Revision history for CamfordCharacterCreation


Revision [545]

Last edited on 2016-05-06 11:24:04 by ConradWong
Additions:
====Camford-Specific Freebies====
All player characters begin with these skills and edges:
- Knowledge: Supernatural (Smarts) - d4
- Guts - you may use your Spirit for Guts checks, rather than needing to acquire the Guts skill.
- Sense Supernatural (Edge) - your character receives a Notice skill at -2 to detect the presence of the supernatural-- whether another creature, an item that radiates magic, or the nearness of a Lacuna, a place that allows one to cross between the normal world and the Realms of the supernatural. You will not be able to identify such items directly without using Detect/Conceal Arcana, only that they are nearby within a 10" (20 yards) radius.
- **Ghost Hunter**: you hunt down and capture ghosts and other spirits, which you can then draw on to work magic. You begin with a **Ghost Capture** Power, Detect/Conceal Arcana, and one Spirit Friend. You will need the Ghost Control (Spirit) skill to use your Ghost Capture power or successfully cast spells through your spirits. You have 10 power points of your own and regain 1 power point per hour.
- **Ghost Capture** Power: like Bolt but only affects ghosts. If you successfully "kill" a ghost with this power, you capture it and can then use it as a Captured Spirit. This power can cause a corporeal being to become Shaken, but cannot Wound them. It can drive a spirit out of a body that is being possessed.
- **Detect/Conceal Arcana** Power: as the standard spell.
- Spirit Friend: you may choose one Power per spirit friend which is cast through your allied spirit. The spirit draws from your power points pool. This power is controlled by the Ghost Control (Spirit) skill. If you roll 1 on your spellcasting die, whether or not your wild die succeeds, you are Shaken. If you Botch, you may become temporarily possessed by your spirit friend.
- Captured Spirit: the GM will assign a Power to any ghosts that you have captured. They begin with anywhere between 3 and 10 power points. When they have run out of power points, they will dissipate. They do not normally regain power points; however you may grant them some of your own power points. The captured spirit must spend at least 1 power point in any attempt at magic, meaning you cannot keep a spirit indefinitely by using your own power to fuel all its magic. Like Spirit Friends, you must make your Ghost Control (Spirit) skill in order to cast a power using one, and you may become Shaken if you roll 1 on your spellcasting die, whether your wild die succeeds or not. If you Botch, you may become temporarily possessed by your captured spirit.
- If you spend an advance on a New Power Edge, you can convert a Captured Spirit to a Spirit Friend. This will grant you however many power points they had left, up to your own maximum.
Please consult with a GM if you're interested in other types of supernaturals!
Deletions:
Normal humans do not get Knowledge: Supernatural for free, but may purchase it as they would any other skill.
Ghost-Touched characters begin with Knowledge: Supernatural (d4) for free.
- **Ghost Hunter**: you hunt down and capture ghosts and other spirits, which you can then draw on to work magic. You begin with a **Ghost Capture** Power of some sort, plus one Spirit Friend. You will need the Ghost Control (Spirit) skill to use your Ghost Capture power or successfully cast spells through your spirits. You have 10 power points of your own and regain 1 power point per hour.
- **Ghost Capture** Power: you may choose Bolt or Smite as your basic ghost-capturing mechanism. If you successfully "kill" a ghost with this power, you capture it and can then use it. You can cause
- Spirit Friend: you may choose one Power per spirit friend which is cast through your allied spirit. The spirit draws from your power points pool. This power is controlled by the Ghost Control (Spirit) skill. If you roll 1 on your spellcasting die, whether or not your wild die succeeds, you are Shaken.
- Captured Spirit: the GM will assign a Power to any ghosts that you have captured. They begin with anywhere between 3 and 10 power points. When they have run out of power points, they will dissipate. They do not normally regain power points; however you may grant them some of your own power points. The captured spirit must spend at least 1 power point in any attempt at magic, meaning you cannot keep a spirit indefinitely by using your own power to fuel all its magic. Like Spirit Friends, you must make your Ghost Control (Spirit) skill in order to cast a power using one, and you may become Shaken if you roll 1 on your spellcasting die, whether your wild die succeeds or not.
Supernatural characters begin with Knowledge: Supernatural (d4) for free.
Et cetera.


Revision [544]

Edited on 2016-05-06 02:38:51 by ConradWong
Additions:
Normal humans do not get Knowledge: Supernatural for free, but may purchase it as they would any other skill.
Ghost-Touched characters begin with Knowledge: Supernatural (d4) for free.
Supernatural characters begin with Knowledge: Supernatural (d4) for free.


Revision [541]

Edited on 2016-05-06 01:35:26 by ConradWong
Additions:
- **Ghost Capture** Power: you may choose Bolt or Smite as your basic ghost-capturing mechanism. If you successfully "kill" a ghost with this power, you capture it and can then use it. You can cause
Deletions:
- **Ghost Capture** Power: you may choose either Bolt or Smite as your basic ghost-capturing mechanism. If you successfully "kill" a ghost with this power, you capture it and can then use it. This power does no damage to non-supernatural people or creatures. It has unpredictable results on supernaturals.


