Bygone Chargen: Difference between revisions
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− | M20 has expanded "Bygone" beyond the Bygone Beastiary from Revised edition. |
+ | M20 has expanded "Bygone" beyond the Bygone Beastiary from Revised edition. The mythical bygones still fall into this category. Also included under this category are: Constructs (Bioconstructs, Material Constructs, and Mental Constructs), Familiars (living spirit), Objects (NPC inanimate familiars), Reanimates (NPC only "zombies", "frankenstein", flesh golems, etc), or Robots (no robo-mages).<br><br> |
+ | '''Bygone apps are only being accepted for Mythical Beasts, Constructs (no awakened Constructs). Either of these may be a Familiar for a mage.'''<br><br> |
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+ | '''Mytical Bygone characters must take the '''Thaumavore and Unbelief Flaws''' unless they remain sequestered in an appropriate Chantry, Sanctum, Otherworldly Realm, or Primal Reality Zone (Mystic regions, Deep Wilderness, Nodes and Wellsprings, "The Old Worlds", The Otherworlds) (Mage 20, p. 615). <br><br> |
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+ | '''HR: Additionally, Mythical Bygones, must take at least 1 level of Shapeshifting to blend into normal society. Showing your true form outside of your appropriate environment (listed above) will result in the Unbelief Flaw kicking in. |
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− | '''For our purposes all "bygones" are either Custos (consors) or Familiars.''' |
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• Concept: Who were you before you encountered mages and their world?<br> |
• Concept: Who were you before you encountered mages and their world?<br> |
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• Motivation: Why’d you get involved with them?<br> |
• Motivation: Why’d you get involved with them?<br> |
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• Affiliation: Traditions, <s>Technocracy</s>, Disparates, <s>Marauders</s>, <s>Nephandi</s>, or none?<br> |
• Affiliation: Traditions, <s>Technocracy</s>, Disparates, <s>Marauders</s>, <s>Nephandi</s>, or none?<br> |
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− | • Type: |
+ | • Type: custos, familiar, or what?<br> |
• Archetype (Nature and Demeanor)<br><br> |
• Archetype (Nature and Demeanor)<br><br> |
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+ | • Affinity: <choose your elemental affinity> |
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− | Step 2: Attributes and Abilities |
+ | '''Step 2: Attributes and Abilities'''<br> |
+ | • Primary 11, Secondary 7, Tertiary 4<br> |
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− | '''Step 3: Advantages''' FOR PLAYER CHARACTERS |
+ | '''Step 3: Advantages''' FOR PLAYER CHARACTERS<br> |
− | • Background Traits: 5 (consors must put at least one dot into Mentor.) |
+ | • Background Traits: 5 (consors must put at least one dot into Mentor.)<br> |
− | • Special Advantages: Base 0 (limited to certain types of characters) |
+ | • Special Advantages: Base 0 (limited to certain types of characters)<br> |
− | • Willpower: Base |
+ | • Willpower: Base 3 (for PCs)<br> |
− | • Essence (for player characters): 1 (buy more with Freebies) |
+ | • Essence (for player characters): 1 (buy more with Freebies)<br><br> |
− | Per M20 Gods & Monsters pg 185, Player character familiars start with 1 essence and must by more with Freebies. |
+ | Per M20 Gods & Monsters pg 185, Player character familiars start with 1 essence and must by more with Freebies.<br> |
− | HR: We are applying this to all PC Bygones. |
+ | HR: We are applying this to all PC Bygones.<br><br> |
− | • Merits and Flaws: Standard |
+ | • Merits and Flaws: Standard<br> |
− | - Special Advantages: Base 0 ( |
+ | - Special Advantages: Base 0 (you must purchase at least 1 level of shapeshifting with your freebies)<br> |
− | • Charms: Base 0. (familiars only) |
+ | • Charms: Base 0. (familiars only)<br> |
− | • Freebie Points: -- |
+ | • Freebie Points: -- 21 points (non-familiar characters)<br> |
+ | Familiars get 25 points. (tell staff in your approval job where you want those extras spent) <br><br> |
