Aug 3, 2020 6:04 pm
CREATING YOUR CHARACTER
1. Choose an archetype. (Academic, Doctor, Hunter, Occultist, Officer, Priest, Private Detective, Servant, Vagabond, Writer)
STOP: Only one player per archetype. Once you have selected your choice, I'll provide additional details needed for the remainder of the process below.
2. Choose an age. (Young: 17-25, Middle: 26-50, Old: 51+)
AGE: ATTRIBUTE POINTS, SKILL POINTS
Young: 15 Attributes, 10 Skills
Middle: 14 Attributes, 12 Skills
Old: 13 Attributes, 14 Skills3. Choose a name.
4. Distribute Attribute Points according to your age.5. Distribute points to skills and Resources according to your age. 6. Choose a talent (choose one of three from Archetype).7. Choose a motivation (Choose from short list from Archetype)
8. Choose a trauma.9. Choose a dark secret. 10. Choose your relationship with each of the other PCs. 11. Roll for mementos (D66 I.e., roll 2d6).
12. Choose equipment.
GENDER ROLES
The real 19th century was a patriarchal society where men had power over women, and women were constrained in what they could do, say, and what jobs they could hold. However, this roleplaying game is not about the real 19th century but the mythical Scandinavia. It is up to the gaming group to determine how your version of Scandinavia looks like and how you will handle this around the table. We see no reason to let historical injustice limit the options available to the players, particularly since there are lots of examples of powerful women in historical literature and fairy tales.
1. Choose an archetype. (Academic, Doctor, Hunter, Occultist, Officer, Priest, Private Detective, Servant, Vagabond, Writer)
STOP: Only one player per archetype. Once you have selected your choice, I'll provide additional details needed for the remainder of the process below.
2. Choose an age. (Young: 17-25, Middle: 26-50, Old: 51+)
[ +- ] Age table
AGE: ATTRIBUTE POINTS, SKILL POINTS
Young: 15 Attributes, 10 Skills
Middle: 14 Attributes, 12 Skills
Old: 13 Attributes, 14 Skills
4. Distribute Attribute Points according to your age.
[ +- ] Attributes
ATTRIBUTES
There are four attributes which together indicate what you are more or less good at: Physique, Precision, Logic, and Empathy. Each attribute has a value between 2 and 5 which determines the number of dice you roll when attempting things that depend on the attribute in question. You may distribute points according to your age between your attributes. The minimum value is 2 and the maximum is 4, except for the main attribute of your chosen archetype, which has a maximum value of 5.
PHYSIQUE
Physique is a measure of how big and strong you are. It is the ability to take and deliver a beating. It determines things like how long you can go with-out food or rest, and how easily you can lift a fallen tree trunk.
PRECISION
Precision is a measure of your coordination and motor skills.
LOGIC
Logic is your intellectual capacity, which you use to solve problems. Logic also measures how well- educated you are, and can help you tackle certain scary situations.
EMPATHY
Empathy represents your ability to understand other people, and to persuade, charm, or trick them. Empathy can also help you tackle certain scary situations.
There are four attributes which together indicate what you are more or less good at: Physique, Precision, Logic, and Empathy. Each attribute has a value between 2 and 5 which determines the number of dice you roll when attempting things that depend on the attribute in question. You may distribute points according to your age between your attributes. The minimum value is 2 and the maximum is 4, except for the main attribute of your chosen archetype, which has a maximum value of 5.
PHYSIQUE
Physique is a measure of how big and strong you are. It is the ability to take and deliver a beating. It determines things like how long you can go with-out food or rest, and how easily you can lift a fallen tree trunk.
PRECISION
Precision is a measure of your coordination and motor skills.
LOGIC
Logic is your intellectual capacity, which you use to solve problems. Logic also measures how well- educated you are, and can help you tackle certain scary situations.
EMPATHY
Empathy represents your ability to understand other people, and to persuade, charm, or trick them. Empathy can also help you tackle certain scary situations.
[ +- ] Skills
SKILLS
· AGILITY (Physique)
· CLOSE COMBAT (Physique)
· FORCE (Physique)
· MEDICINE (Precision)
· RANGED COMBAT (Precision)
· STEALTH (Precision)
· INVESTIGATION (Logic)
· LEARNING (Logic)
· VIGILANCE (Logic)
· INSPIRATION (Empathy)
· MANIPULATION (Empathy)
· OBSERVATION (Empathy)
Skills represent acquired knowledge, training, and experience. There are twelve skills. Each skill has a value between 0 and 5. The value determines the number of dice you add to your attribute when attempting something difficult or dangerous.
You may spend a number of points determined by your age. At the start of the game you cannot have more than 2 in any skill, except for the main skill of your chosen archetype, which you may spend 3 points on. Solving mysteries grants you Experience Points which you can use to improve your skills (see below)
· AGILITY (Physique)
· CLOSE COMBAT (Physique)
· FORCE (Physique)
· MEDICINE (Precision)
· RANGED COMBAT (Precision)
· STEALTH (Precision)
· INVESTIGATION (Logic)
· LEARNING (Logic)
· VIGILANCE (Logic)
· INSPIRATION (Empathy)
· MANIPULATION (Empathy)
· OBSERVATION (Empathy)
Skills represent acquired knowledge, training, and experience. There are twelve skills. Each skill has a value between 0 and 5. The value determines the number of dice you add to your attribute when attempting something difficult or dangerous.