Revision [540]

Edited on 2016-05-06 01:32:34 by ConradWong
Additions:
- **Rationalist** Edge: reflecting your ability to explain any phenomenon away as a case of applied physics or previously undiscovered life, you may use Smarts instead of Spirit when making a Guts check vs blatantly supernatural or horrifying phenomenons, or to recover from being Shaken by such an event. In addition, you have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty. You //must// have at least d8 Smarts, you must take the **Doubting Thomas** Hindrance (Major), and you may not be a supernatural creature.
- **Mesmerist**: by locking eyes with another person or creature, you are able to dominate their will. Your powers use the **Mesmerism** (Spirit) skill; if you roll a 1 on a Mesmerism skill roll, whether the wild die succeeds or not, your target will become aware that you are attempting to mesmerize them and may become hostile.
- As a Mesmerist, you begin with the **Puppet** power. Your target may roll Spirit to oppose your attempt, but if you are successful, they are unaware that you have hypnotized them and will simply assume that they had a good reason to follow your orders. You may give delayed or conditional orders. If you order the target to do something that would go against their nature, such as killing their allies or committing suicide, they may make an opposed Spirit roll to that specific action, possibly gaining circumstantial bonuses based on their moral code.
- You may use the New Power Edge to gain additional powers that fit the Mesmerism trappings such as Beast Friend, Boost/Lower Trait, Deflection, Entangle, Fear, Healing and Greater Healing, Obscure, Quickness, Speed, and Stun. Some of these may have area effects, i.e. you might cast Obscure by staring into the eyes of a crowd and telling them that all they see is darkness.
- You begin with 10 power points, and regain 1 power point per hour.
Et cetera.
Deletions:
- **Rationalist** Edge: you may use Smarts instead of Spirit when making a Guts check vs blatantly supernatural or horrifying phemonenons. In addition, you have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty. You //must// have at least d8 Smarts, you must take the **Doubting Thomas** Hindrance (Major), and you may not be a supernatural creature.
- **Mesmerist**: by locking eyes with another person or creature, you are able to dominate their will like the **Puppet** Power, but you must acquire and use the **Mesmerism** (Spirit) skill in order to use it against a target, who may make an opposing Spirit roll. You begin with 10 power points and regain 1 power point per hour. You may take **New Power** (Edge) to acquire other powers that fit the Mesmerism theme, such as Boost/Lower Trait.


Revision [539]

Edited on 2016-05-06 00:32:41 by ConradWong
Additions:
Your character hails from one of the many supernatural Realms that connect to the waking Earth. These Realms are suffused with 'aether', a mystical substance which empowers not only its inhabitants but also its creatures and plants, even the very rocks and rivers. Each Realm has its own culture and politics, but all connect to Earth through 'lacunae', places halfway between reality and dreaming.
**Note:** you should consult a GM over the specific Hindrances and Edges that would be granted to you by your background package. Background package Hindrances do not count against the maximum of one major Hindrance and two minor Hindrances that you may take.
Some examples of Realms and their supernatural creatures that might make good PCs:
- Unterwald, a Realm set in central Europe, filled with thick forests, bitter mountains, and shadowy castles.
- Werewolves, shapeshifters ruled by the moon
- Witches and warlocks, powerful and reclusive spellcasters
- Tir na Nog, a Realm set in deep Ireland, a place of verdant forests, murky swamps, and fairy palaces
- Aos Sidhe, glamour-wielding elves
- Selkies, shapeshifters who can shed sealskin coats to venture onto the land
- Yamato, a Realm set in the high mountains of Japan
- Kitsunes and Tanukis, animals that can take on human appearance and are famed for their trickster ways
Deletions:
TODO(lynx)


Revision [538]

