Character Growth Justification

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Character Growth Justification

Postby Fetch » Sun Jul 17, 2011 1:20 pm

In our games characters have to learn Skills and otherwise have reasons within the world of the character for their growth and advancement. Every Experience Point expenditure should be accompanied by justification based on the character's activities. Justifications are not limited to the following examples but should definitely be of similar difficulty.

Attributes - Your innate strengths can be grown by trial and error. Characters should face, successfully or not, a number of distinct significant trials to their Attribute equal to it's new dots. Each trial should be different so a duel with Dr Brown might be one trial but fighting with him again is just asking for pain, not new experiences from with to learn more. Challenges significant enough to count towards Attribute advancement should be attempting things beyond your characters usual abilities, are defiantly more than a single test/action, and should have consequences to failure your character dose not want to face.

Skills - To gain deeper understanding of a Skill one needs to first understand aspects of the Skill and how they fit together. Any time you have new dots x 1 Specialties in a Skill they get cashed in for a new dot in the Skill*. To get a Specialty a character should get a large amount of practice/exposure to it during a session or similar experience spread out over time, such as spending many DTA's working iron to get a Crafts specialty.

Characters that are just studying, such as an apprentice, can spend a DTA to take an extended test to research a subject. This test needs to get 5 x currant Skill dots to gain a Specialty but the test is open ended (you can get as many draws as your base test pool) so with luck multiple Specialties can be gained as once. One of the most common test pools for self study is basic research which uses (as per whichever book covers it) Intelligence + <lower of Academics or relevant Skill>.

* Specialties from the Changeling template are due to physical and spiritual changed caused by fairy and do not count towards Skill advancement. These are indicated on the character sheet with an asterix.

Merits - Merits are a mixed bag. Merits such as Allies should generally come up in play. Others like Iron Stamina might be gained with experiences during play, surviving painful wounds without painkillers for example. When being trained/built over DTA's the rule of thumb for Merits without their own advancement rules is that Merits require 5 x dot level successes on an extended test to build up.

For example if a character got 10 successes they might build their fighting style to two dots. If another DTA nets 15 successes they might get that elusive third dot, any less and they wouldn't have gotten enough new training to advance their understanding.

Morality/Clarity - Character's Morality stats go up when they accumulate 8 "virtue exp". Virtue exp can be earned in a few ways:
• Any session a character dose not commit any sins against two levels higher then their current Morality they get one as the character's life is peaceful.
• Doing the right thing. If characters risk themselves and go the hard rout because it's the right thing to do they can get a virtue exp for the session.
• Meditation/therapy/finding religion. A character can get one point a session by actively trying to restore their grasp on their life and soul. Exceptional success on Meditation would qualify for this point. Other methods don't have exact rules yet but if your character is interested bring it up.
All accumulated virtue exp is lost if your character has to make a degeneration test. Their tentative grasp on recovery is shattered by the mental strain of even a successful degeneration tests.

Wyrd - Exposure to fae things helps Wyrd rise. It also goes up over time, even against a changelings will. There's no hard guidelines yet but if others think your character should be higher Wyrd then they probably should be.

Contracts - Contracts are gained by preforming 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 for the Clause in question) can lower the bar a little. Actions should be dedicated to the element before the action is taken. The first dot of non-favoered Contracts, Court Contracts, and rare Contracts generally require initiation by someone already in the know.
Contract level - Endeavor required
• - lessor
•• - lessor
••• - medial
•••• - medial
••••• - greater
Clauses of Non-favored Contracts are treated as one dot higher and a co-signer lets you treat it as as one dot lower for the purpose of the favor needed.

Goblin Contracts - Characters need to have access granted by someone with a "sellers permit". A sellers permit requires permission from the seller and you purchase the Contract as if it were a dot higher.

Following this post are special cases characters might be interested.
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Re: Character Growth Justification

Postby Fetch » Sun Jul 17, 2011 1:26 pm

Mantle/Goodwill are, in part, a supernatural bond with the season, direction, time, or other element in question. In exchange for embodying aspects of the element in question, for giving the element more influence in their life and in the world, the element shows favor upon the changeling.

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.
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Re: Character Growth Justification

Postby Fetch » Sun Jul 17, 2011 1:28 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.
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