Character Growth

Changeling the Lost Specific Questions

Character Growth

Postby Fetch » Tue Feb 15, 2011 10:13 am

So as everyone should know I require actual in character justification for experience point expenditures and the corresponding knowledge/skill/supernatural power growth. So I thought I'd put up some rough guidelines on various traits. Note, these are guidelines, not absolute definitions.


Clarity/Morality - see virtue exp

Wyrd - lots of general exposure to magic stuff... Wyrd grows over time such that there need be rules for dropping it when it gets too high.

Attributes - trial and error. Going up against Dr Brown in melee combat is a good trial of one's Strength whether you win or loose. Look at about a number of unique trials equal to new dots, no grinding the Dr Brown raid.

Skills - trade in 1 x new dots Specialties. Wyrd based Specialties (the free one from character creation) that represent physical/wyrd changes to the character are not tradable and are marked with an asterisk.

Specialties - Extensive experience during a session or training under someone more Skilled than yourself. Specialties can't double up so you need practice in different aspects of a Skill to advance your understanding.

Contracts - preform favors, rituals, or sacrifices to the element in question ranging from relatively minor (sacrificing expensive wood and cash to fire) to medial or low end greater endeavors (resolving a ghosts fetters for Shade and Spirit). Non-favored Contracts require a little more effort and co-signers (persons already in good with the element) can lower the bar a little. The first dot of non-favoered Contracts, Court Contracts, and rare Contracts require initiation by someone already in the know.

Goblin Contracts - have access granted by someone with a "sellers permit". A sellers permit requires you purchase the Contract as if it were a dot higher.

Merits - mostly obtained in play. Coming near to dying might give Iron Stamina while befriending a cop could be Police Allies 1. Grinding them out, such as clearing your own Hollow, defaults to 5 x level successes on an extended test altho it varies. Hedgespinning is 3 successes per dot while crafting tokens takes 25 per dot.
User avatar
Fetch
Ring Member
 
Posts: 3922
Joined: Wed Jun 11, 2008 10:01 pm

Re: Character Growth

Postby Fetch » Mon Apr 25, 2011 3:39 pm

When handling Mantle/Goodwill I think by now everyone knows I require you actually play your character as dedicated to the court in question. It occurred to me that Passions and Ideals give us a good way to quantify a characters beliefs and feelings in regards to the Courts and hence a good measure of character commitment that dose not rest on handwaveium.

Mantle / Goodwill (•)
This level of commitment indicates a characters interest in a relationship with the element in question but is only the beginning, the first date as it were. It is generally obtained by means of an initiation by the courtiers in the area in the form of a test or right of passage in keeping with the Court.

Those who wish to earn the attention of the court themselves have a harder path to travel. They need:
• At least two Passions/Irrationalities relating to the court.
• At least minimal use of the Court's modus operandi in the characters regular business, such as the Summer Courtier who relies on the stealth of Winter to get the advantage in their fights.
• At least one Ideal should lend itself to the Court if only in a secondary way.

To lose this level of Mantle / Goodwill one must actively displease the element in question, such as by breaking an oath on the courtly emblem. All further levels are lost if the changeling no longer meets the requirements for that level.

Mantle / Goodwill (•• to ••••)
Each of the following criteria fulfilled qualifies a character for one dot of Mantle / Goodwill altho if they later fail to maintain the requirement they lose the respect of the element and hence the courtly Mantle / Goodwill.

• Passions - At least a third of the character's Passions, as counted by their filled in long term Passions, should resonate with the Court in question. These don't necessarily need to be the listed Court Emotion; Protective love of one's mortal family pleases both Summer and Spring. The drawback of such double tapped Passions is that if they are lost it may risk a character's respect with two Court patrons.

• Ideals - At least on of the character's Ideals should directly support the Court in question. These generally cannot double up between Courts as they should be quite specific to the character's moral take on the Court.

• Actions - The character must regularly employ the modus operandi of the Court. One seeking the approval of Autumn must seek out and use occult and fae lore while one looking to get the aid of Sun should uphold the accepted social structure and avoid deviance.

Mantle / Goodwill (•••••)
Only the most dedicated Courtiers can even hope to earn the pinnacle of respect and support from the element of their Court. They must meet all the following conditions.

• Passions - A full half of the character's Passions must relate to their Court Emotion.

• Ideals - The characters highest Ideal must directly relate to their Court. If they have multiple Unbreakable Ideals (Ideals that are considered Unacceptable Orders to break) these are all considered equal.

• Actions - Those at the peak of a Courts favor must be avatars of the Courts chosen mode of action. They must not just employ the skills of the court well but must be one of the best in the area at using the Courts tactics to the point that there be no-one clearly better then they altho others may be their peer.