Edited on 2016-05-05 21:16:06 by ConradWong
Additions:
- **Ghost Hunter**: you hunt down and capture ghosts and other spirits, which you can then draw on to work magic. You begin with a **Ghost Capture** Power of some sort, plus one Spirit Friend. You will need the Ghost Control (Spirit) skill to use your Ghost Capture power or successfully cast spells through your spirits. You have 10 power points of your own and regain 1 power point per hour.
- Spirit Friend: you may choose one Power per spirit friend which is cast through your allied spirit. The spirit draws from your power points pool. This power is controlled by the Ghost Control (Spirit) skill. If you roll 1 on your spellcasting die, whether or not your wild die succeeds, you are Shaken.
- Captured Spirit: the GM will assign a Power to any ghosts that you have captured. They begin with anywhere between 3 and 10 power points. When they have run out of power points, they will dissipate. They do not normally regain power points; however you may grant them some of your own power points. The captured spirit must spend at least 1 power point in any attempt at magic, meaning you cannot keep a spirit indefinitely by using your own power to fuel all its magic. Like Spirit Friends, you must make your Ghost Control (Spirit) skill in order to cast a power using one, and you may become Shaken if you roll 1 on your spellcasting die, whether your wild die succeeds or not.
- You may not have more than half your Ghost Control (Spirit) skill in captured spirits, in addition to however many spirit friends you have, i.e. if you have d8 Ghost Control (Spirit), you cannot have more than 4 captured spirits at a time. You may release captured spirits at any time.
Deletions:
- **Ghost Hunter**: you hunt down and capture ghosts and other spirits, which you can then draw on to work magic. You a **Ghost Capture** Power of some sort, plus one Spirit Friend. You begin with 10 power points and regain 1 power point per hour.
- Spirit Friend: you may choose one Power per spirit friend which is cast through your allied spirit. The spirit draws from your power points pool.
- Captured Spirit: the GM will assign a Power to any ghosts that you have captured. They begin with anywhere between 3 and 10 power points. When they have run out of power points, they will dissipate. They do not normally regain power points; however you may grant them some of your own power points. The captured spirit must spend at least 1 power point in any attempt at magic, meaning you cannot keep a spirit indefinitely by using your own power to fuel all its magic.


Revision [537]

