Character Creation
First things first....
Before your character was imbued, she was a normal person. She had a life, dreams and pursuits. She also had her own ideas, values and beliefs. Perhaps she was devoutly religious and extended charity and goodwill to others. Perhaps she eschewed religion, but had faith in her own ability
to accomplish goals and expected others to do the same. Maybe she accepted aspects from a variety of faiths and looked for bigger answers from there, with an understanding of numerous religions and cultures. Maybe she worked hard for the sake of work or relied on the efforts of others to get her through, or chose random targets in life and strove toward them.
It's important to know who your character was before. Once she is imbued, her former values and beliefs persist. In fact, they often determine her course and purpose in coming to grips with the true world, the existence of monsters and the hunt itself. A charitable person might now believe in offering forgiveness or aid to monsters whom she feels are deserving. A driven person might see self-sacrifice as her greatest weapon against the unknown, or she might find no tolerance for the evil she perceives and seeks to destroy it utterly. An open-minded person might believe that there's good and evil in monsters and humans, and wonders if there's a greater purpose to the imbuing than putting down the supernatural.
It's therefore essential to know who your character was as a normal person — what she believed in and hoped for. Those values determine her approach to the hunt in terms of your character's creed. Creeds are the roles hunters play in the ongoing war with the unknown, the philosophies that hunters observe regarding the horrific world to which they are exposed and the attitudes the chosen have toward the monsters they face.
Now for the numbers.....
• Step One: Character Concept
Choose concept, Creed, Nature and Demeanour.
• Step Two: Choose Attributes
Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character has one dot in each Attribute automatically.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.
No Attribute higher than 3 at this stage.
• Step Three: Choose Abilities
Prioritize the three categories: Talents, Skills, Knowledges (11/7/4).
Choose Talents, Skills, Knowledges.
No Ability higher than 3 at this stage.
• Step Four: Choose Advantages
Choose Backgrounds (5), Virtues (3) and edges (according to your Virtue allocations).
• Step Five: Last Touches
Record Conviction (according to creed) and Willpower (a standard 3).
Choose Merits and/or Flaws (optional). Maximum 7 points of Flaws allowed.
Spend freebie points (21+ any Flaws taken). Traits can be raised to 4 at this time. Virtues and edges cannot be purchased with freebie points. Starting Conviction cannot be raised higher than 8.
And finally, hunters are ordinary people before their Imbuing so any extraordinary aspects to their characters must be fully explained. Also, a minimum age of 18 is in place as underage characyers would not fit into this campaign.
Create Your Own Website With Webador