Character Creation:
All campaigns will be in the same universe and
function using the same laws of physics.
Development Points
The Base points a character begins with is 50
pts. Added to the base points of a
character are development points specific to the campaign. They
are considered pre-game experience. These points are usually
background specific and limited based on the campaign difficulty and
purpose. It is up
to the GM to specify how many development points new characters get and
all players in a given campaign will be assigned the same number of
development. Keeping this
in mind, this game is designed to challenge the players, not their
characters. A good player knows his strengths and weaknesses and
will play accordingly. That having been said, it is
understandable that the players will not want their characters to be
monster food the first time they encounter the bad guys. The
purposes of development points is to balance the game with the power
level of the players so that the game is not a walk-over or is not
impossible for the players to survive. Within the restrictions
the GM places on them, these points are
otherwise just like regular character
points. They carry no inherent advantages or limitations with
them. The GM will never remove points from a character, although
he may decide not to award any development points.
GM-assigned points
When creating a character, also players have the
option of
reserving some or all of their development points for the GM to assign
as he see's fit. If this is
done, the character essentially gives up control of a portion of his
character generation. For the courage required for a player to
agree to this, the player will recieve a 25% bonus. This means
that for every four points the player gives up to the GM, one extra
point is awarded the player. This bonus is also added to the
points the GM will spend on the character. Depending on the
circumstances, what the GM
does with these points may or may not be obvious to the player.
For instance, naturally, a third hand or eye or wings would be
quite obvious,
but the GM could also use these points to create things like latent
powers or family
heirloom that has special qualities, or a technological device.
In effect, it can be anything the GM can think up, so
long as it relates to the players character in some manner. The
player may give the GM any or all of his development points.
Besides the possibility that the player may not initially know where
those
points went, since the GM can do pretty much anything with them, it is
possible the
character might gain a power or skill he is not otherwise
allowed. Because of the inherent advantages and disadvantages
involved in this, it is strictly voluntary. Players are not
required to give up any of their development points and will not be
penalized for refusing.
Character Types
While there is considerable variety among player
character types, there are certain basic archetypes:
Normal:
A normal is human in all respects and has very little occult
knowledge, although for game purposes, all normal player characters
have a rudimetary knowledge of common types of occult "things" that may
be encountered even if they don't know details. There are other
normals who are extremely knowledgable of the occult, who study some or
all aspects of the "other" world. Many of those become mages and
actually learn to use magic, but others end up just knowing a lot about
wierd stuff, which in some cases isn't much different.
Talent:
A talent is a gifted normal with a single power or narrow group
of powers, but not necessarily knowledge about how those powers works.
They are used with the same instinctual control as walking,
breathing. Young talents (below the age of puberty) are usually
unaware of their talents, although most often they begin to manifest
themselves around age ten. At that time, they are found and
"fostered" to someone who can teach them to control their powers.
Sometimes, they are not given instruction or are not fully
prepared. This results in uncontrolled powers manifesting at
'inconvenient' times usually requiring substantial "clean up" by the
Cabal and forced fosterage.
Intensive training at this point is mandatory or the Talent will
have their powers suppressed out of neccessity.
Mage:
A normal who studies and trains hard for some time (usually on
the order of ten-fifteen years) can become a Mage. A Mage is a
normal who knows the art of manipulating mana to produce a variety of
results. It is best to begin training to be a Mage at an early
age. Some are inherently more adept than others and can pick it
up quicker, but in either case, the training necessary doesn't lend
itself to a normal life and most who become mages end up not making
their living by conventional or mundane means, but there is ample work
for a resourceful mage in the shadows of normal life.
Shadow creatures:
The term shadow creature is somewhat misleading. A shadow
creature is the name
for any living organism either born out of mana or so infused with it
that it makes little difference. Some can even pass for human,
even though in reality they may be very inhuman.
The traditional "monsters" of folklore; vampires, werewolves,
familiars, etc fall into this category, also fairies, and nature
spirits, etc. Also, many shadow
creatures are indistinguishable from normal animals, some horses,
birds, lizards for instance are not at all what they appear at
first. They have, of necessity developed very good camoflage.
These archetypes are explanations of what players
are typically most likely to encounter in the game. They are not
intended to be restrictive. Players are not required to choose an
archetype. Instead, your skill/power choices will determine which
archetype best describes your character. Character will most
likely fall into two or more of these categories.
For example, a Talent who trains to become a mage or a normal who
knows where all the werewolves live. It is also possible to begin
as, say.. a normal and become a mage during the course of the game, or
a latent power could manifest itself and suddenly you will become a
Talent.
Players will create their characters in the normal
fashion, including skills, powers, disadvantages. When they are
done, and points reserved for the GM to spend will be assigned, either
with the players knowledge or not, as the GM feels is appropriate.
Regarding devices. The only devices players will be able
to buy with character points will be magical artifacts or special
technological devices that the character would have the scientific
skill to create and that are not readily available in the modern
world. They are paid for with development points and not base
points. All devices are subject to GM approval.
Check here for
specific magic rules
Active Campaigns
SoC I