Edited on 2016-05-05 20:01:37 by ConradWong
Additions:
Note that your character will have his or her daily needs covered -- however your tuition was arranged, room and board are covered as are school supplies. Your character will also have basic clothes:
- an outfit for school
- an outfit for wearing about town
- a Sunday best outfit.
This campaign does not use a separate Guts skill; instead, characters will roll Spirit when asked to make Guts check versus blatantly supernatural or horrifying phenomenons.
====Background: Normal Human====
You begin with one free Edge and no required Hindrances. You may or may not believe in the supernatural at the outset, that's entirely up to you.
If your character is particularly skeptical about the supernatural and is not herself a supernatural creature of some sort, you may opt to take the **Rationalist** Edge:
- **Rationalist** Edge: you may use Smarts instead of Spirit when making a Guts check vs blatantly supernatural or horrifying phemonenons. In addition, you have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty. You //must// have at least d8 Smarts, you must take the **Doubting Thomas** Hindrance (Major), and you may not be a supernatural creature.
The only Arcane Background open to normal humans is **Weird Science**. See the rulebook. You will need the **Weird Science** skill (Smarts) to control most inventions that aren't handled via Fighting, Shooting, Driving, or Piloting.
====Background: Ghost-Touched====
Whether your character is for or against the presence of supernatural creatures in London, you have a strange affinity with 'aether', a mystical substance that permeates the magical realms within which nearly all supernatural creatures dwell. This affinity could come about through having some amount of supernatural ancestry, being raised in one of the supernatural Realms, or coming into possession of a powerful artifact. Whichever is the case, you can access one of the magical Arcane Backgrounds in the rulebook, or consult with the GM about making an Arcane Background that fits your character.
Some examples:
- **Mesmerist**: by locking eyes with another person or creature, you are able to dominate their will like the **Puppet** Power, but you must acquire and use the **Mesmerism** (Spirit) skill in order to use it against a target, who may make an opposing Spirit roll. You begin with 10 power points and regain 1 power point per hour. You may take **New Power** (Edge) to acquire other powers that fit the Mesmerism theme, such as Boost/Lower Trait.
- **Ghost Hunter**: you hunt down and capture ghosts and other spirits, which you can then draw on to work magic. You a **Ghost Capture** Power of some sort, plus one Spirit Friend. You begin with 10 power points and regain 1 power point per hour.
- **Ghost Capture** Power: you may choose either Bolt or Smite as your basic ghost-capturing mechanism. If you successfully "kill" a ghost with this power, you capture it and can then use it. This power does no damage to non-supernatural people or creatures. It has unpredictable results on supernaturals.
- Spirit Friend: you may choose one Power per spirit friend which is cast through your allied spirit. The spirit draws from your power points pool.
- Captured Spirit: the GM will assign a Power to any ghosts that you have captured. They begin with anywhere between 3 and 10 power points. When they have run out of power points, they will dissipate. They do not normally regain power points; however you may grant them some of your own power points. The captured spirit must spend at least 1 power point in any attempt at magic, meaning you cannot keep a spirit indefinitely by using your own power to fuel all its magic.
====Background: Supernatural====
Deletions:
Note that your character will have his or her daily needs covered -- however your tuition was arranged, room and board are covered as are school supplies. Your character will also have basic clothes: an outfit for school, an outfit for wearing about town, and a Sunday best outfit. The above-mentioned money is for any additional tools or supplies you may wish to acquire.
**Note:** while the background packages are presented here so that players will have complete knowledge of their character creation options, in-game, characters will not normally be aware of the strengths and weaknesses of the species other than their own.
====Normal Human====
You begin with one free Edge and no required Hindrances. You may or may not believe in the supernatural at the outset.
====Ghost Hunter====
Whether your character is for or against the presence of supernatural creatures in London, you have a strange affinity with 'aether', a mystical substance that permeats the magical realms within which nearly all supernatural creatures dwell-- but you have chosen a more modern approach to handling it. You wield talismans, usually one per power which you can invoke. These talismans typically belonged to or were part of supernatural creatures, and were imbued with great power. If you should lose a talisman, you will no longer be able to invoke that power.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
====Mad Scientist====
Your character worships at the altar of Science. Whether electricity, steam, magnetism, or the mysterious fifth element of 'aether', all of these are natural forces which when properly channeled, will achieve marvelous things. All humanity will bow before your mastery! Your character must have at least d8 Smarts with this background package.
- Doubting Thomas Hindrance. (Major) You take -2 to Guts checks when viewing undeniably supernatural occurrences.
- Arcane Background: Weird Science. (Edge) See rulebook. You will need the Weird Science (Smarts) skill to use most of your gadgets, but weapons will use the appropriate Fighting or Shooting skills.
- Rationalist. (Edge) you may use Smarts instead of Spirit when making a Guts check against an undeniably supernatural occurrence, or when recovering from being Shaken by such an occurrence.
- Arcane Resistance. (Edge) You have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty, i.e. an Aos Sidhe trying to cast a Glamour on a Mad Scientist would need to roll at -2.
====Witch/Warlock====
The witches and warlocks of the Camford setting have little to do with Satanism or Wicca. They are inheritors of the sort of magic found in fairy tales, such as Baba Yaga of Slavic folklore, or Mother Hulda of the Brother Grimms stories, the witch who rewarded a hard-working girl with an apron of gold and covered the lazy one with tar. If you choose this background, your character was likely born in the Unterwald in central Europe, trained by one of these witches, then sent forth to find his or her fortune in the outside world.
- Familiar Bond. (Minor) Your character has acquired and formed a bond with some creature, usually a small animal but sometimes a supernatural creature //(requires GM approval)//. You require this familiar nearby in order to perform magic, and should the familiar be absent for long, each day in which the familiar is absent requires you to make a Spirit roll or take one Wound. You will always be able to tell the general direction of your familiar if it is 20" (40 yards) or more away. If your familiar is killed, you must make a Spirit roll at -4 to avoid immediately taking a Wound, and this Wound cannot be healed until you have found and bonded a new familiar.