You may spend a number of points determined by your age. At the start of the game you cannot have more than 2 in any skill, except for the main skill of your chosen archetype, which you may spend 3 points on. Solving mysteries grants you Experience Points which you can use to improve your skills (see below)
[ +- ] Resources
RESOURCES
Your Resources value indicates how much capital you have at your disposal. A higher value means that you enjoy a nicer home and lifestyle, and have easier access to things you need. The table on the next page shows the meaning of different values. In-game events that affect your living standard will change the value. Normally you start out with the lower value for your archetype. However, this can be raised by spending skill points – each point raises Resources by one step, although your starting value cannot exceed what is indicated in the archetype. Resources can only be raised with skill points before you start playing; once the game has begun you can only increase Resources by purchasing talents (see chapter 4).
1. Destitute
2. Poor
3. Struggling
4. Financially Stable
5. Middle-Class
6. Well-defined
7. Wealthy
8. Filthy Rich
Your Resources value indicates how much capital you have at your disposal. A higher value means that you enjoy a nicer home and lifestyle, and have easier access to things you need. The table on the next page shows the meaning of different values. In-game events that affect your living standard will change the value. Normally you start out with the lower value for your archetype. However, this can be raised by spending skill points – each point raises Resources by one step, although your starting value cannot exceed what is indicated in the archetype. Resources can only be raised with skill points before you start playing; once the game has begun you can only increase Resources by purchasing talents (see chapter 4).
1. Destitute
2. Poor
3. Struggling
4. Financially Stable
5. Middle-Class
6. Well-defined
7. Wealthy
8. Filthy Rich
[ +- ] Talent
aTalents are tricks, traits, and abilities that can benefit you in various situations. They affect your die rolls, or give you access to powers or resources. Talents are described in chapter 4. Your archetype offers three starting talents to choose from when creating your player character. As you play and gain experience points (addressed below) you can get more talents. You may then choose f reely among them, including talents from other archetypes.
8. Choose a trauma.
[ +- ] Trauma
TRAUMA
Your Trauma is the event that gave you the Sight. It could be an incident from your childhood or something more recent, but usually it has some connection to the supernatural. A Trauma can be physical or mental – perhaps you witnessed something terrible, or were involved in an accident.
Your Trauma is the event that gave you the Sight. It could be an incident from your childhood or something more recent, but usually it has some connection to the supernatural. A Trauma can be physical or mental – perhaps you witnessed something terrible, or were involved in an accident.
[ +- ] Dark Secret
DARK SECRET
Your Dark Secret is a problem you are ashamed of and therefore keep to yourself. It may be linked to your Trauma or concern something completely different, but either way it will actively affect the game – it makes things difficult for you, in Upsala as well as on your travels. Perhaps you are hounded by government agents, hiding your alcoholism, suffering from delusions, or maybe there is something in your family that no one must know about.
It is the Game master’s job to make sure that your Dark Secret comes into focus in your stories. Incorporating the secret into the game makes the mysteries more fun – even if it may cause trouble for your player character. Should your Dark Secret be resolved, or if you are getting bored with it, you should replace it with something else.
Your Dark Secret is a problem you are ashamed of and therefore keep to yourself. It may be linked to your Trauma or concern something completely different, but either way it will actively affect the game – it makes things difficult for you, in Upsala as well as on your travels. Perhaps you are hounded by government agents, hiding your alcoholism, suffering from delusions, or maybe there is something in your family that no one must know about.
It is the Game master’s job to make sure that your Dark Secret comes into focus in your stories. Incorporating the secret into the game makes the mysteries more fun – even if it may cause trouble for your player character. Should your Dark Secret be resolved, or if you are getting bored with it, you should replace it with something else.
[ +- ] Relationships
RELATIONSHIPS
You have a relationship with each of the other player characters; at the start of the game you all know each other. You may have just become acquainted with each other, or been friends your whole lives. For each of the other characters, choose a relationship from your archetype or make one up on your own. The other player must approve the relationship. Relationships should be interesting, without making you enemies – you must be able to travel and work together.
You have a relationship with each of the other player characters; at the start of the game you all know each other. You may have just become acquainted with each other, or been friends your whole lives. For each of the other characters, choose a relationship from your archetype or make one up on your own. The other player must approve the relationship. Relationships should be interesting, without making you enemies – you must be able to travel and work together.
12. Choose equipment.
[ +- ] EQUIPMENT AND MEMENTOS
EQUIPMENT AND MEMENTOS
Your archetype specifies what equipment you start with. In addition to your regular equipment you get a memento that will help you play and portray your character. Roll on the table for mementos or decide for yourself what items you have. You can use your memento to heal a Condition by interacting with it. Explain how you use the item in question. The Game master has the final say.
Your memento is part of your character – feel free to weave it into your personality or background. It can be broken or lost during a mystery, but by spend-ing one experience point you can have it returned or repaired in time for the next mystery. You may also choose a new one, but in that case you must first play a full mystery without a memento.
Your archetype specifies what equipment you start with. In addition to your regular equipment you get a memento that will help you play and portray your character. Roll on the table for mementos or decide for yourself what items you have. You can use your memento to heal a Condition by interacting with it. Explain how you use the item in question. The Game master has the final say.
Your memento is part of your character – feel free to weave it into your personality or background. It can be broken or lost during a mystery, but by spend-ing one experience point you can have it returned or repaired in time for the next mystery. You may also choose a new one, but in that case you must first play a full mystery without a memento.
GENDER ROLES
The real 19th century was a patriarchal society where men had power over women, and women were constrained in what they could do, say, and what jobs they could hold. However, this roleplaying game is not about the real 19th century but the mythical Scandinavia. It is up to the gaming group to determine how your version of Scandinavia looks like and how you will handle this around the table. We see no reason to let historical injustice limit the options available to the players, particularly since there are lots of examples of powerful women in historical literature and fairy tales.