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Resources, Connections and Traits

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Resources, Connections and Traits Empty Resources, Connections and Traits

Post by Admin Wed Jun 21, 2017 1:53 am

"Resources" tells you what kind of income, goods, locations and artifacts are at your disposal, and how powerful those things are.
Resources can be purchased and increased with XP, though often you'll acquire them as effects of the plot, or receive a discount because it fits into the plot.
You start with 1 Wealth (A wandering junk-collector's income), and 1 XP to spend on resources (3 XP, if your character starts with a Resource Boost).

"Connections" tells you who you know, and how strong your relationship is. You might have allies, professionals, henchmen, mentors or a reputation with a whole group.
Connections need to be purchased, representing the time you've spent working on that relationship, but you must encounter these people during play.
You start with no Connections and 1 XP to spend on Connections (3 XP, if your character starts with a Connections Boost).

"Traits" tells you what's unique about your character. These might be good, such as wings that let you fly, or bad, such as a disease or a curse.
Traits are almost never purchased, except at Character Creation, though you will probably spend XP to improve the ones you have. You may gain a new Trait as the effect of some particular plot event, but they are not easily available.
You start with whatever Traits are appropriate to your Character Class, and 1 XP to spend on that or other Traits (3 if you have a Trait Boost).

Each 1 Value increase to Resources, Connections or Traits (when allowed) costs XP equal to the current value  + 1.
Value 1 : 1 XP
Value 2 : +2 XP, or 3 XP total.
Value 3 : +3 XP, or 6 XP total.
Value 4 : +4 XP, or 10 XP total.
Value 5 : +5 XP, or 15 XP total.

As always, if there's something you want that doesn't fit into the categories laid out here, you can ask for it anyway, and I'll most likely try to add it in.

RESOURCES

Wealth : You have to have some kind of income, even if it's just picking up the junk you find on your travels and bartering it for what you need. This tells you what sort of things you can afford to purchase, and what your standard of living is.
0 Wealth : You have nothing you could trade away. You can't afford to pay for food or lodging. In the Unknown, most folks aren't going to die of starvation (a Traveler might), but you'll be a lot less functional if you don't eat, and have to sleep outside. You'll have to lose three points from the maximum of Willpower, Health or Sanity (any combination) for rest of the Chapter if you reach this state.
1 Wealth : You can pay for food and lodging, but little else. Don't feel too bad, as this is the state of most people in the Unknown. You can afford to purchase ammo for a ranged weapon or repair damaged equipment once per chapter, but not more often.
2 Wealth : You have semi-steady employment, a hobby that makes you a bit of money, or a sizeable stash that you're spending very carefully. On top of Wealth 1, you can afford ammo for a ranged weapon, changes of clothing and repairs of your basic equipment. Purchases like a pup-tent, a new weapon, or a bit of training are once-per chapter affairs.
3 Wealth : You have a small business like a laundry service, a trade that's in demand like smithing, or a hoard of treasure that you're spending carefully. On top of Wealth 2, your money provides whatever food you like and can rent a decent apartment. You can make small equipment purchases and repairs whenever you need them. You can maintain a line of training with a teacher or have one employee of some sort. Once per chapter you could throw a party, make a small investment in someone else's business, or purchase a major piece of equipment like a stagecoach or a small cabin.
4 Wealth : You have a large business like a tavern or farm, a small crew of tradesmen that you run and teach, or a vast treasure trove that you're living on. On top of Wealth 3, you can have several employees and pay for most people's services without any trouble. You can throw small parties whenever you like, and make significant investments in any business you think well of. Luxury equipment like stagecoaches and large porcelain bathtubs are a matter of certainty. Once per chapter, you could buy a small property or business, throw a town-sized party, or pay to build an extravagant monument.
5 Wealth : You have a whole string of small, well run businesses all over the Unknown, an army of tradesmen based far and wide like a postal service, or a whole mountain of treasure that you don't even know the size of. Any thing that can be bought, you can buy, anything that can be solved with wealth, you can solve. Once per chapter, you could make someone an offer so grand that it would be an extraordinary feat of Willpower to refuse, no matter how much they dislike your terms.

Supply : A particular renewable resource that might not be in high demand, but does come in handy for some particular purposes, like glass, yarn, poison, saffron, or spring water. This might be convertible into a (smaller) Wealth resource on occasion, but it probably has better uses. If purchasing this at Character Creation, you decide what exactly you have a supply of are, subject to DM approval.
1 Supply : A small supply, sufficient for your own occasional use. If you shared it out, it would disappear swiftly.
2 Supply : A moderate supply, sufficient for yourself and a few others. Using large quantities or handing it out to a whole crowd of people would make it disappear.
3 Supply : A quickly renewing supply, that you and a few others could use constantly, or hand out to a whole crowd. It would take something extraordinary to exhaust your supply.

Artifacts : A magical object with some unique power. It's Value is the total of Power + Charges. So an "Artifact 4" might be 0+4, 2+2 or 3+1. If purchased at Character Creation, you decide how much Power and Charge, and describe the basic idea of the Artifact, subject to DM approval, preferably including how you got it. The DM will write up the actual stats for the Artifact. Artifacts' power can be increased with XP - You just discovered a new ability, further enchanted it, or did something that charged it more.
0 Power : Something than anyone could do with a few hours time or a point of Willpower.
0 Charges : Usable once per chapter.
1 Power : Something that a skilled person, including an an Arcanist, could probably do, given enough time and the right tools.
1 Charge : Usable three times per chapter.
2 Power : Something that a highly skilled person or an Auntie might be able to do, given enough time and the best equipment
2 Charges : Usable once per day.
3 Power : Something that most people, even Aunties or Ancients, couldn't normally do without a Specialty and extraordinary luck.
3 Charges : Usable three times per day.
4 power : Something considered completely impossible in the Unknown, except with this specific Artifact.
4 Charges : Usable continuously.