- Familiar Advantage. (Edge) Your character can communicate mentally with your familiar, and can see through its eyes. You can command your familiar, though if it is an action to which your familiar would normally be opposed, you must make an opposed Spirit roll to force it to do so.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
====Werewolf====
Contrary to popular belief, werewolves are not created by simply biting random people; werewolves run in packs and spawn children to replenish their numbers. They are most commonly found in the Unterwald in central Europe, but some have been sighted in the English countryside.
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Moon Madness Hindrance. (Minor) During nights when the moon is full or nearly full, your character will find it hard to control her murderous impulses. Each round in combat, roll spirit with a target of 4. If you fail, you must physically attack the nearest target, rolling randomly if several targets are available. Out of combat, if anyone is wounded, your character must roll spirit to resist attacking them.
- To determine if the moon is full on any given night, roll 2d6. If you roll 10-11, then the moon is almost full and you must roll spirit versus a target of 4. If you roll 12, the moon is completely full and you must roll spirit -2 versus a target of 4.
- Werewolf Regeneration. (Edge) Your character can only be Shaken, not Wounded by non-silver weapons. Silver weapons will injure you normally, and silver items will burn you on contact. This applies in both human and werewolf forms.
- Werewolf Shapeshift. (Edge) When you transform to werewolf form, you gain claws (Str +d6), low light vision (reduces darkness penalty to vision by 2, i.e. you can see normally in moonlight and at -2 in a pitch-black room), and your strength increases by one die type (from d4 to d6, or d6 to d8, etc.) You suffer the Outsider Hindrance. (-2 to charisma vs all non-supernaturals)
====Aos Sidhe====
Aos Sidhe are fey, born in the fading lands of Tir na N'og within Ireland. They normally shun the outside world, as rife with ironwork as it has become, but a few brave Sidhe have ventured out of its limits to seek out tales of wonders and artifacts of power with which to impress their peers in Queen Mab's Court.
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Iron Vulnerability. (Major) You take +4 damage from any iron weapon. Even touching simple iron items will raise a welt.
- Arcane Background: Magic. (Edge) You begin with 10 power points at 3 powers, one of which must be Glamour. (see CamfordHouseRules for information on the Glamour power) You regain 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Sidhe Magical Affinity. (Edge) Your Glamour costs 1 power point to initiate and 1 power point per hour, rather than 2 power points to cast and 1 power point per round as a normal spellcaster might need.
- Sidhe Agility. (Racial Package) You gain a base of d6 Agility and a pace of 10".
====Selkie====
====Kitsune====
Kitsune hail from the mythical land of Yamato, sometimes called Japan by the ignorant gaijin (foreigners). They are sly shapeshifters and tricksters. A kitsune begins as a fox and cannot shift to human form until around 50-100 years of age. Kitsunes are granted additional tails only for long or exceptional service to Inari, the deity of rice, fertility, and foxes, and are said to favor foods like tofu, especially fried pockets (aburaage) and adzuki beans.
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken; for each day it is absent, you must roll versus Spirit or take one Wound. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away. In addition, no matter what forms you adopt, you will always have at least a fox tail as a distinctive characteristic which must be hidden in order to pass as normal.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute, and you never need to make a Spellcasting roll to shift forms. However, if you are Shaken or knocked unconscious, all shapeshifts and illusions will be ended.
- In addition, your maintenance costs for Illusions are reduced: small Illusions cost 1 power point per hour, medium Illusions cost 2 power points per hour, and large Illusions cost 3 power points per hour.
====Kappa====
Another of the supernatural race that hail from Yamato, Kappa have a plate on their head that must be kept wet at all times or they will lose their strength and possibly die. They have a strong affinity with water, but due to their reptilian skin, beak and shell, and webbing on their hands and feet, they must wear a glamour in order to pass among humans.
- Creature of Night Hindrance. (Minor) Your Vigor, combat rolls, and spellcasting rolls are at -2 penalty in broad daylight (8 AM to 4 PM).
- Water Dependence. (Minor) You must hold water in your plate at all times or begin to lose strength and die. You may wear a metal cap or other kind of headgear to seal in the water, but if you have lost your protection and are Shaken, make an Agility roll to avoid losing the water. Should this water be lost, you must make a Vigor roll each round (or minute outside of combat) or take one Wound.
- Outsider. (Minor) You are at -2 to Charisma with respect to non-Supernaturals. This is mitigated if you are wearing your glamour.
- Kappa Racial Package. (Edge) You are Aquatic, meaning you cannot drown in water, you move at full pace when swimming, and you have Swimming d6 for free. You have +2 Armor due to your shell.
- Mirror of Appearance. (Edge) While you possess this small hand-held mirror, you may don the semblance of human form-- one specific form-- or take it off by looking into the mirror. When disguised, the Outsider hindrance does not effect your relationship with humans.
====Tanuki====
- TODO(lynx)
====Vampire (NPC)====
Vampires are not available as player characters due to their inability to attend classes during the daytime. They are small in numbers, mostly found in the Unterwald in central Europe, but some have been sighted in major cities throughout Europe and England and even in America.
- Cursed Creature of the Night Hindrance. (Major) If any part of your skin is exposed to direct sunlight, your character will begin to burn, taking 2d10 damage per round; armor will not protect you. "Mook" level vampires will immediately evaporate. Even if you are sheltered from the sun, your Vigor, combat and spellcasting rolls are at -2 from 6 AM to 6 PM.
- Bloodthirst Hindrance. (Minor) You must drink blood in order to live; for each day without blood, you must make a Spirit roll or take one Wound which cannot be healed until you have satiated your bloodthirst. It may be a small amount of blood, but either way, the drained victim will be at -2 to Vigor rolls for a day. You will be at -2 Charisma with respect to any non-supernaturals.
- Weakness: Holy Symbols and Invocations. (Minor) Your character must make an opposed Spirit roll in order to take a direct action against any target which is either displaying a holy symbol or invoking a prayer of protection appropriate to their faith. If you fail, your action is wasted.
- Vampire Regeneration. (Edge) Your character can only be Shaken, not Wounded by any kind of weapon except for Called shots to the heart. (-4 to the base combat roll) If you are hit through the heart, you must roll against Vigor or be disintegrated instantly; otherwise you take normal damage +4.
- Vampiric Strength. (Racial Package) You gain a base of d6 Strength and a base pace of 10".