It may not be perfect but I'm sure there are those of you happy to jump in and point out flaws. So, have at it. What's good and what needs some work?
User avatar
Fetch
Ring Member
 
Posts: 3922
Joined: Wed Jun 11, 2008 10:01 pm

Re: Character Growth

Postby Enkindel » Mon Apr 25, 2011 6:37 pm

I don't see any problems with it.
User avatar
Enkindel
 
Posts: 127
Joined: Sun Apr 03, 2011 11:10 pm

Re: Character Growth

Postby Fetch » Tue May 03, 2011 8:31 am

As a general rule of thumb I'm thinking characters that are simply training themselves, say researching at the library or practicing their kata's from manuals, need 5 x <current Skill dots> successes to get a Specialty. This test is an open ended extended test so you can get multiple Specialties with one DTA if you roll well.

Basic research (as per whichever book covers it) use Intelligence + <lower of Academics or relevant Skill>.

Characters can still pick up Specialties from experience in game and whatnot. This is just for the rote schooling type of learning.


Basically anyone can study on their own to obtain an amateur level of competence (one dot). It's harder but most people can hone themselves to a higher degree but by the time you're looking to become professional (three dots) or better you're probably going to want a teacher and/or hands on experience.
User avatar
Fetch
Ring Member
 
Posts: 3922
Joined: Wed Jun 11, 2008 10:01 pm

Re: Character Growth

Postby Enkindel » Tue May 03, 2011 9:45 am

Still sounds good to me.
User avatar
Enkindel
 
Posts: 127
Joined: Sun Apr 03, 2011 11:10 pm

Re: Character Growth

Postby Fetch » Wed May 18, 2011 2:54 pm

Language Fluency
Learning a new language happens in two ways, active attempts to understand and memorize it and passive learning from immersion in the language. Active attempts to learn may be made in the usual fashion, often by characters taking a language class or learning from a friend. The passive approach allows the character to take one Slow and Steady per month of immersion. Active and passive attempts to learn a language may be run in parallel.
Actively learning a language uses a test pool of Intelligence + Academics while passive learning uses Intelligence + Wits. Both use the following successes needed and bonuses/penalties:
Partial Success: 5 x Academics successes for a non-fluent understanding, ie a specialty useful for translation, literary understanding, and learning the language
Full Success: 25 successes for fluency, ie the Merit
+1 to +5 - +1 per full month of immersion in the language
-1 - language is a difficult language from the characters native language tree or is an easy language from a different language tree they know at least one language from
-2 - language is a difficult language from a non-native language tree they know a language from
-3 - learning a language from a new language tree
-4 - learning an especially difficult language from a new language tree
-5 - learning a (semi) mythical language such as First Tongue or High Speech


This way anyone can get fluency in a language from the same continent as their native tongue in about a year (or less) of immersion and people with good stats can learn a language faster with classes or other learning opportunities. Children should get one test and the cumulative +1 per two weeks instead of month.

If anyone wants to be a language expert:
Practical Knowledge: Multilingual (• - •••••)
Prerequisites: (Intelligence ••• and four dots between Academics and Expression) or (Multilingual dots instances of the Language Merit leaned as a child, character creation only)
Each dot of Multilingual reduces the penalty due to difficulty of learning new languages by one and reduces similar penalties to translation tests.
User avatar
Fetch
Ring Member
 
Posts: 3922
Joined: Wed Jun 11, 2008 10:01 pm

Re: Character Growth

Postby Capt. Hobbes » Mon Jun 13, 2011 6:51 pm

Does the fifth point in a skill cost ten specialties?
With a heave-hi, lurkin' off the shore!
As wily as a devil with a couple vices more!
And with a ho-hi, from the pilots to the swabs
He's the finest of the pirates and they call him Captain Hobbes!


~From the Ballad of Captain Hobbes
User avatar
Capt. Hobbes
Admiral
 
Posts: 709
Joined: Sat Sep 12, 2009 5:15 pm

Re: Character Growth

Postby Milk Waffler » Mon Jun 13, 2011 6:55 pm

The double cost for the last point only applies during character creation with the point buy character build system.
“Most people don’t realize that large pieces of coral, which have been painted brown and attached to the skull by common wood screws, can make a child look like a deer.”
Milk Waffler
 
Posts: 384
Joined: Wed Sep 29, 2010 10:29 pm

Re: Character Growth

Postby The Doctor » Mon Jun 13, 2011 6:57 pm

Not any more than the fifth dot would cost double xp. Which is to say, no. It's only doubled on character creation, because they use a dot building scheme rather than xp build, and they double the last dot in everything for that to discourage mini-maxing.
User avatar
The Doctor
Changeling
 
Posts: 1228
Joined: Sat Jul 05, 2008 4:22 pm


Return to Changeling Rules

Who is online

Users browsing this forum: No registered users and 1 guest

cron