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− | to separate it into two different values. Thus, if you are making a familiar, let Staff know in your approval <br> |
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− | job, and where you want your extra 4 points spent. Or they will be award as XP to start play with, your choice. |
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− | Consors and other skilled allies get 21 points. |
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− | Familiars get 25 points. <br><br> |
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'''Step 3: Advantages''' FOR NPC CHARACTERS |
'''Step 3: Advantages''' FOR NPC CHARACTERS |
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− | - Background Traits: 5 (consors must put at least one dot into Mentor.) |
+ | - Background Traits: 5 (consors must put at least one dot into Mentor.)<br> |
− | - Special Advantages: Base 0 (limited to certain types of characters) |
+ | - Special Advantages: Base 0 (limited to certain types of characters)<br> |
− | - Willpower: Base 3 |
+ | - Willpower: Base 3<br> |
− | - Essence (for NPC Familiars): Willpower x 5 |
+ | - Essence (for NPC Familiars): Willpower x 5<br> |
− | Acolytes and backup agents get 15 points. |
+ | Acolytes and backup agents get 15 points. <br> |
− | Consors and other skilled allies get 21 points. |
+ | Consors and other skilled allies get 21 points.<br> |
− | Familiars get 25 points. |
+ | Familiars get 25 points.<br> |
Latest revision as of 06:17, 22 October 2024
M20 has expanded "Bygone" beyond the Bygone Beastiary from Revised edition. The mythical bygones still fall into this category. Also included under this category are: Constructs (Bioconstructs, Material Constructs, and Mental Constructs), Familiars (living spirit), Objects (NPC inanimate familiars), Reanimates (NPC only "zombies", "frankenstein", flesh golems, etc), or Robots (no robo-mages).
Bygone apps are only being accepted for Mythical Beasts, Constructs (no awakened Constructs). Either of these may be a Familiar for a mage.
Mytical Bygone characters must take the Thaumavore and Unbelief Flaws unless they remain sequestered in an appropriate Chantry, Sanctum, Otherworldly Realm, or Primal Reality Zone (Mystic regions, Deep Wilderness, Nodes and Wellsprings, "The Old Worlds", The Otherworlds) (Mage 20, p. 615).
HR: Additionally, Mythical Bygones, must take at least 1 level of Shapeshifting to blend into normal society. Showing your true form outside of your appropriate environment (listed above) will result in the Unbelief Flaw kicking in.
Step 1: Character Concept
• Concept: Who were you before you encountered mages and their world?
• Motivation: Why’d you get involved with them?
• Affiliation: Traditions, Technocracy, Disparates, Marauders, Nephandi, or none?
• Type: custos, familiar, or what?
• Archetype (Nature and Demeanor)
• Affinity: <choose your elemental affinity>
Step 2: Attributes and Abilities
• Primary 11, Secondary 7, Tertiary 4
Step 3: Advantages FOR PLAYER CHARACTERS
• Background Traits: 5 (consors must put at least one dot into Mentor.)
• Special Advantages: Base 0 (limited to certain types of characters)
• Willpower: Base 3 (for PCs)
• Essence (for player characters): 1 (buy more with Freebies)
Per M20 Gods & Monsters pg 185, Player character familiars start with 1 essence and must by more with Freebies.
HR: We are applying this to all PC Bygones.
• Merits and Flaws: Standard
- Special Advantages: Base 0 (you must purchase at least 1 level of shapeshifting with your freebies)
• Charms: Base 0. (familiars only)
• Freebie Points: -- 21 points (non-familiar characters)
Familiars get 25 points. (tell staff in your approval job where you want those extras spent)
Step 3: Advantages FOR NPC CHARACTERS
- Background Traits: 5 (consors must put at least one dot into Mentor.)
- Special Advantages: Base 0 (limited to certain types of characters)
- Willpower: Base 3
- Essence (for NPC Familiars): Willpower x 5
Acolytes and backup agents get 15 points.
Consors and other skilled allies get 21 points.
Familiars get 25 points.