Revision [532]

Edited on 2016-05-03 20:06:20 by ConradWong
Additions:
====Tanuki====
- TODO(lynx)


Revision [529]

Edited on 2016-05-01 17:38:21 by ConradWong
Additions:
====Selkie====
TODO(lynx)
====Kappa====
Another of the supernatural race that hail from Yamato, Kappa have a plate on their head that must be kept wet at all times or they will lose their strength and possibly die. They have a strong affinity with water, but due to their reptilian skin, beak and shell, and webbing on their hands and feet, they must wear a glamour in order to pass among humans.
- Water Dependence. (Minor) You must hold water in your plate at all times or begin to lose strength and die. You may wear a metal cap or other kind of headgear to seal in the water, but if you have lost your protection and are Shaken, make an Agility roll to avoid losing the water. Should this water be lost, you must make a Vigor roll each round (or minute outside of combat) or take one Wound.
- Outsider. (Minor) You are at -2 to Charisma with respect to non-Supernaturals. This is mitigated if you are wearing your glamour.
- Kappa Racial Package. (Edge) You are Aquatic, meaning you cannot drown in water, you move at full pace when swimming, and you have Swimming d6 for free. You have +2 Armor due to your shell.
- Mirror of Appearance. (Edge) While you possess this small hand-held mirror, you may don the semblance of human form-- one specific form-- or take it off by looking into the mirror. When disguised, the Outsider hindrance does not effect your relationship with humans.
- Cursed Creature of the Night Hindrance. (Major) If any part of your skin is exposed to direct sunlight, your character will begin to burn, taking 2d10 damage per round; armor will not protect you. "Mook" level vampires will immediately evaporate. Even if you are sheltered from the sun, your Vigor, combat and spellcasting rolls are at -2 from 6 AM to 6 PM.
- Bloodthirst Hindrance. (Minor) You must drink blood in order to live; for each day without blood, you must make a Spirit roll or take one Wound which cannot be healed until you have satiated your bloodthirst. It may be a small amount of blood, but either way, the drained victim will be at -2 to Vigor rolls for a day. You will be at -2 Charisma with respect to any non-supernaturals.
Deletions:
- Cursed Creature of the Night Hindrance. (Major) If any part of your skin is exposed to direct sunlight, your character will begin to burn, taking 2d10 damage per round; armor will not protect you. "Mook" level vampires will immediately evaporate. Even if sheltered from the sun, your Vigor, combat and spellcasting rolls are at -2 from 6 AM to 6 PM.
- Bloodthirst Hindrance. (Minor) You must drink blood in order to live; for each day without blood, you must make a Spirit roll or take one Wound. It may be a small amount of blood, but either way, the drained victim will be at -2 to Vigor rolls for a day. You will be at -2 Charisma with respect to any non-supernaturals.


Revision [527]

Edited on 2016-04-28 01:12:29 by ConradWong
Additions:
- Familiar Bond. (Minor) Your character has acquired and formed a bond with some creature, usually a small animal but sometimes a supernatural creature //(requires GM approval)//. You require this familiar nearby in order to perform magic, and should the familiar be absent for long, each day in which the familiar is absent requires you to make a Spirit roll or take one Wound. You will always be able to tell the general direction of your familiar if it is 20" (40 yards) or more away. If your familiar is killed, you must make a Spirit roll at -4 to avoid immediately taking a Wound, and this Wound cannot be healed until you have found and bonded a new familiar.
Deletions:
- Familiar Bond. (Minor) Your character has acquired and formed a bond with some creature, usually a small animal but sometimes a supernatural creature //(requires GM approval)//. You require this familiar nearby in order to perform magic, and should the familiar be absent for long, each day in which the familiar is absent requires you to make a Spirit roll or take one Wound. You will always be able to tell the general direction of your familiar if it is 20" (40 yards) or more away. If your familiar is killed, you must make a Spirit roll at -4 to avoid immediately taking a Wound, and this Wound cannot be healed until you have found a new familiar.


Revision [526]

Edited on 2016-04-28 01:02:58 by ConradWong
Additions:
====Mad Scientist====
Your character worships at the altar of Science. Whether electricity, steam, magnetism, or the mysterious fifth element of 'aether', all of these are natural forces which when properly channeled, will achieve marvelous things. All humanity will bow before your mastery! Your character must have at least d8 Smarts with this background package.
- Doubting Thomas Hindrance. (Major) You take -2 to Guts checks when viewing undeniably supernatural occurrences.
- Arcane Background: Weird Science. (Edge) See rulebook. You will need the Weird Science (Smarts) skill to use most of your gadgets, but weapons will use the appropriate Fighting or Shooting skills.
- Rationalist. (Edge) you may use Smarts instead of Spirit when making a Guts check against an undeniably supernatural occurrence, or when recovering from being Shaken by such an occurrence.
- Arcane Resistance. (Edge) You have an effective 2 points of Armor versus all magical attacks, and +2 for opposed Trait rolls which are magical in nature. Even friendly use of magic is subject to this penalty, i.e. an Aos Sidhe trying to cast a Glamour on a Mad Scientist would need to roll at -2.


