly with an easy smile and a firm handshake. Grifter Characters have the ability to talk and schmooze with the best of them, but also have a firm grasp on networking as well as making and keeping …

  • Gunman

    h2. Gunman Whether on a grassy knoll, in the top floor of a book depository, or slinking through the back alleys of the worst part of town, the Gunman is always ready because the Gunman is packing heat. A consummate shooter, the Gunman is skilled in …

  • Jockey

    h2. Jockey The Jockey is a pilot, mechanic, and pain-in-the-ass all rolled into one. If it flies, floats, or rolls, the Jockey can likely fly it, fix it, take it apart, and maybe put it back together. h4. Example Distinctions * Fly Boy * Hot …

  • Medic

    h2. Medic The Medic knows about medicine, the human body, and probably most animal bodies too. A patchwork master, the Medic can figure out what's wrong, offer a treatment, and maybe patch up a bullet wound to the head. h4. Example Distinctions * …

  • Professional

    h2. Professional The Professional Discipline covers office workers and computer workers, dealing with the day-to-day skills that get people by who don't rely on the other Disciplines to get by. Skilled workers, usually with at least a dash of college …

  • Scholar

    h2. Scholar A keeper of knowledge, and its application, the Scholar is someone who's either spent a lot of time nose-deep in books or a lot of money on good schooling. The Scholar knows a little bit about everything, but not necessarily a lot about …

  • Survival

    h2. Survival Survival is the Discipline that focuses on living in the woods, off the land, and keeping others alive as well, if practicable. It covers setting traps and making camp; as well as what berries you can eat and what places you should avoid. …

  • Tinker

    h2. Tinker While the Craftsman deals on the big scale, and the Jockey is elbow deep in an engine, the Tinker deals with small scale. Piece by piece, like clockwork or fine jewelry, the Tinker is a part of the small processes that can grow to the large …

  • Character Creation

    h2. Drives Drives relate to a Character's motivations, defining the Character by them and providing the basis for most Dice Pools. When a Player designs their Character, they decide what Drives are important to the Character, and assign their dice …

  • Character Development

    h2. Development Development is a system that focuses on Character actions and decisions for Advancement rather than Player tailoring. As the Character plays, they earn Development in each Drive and Discipline, as well as in Facets, which advance the …

  • Equipment

    h2. Equipment Equipment functions similarly to Distinctions, in that it adds additional Dice to the Discipline to be [[Making Rolls | rolled]]. These Dice are equal to the Discipline being rolled, and must be coherently able to be used in the action. …

  • Essence

    h2. Essence The spark of flint on steel, the breeze across a the grass, the storm that rages over head. These are the voices of Essence, the Elements and their constituents shape and move around, a grand ability to guide and shape Energy itself at the …

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