Revision [525]

Edited on 2016-04-28 00:33:26 by ConradWong
Additions:
You begin with one free Edge and no required Hindrances. You may or may not believe in the supernatural at the outset.
====Ghost Hunter====
Whether your character is for or against the presence of supernatural creatures in London, you have a strange affinity with 'aether', a mystical substance that permeats the magical realms within which nearly all supernatural creatures dwell-- but you have chosen a more modern approach to handling it. You wield talismans, usually one per power which you can invoke. These talismans typically belonged to or were part of supernatural creatures, and were imbued with great power. If you should lose a talisman, you will no longer be able to invoke that power.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
====Witch/Warlock====
The witches and warlocks of the Camford setting have little to do with Satanism or Wicca. They are inheritors of the sort of magic found in fairy tales, such as Baba Yaga of Slavic folklore, or Mother Hulda of the Brother Grimms stories, the witch who rewarded a hard-working girl with an apron of gold and covered the lazy one with tar. If you choose this background, your character was likely born in the Unterwald in central Europe, trained by one of these witches, then sent forth to find his or her fortune in the outside world.
- Familiar Bond. (Minor) Your character has acquired and formed a bond with some creature, usually a small animal but sometimes a supernatural creature //(requires GM approval)//. You require this familiar nearby in order to perform magic, and should the familiar be absent for long, each day in which the familiar is absent requires you to make a Spirit roll or take one Wound. You will always be able to tell the general direction of your familiar if it is 20" (40 yards) or more away. If your familiar is killed, you must make a Spirit roll at -4 to avoid immediately taking a Wound, and this Wound cannot be healed until you have found a new familiar.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers. You regain 1 power point per hour. This power uses the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Familiar Advantage. (Edge) Your character can communicate mentally with your familiar, and can see through its eyes. You can command your familiar, though if it is an action to which your familiar would normally be opposed, you must make an opposed Spirit roll to force it to do so.
- Arcane Background: Magic. (Edge) You begin with 10 power points at 3 powers, one of which must be Glamour. (see CamfordHouseRules for information on the Glamour power) You regain 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill. If you roll 1 on your Spellcasting die, whether your wild die comes up 1 or not, you are Shaken.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute, and you never need to make a Spellcasting roll to shift forms. However, if you are Shaken or knocked unconscious, all shapeshifts and illusions will be ended.
- In addition, your maintenance costs for Illusions are reduced: small Illusions cost 1 power point per hour, medium Illusions cost 2 power points per hour, and large Illusions cost 3 power points per hour.
Deletions:
You begin with one free Edge and no required Hindrances. You do not receive any free Knowledge of the supernatural, but are free to believe in the possibility of the supernatural, or not.
- Arcane Background: Magic. (Edge) You begin with 10 power points at 3 powers, one of which must be Glamour. (see CamfordHouseRules for information on the Glamour power) You regain 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute. Small Illusions cost 2 power points to cast and last for 3 rounds (18 seconds) normally; however rather than 1 power point per additional round, you can sustain it for 1 power point per hour. Medium Illusions cost 4 power points to cast and 2 power points/hour; large Illusions cost 6 power points to cast and 3 power points/hour. However, if you are Shaken or knocked unconscious, all shapeshifts and illusions will be ended.


Revision [523]

Edited on 2016-04-27 23:15:26 by ConradWong
Additions:
Contrary to popular belief, werewolves are not created by simply biting random people; werewolves run in packs and spawn children to replenish their numbers. They are most commonly found in the Unterwald in central Europe, but some have been sighted in the English countryside.
====Aos Sidhe====
Aos Sidhe are fey, born in the fading lands of Tir na N'og within Ireland. They normally shun the outside world, as rife with ironwork as it has become, but a few brave Sidhe have ventured out of its limits to seek out tales of wonders and artifacts of power with which to impress their peers in Queen Mab's Court.
- Iron Vulnerability. (Major) You take +4 damage from any iron weapon. Even touching simple iron items will raise a welt.
- Arcane Background: Magic. (Edge) You begin with 10 power points at 3 powers, one of which must be Glamour. (see CamfordHouseRules for information on the Glamour power) You regain 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill.
- Sidhe Magical Affinity. (Edge) Your Glamour costs 1 power point to initiate and 1 power point per hour, rather than 2 power points to cast and 1 power point per round as a normal spellcaster might need.
- Sidhe Agility. (Racial Package) You gain a base of d6 Agility and a pace of 10".
Kitsune hail from the mythical land of Yamato, sometimes called Japan by the ignorant gaijin (foreigners). They are sly shapeshifters and tricksters. A kitsune begins as a fox and cannot shift to human form until around 50-100 years of age. Kitsunes are granted additional tails only for long or exceptional service to Inari, the deity of rice, fertility, and foxes, and are said to favor foods like tofu, especially fried pockets (aburaage) and adzuki beans.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour. This power is tied to the Spellcasting (Smarts) skill.
Vampires are not available as player characters due to their inability to attend classes during the daytime. They are small in numbers, mostly found in the Unterwald in central Europe, but some have been sighted in major cities throughout Europe and England and even in America.
- Vampiric Strength. (Racial Package) You gain a base of d6 Strength and a base pace of 10".
Deletions:
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour.
Vampires are not available as player characters due to their inability to attend classes during the daytime. They may appear as NPCs. For completeness, they would appear thusly:
- Vampiric Strength. (Racial Package) You gain a base of strength d6 and a base pace of 10".


Revision [522]

Edited on 2016-04-27 22:06:23 by ConradWong
Additions:
If you opt to purchase consumables such as candles, torches, oil, food, arrows or bullets, these will represent your 'per adventure' consumables. In other words, you can replenish them to the amount you originally bought when you have successfully completed an adventure and are back at home, safe and sound.
**Note:** while the background packages are presented here so that players will have complete knowledge of their character creation options, in-game, characters will not normally be aware of the strengths and weaknesses of the species other than their own.
- Werewolf Shapeshift. (Edge) When you transform to werewolf form, you gain claws (Str +d6), low light vision (reduces darkness penalty to vision by 2, i.e. you can see normally in moonlight and at -2 in a pitch-black room), and your strength increases by one die type (from d4 to d6, or d6 to d8, etc.) You suffer the Outsider Hindrance. (-2 to charisma vs all non-supernaturals)
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken; for each day it is absent, you must roll versus Spirit or take one Wound. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away. In addition, no matter what forms you adopt, you will always have at least a fox tail as a distinctive characteristic which must be hidden in order to pass as normal.
====Vampire (NPC)====
Vampires are not available as player characters due to their inability to attend classes during the daytime. They may appear as NPCs. For completeness, they would appear thusly:
- Cursed Creature of the Night Hindrance. (Major) If any part of your skin is exposed to direct sunlight, your character will begin to burn, taking 2d10 damage per round; armor will not protect you. "Mook" level vampires will immediately evaporate. Even if sheltered from the sun, your Vigor, combat and spellcasting rolls are at -2 from 6 AM to 6 PM.
- Bloodthirst Hindrance. (Minor) You must drink blood in order to live; for each day without blood, you must make a Spirit roll or take one Wound. It may be a small amount of blood, but either way, the drained victim will be at -2 to Vigor rolls for a day. You will be at -2 Charisma with respect to any non-supernaturals.
- Weakness: Holy Symbols and Invocations. (Minor) Your character must make an opposed Spirit roll in order to take a direct action against any target which is either displaying a holy symbol or invoking a prayer of protection appropriate to their faith. If you fail, your action is wasted.
- Vampire Regeneration. (Edge) Your character can only be Shaken, not Wounded by any kind of weapon except for Called shots to the heart. (-4 to the base combat roll) If you are hit through the heart, you must roll against Vigor or be disintegrated instantly; otherwise you take normal damage +4.
- Vampiric Strength. (Racial Package) You gain a base of strength d6 and a base pace of 10".
Deletions:
====Vampire====
Vampires are not available as player characters due to their inability to attend classes during the daytime. They may appear as NPCs.
- Werewolf Shapeshift. (Edge) When you transform to werewolf form, you gain claws (Str +d6), low light vision (reduces darkness penalty to vision by 2, i.e. you can see normally in moonlight and at -2 in a pitch-black room), and your strength increases by one die type (from d4 to d6, or d6 to d8, etc.) You suffer the Outsider Hindrance. (-2 to charisma vs all non-werewolf persons)
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away. In addition, no matter what forms you adopt, you will always have at least a fox tail as a distinctive characteristic which must be hidden in order to pass as normal.


Revision [521]

Edited on 2016-04-27 01:10:50 by ConradWong
Additions:
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away. In addition, no matter what forms you adopt, you will always have at least a fox tail as a distinctive characteristic which must be hidden in order to pass as normal.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift (human form) and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute. Small Illusions cost 2 power points to cast and last for 3 rounds (18 seconds) normally; however rather than 1 power point per additional round, you can sustain it for 1 power point per hour. Medium Illusions cost 4 power points to cast and 2 power points/hour; large Illusions cost 6 power points to cast and 3 power points/hour. However, if you are Shaken or knocked unconscious, all shapeshifts and illusions will be ended.
Deletions:
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away.
- Arcane Background: Magic. (Edge) You begin with 10 power points and 3 powers, two of which must be Shapeshift and Illusions. (see CamfordHouseRules for details on the Illusions power) You regenerate 1 power point per hour.
- Kitsune Magical Affinity. (Edge) Your Shapeshift costs 1 power point per hour, rather than 1 per minute. Small Illusions cost 2 power points to cast and last for 3 rounds (18 seconds) normally; however rather than 1 power point per additional round, you can sustain it for 1 power point per hour. Medium Illusions cost 4 power points to cast and 2 power points/hour; large Illusions cost 6 power points to cast and 3 power points/hour.


Revision [520]

Edited on 2016-04-27 00:49:38 by ConradWong
Additions:
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" (40 yards) or more away.
Deletions:
- Hoshi no Tama Hindrance. (Minor) Your character must always carry a talisman, usually a round white ball or pearl, known as a 'star ball.' Without it, your character will begin to sicken, taking one Wound per day. You will always be able to tell the general direction of your talisman if it is 20" or more away.


Revision [518]

The oldest known version of this page was created on 2016-04-27 00:37:47 by ConradWong
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