Location : A base of operations, a home, a hideout or a castle full of traps, this is a Location that belongs to you, either because you bought it, built it, or have explored it thoroughly and claimed it as your own. If Purchasing this at Character Creation, you decide the general concept of the location, how you got it, and your ideas for it's use. The DM will write up the location's description and decide on any actual magic or inhabitants.
Loc 1 : This place has been fortified, locked, guarded or warded to keep out the merely curious. It probably has no magical properties or inhabitants.
Loc 2 : This place has been fortified well enough to keep out anyone that isn't quite destructive or skilled in Larceny. It may have some minor magic properties or spirits.
Loc 3 : This place has been fortified with something that will keep out nearly any non-magical creature, and some of the magic ones too. It has at least some minor magical properties or inhabitants, and is suitable for someone stronger, like an Auntie or a rising Ancient.
Loc 4 : This place is fortified with strong magic, as well as solid walls or a number of guards. It surely has magical properties and probably a small community of creatures, including some more powerful ones. If ignored, the magic of the Unknown might cause some strange distortions in a place like this.
Loc 5 : A Well fortified cavern, mansion, forest city, or something similar. Surely magical in nature and in it's inhabitants. If not well maintained, the magic of the Unknown itself might start to accumulate here, causing major distortions in the landscape or inhabitants.

CONNECTIONS

The value of a Connection is a combination of the power of the person, and the strength of the relationship. Your Connections generally increase in power as you do. When purchasing a connection at Character Creation, you decide how much Relationship and Power, and the general concept of the connection, preferably including how you met them. The DM will come up with any actual stats for the character you are connected to. The rest of the time, you purchase connections to characters that you meet along the way, or propose searching out a connection with a character of a particular sort.

Relationship 0 : Someone you know. They might remember your name, but wouldn't do anything for you unless it was of benefit to them as well.
Relationship 1 : An acquaintance that finds you agreeable. They might be willing to do very easy things for you, if you ask very nicely or pay them.
Relationship 2 : A friend and comrade. They are usually willing to do simple things for you, as long as they're not risky or expensive. They might do more if it's important to them.
Relationship 3 : A brother-in-arms, a sister-to-your-soul. They are willing to work hard for your benefit or your cause, sometimes with no reward, and will probably risk life and limb for you if there's a real need.
Relationship 4 : Someone utterly devoted to you, either by some unusual conviction or strange magic. They would accept certain death for your benefit without hesitation, though usually not without your permission.

Power 0 : A single individual that you would normally consider insignificant.
Power 1 : A person significantly weaker than yourself in every way, or a group of individuals that you would consider insignificant on their own.
Power 2 : A person of ability only slightly weaker than yourself, or a group of individuals much weaker than you in every way.
Power 3 : A person of ability comparable or slightly stronger than yourself, or a group of individuals significantly weaker than you.
Power 4 : A person of ability significantly more powerful than you in several ways, or a group of individuals only slightly weaker than you.

Examples :
Ally (R2/P2): A single friend who has some useful skills, traits or artifacts, and is willing to do you small favors, or maybe big favors if your life depends on it. Your relationship depends on mutual respect and spending at least some time together.
Mentor (R1/P3) : A teacher that knows certain skills far better than you and is willing to teach you in exchange for pay, favors or friendship. Might be treated as a powerful Ally in a pinch. Your relationship depends upon your dedication to your study and their approval of your actions.
Henchman (R3/P1) : A loyal pet or a devoted person that's quite a bit weaker than you. They usually follow your direction faithfully, so long as you protect and provide for them.
Followers (R1/P2, group) : By some renowned act, you have a reputation among a particular group of people. They certainly respect you, and might even follow orders or do you favors, if it's no trouble or for their benefit.

TRAITS
Traits vary widely, and are most likely to be made-up on the spot. I'll list a few traits here for purchase at Character Creation, but this is by no means exhaustive. During Character creation, this is pretty much wide open, and I'll add just about anything you want to the list. The rest of the time, I'll add things to the list as they show up in play. You should always feel free to suggest anything and I'll almost certainly add it to the list, though you might not actually get it for awhile. Or ever.

Hardy : For each Value of "Hardy" you ignore one point of HP damage from any strike. Choose two weaknesses, such as Fire and Silver, that bypass this defense. When you take damage from a Weakness, Roll Hardy and take +1 damage for each success.

Arcane Power : You have the innate ability to communicate with the power of the Unknown, and make Arcane requests. You may increase one Arcana + Specialty up to the Value of this Trait without needing a teacher.

Flight : At Value 1, you can fly at 10 miles per hour, for up to four rounds of play, incurring a -3 to DEX actions while aloft. Each additional dot doubles speed and time, and reduces the DEX penalty by 1. (Yes, at value 4, this becomes a DEX Bonus.)

Trance Skill : Choose a skill. For each Value of this skill, you can enter a Trance once per Chapter. While in a Meditative Trance (begin with 2 "Meditate" successes) you treat that skill as if it were all a Specialty, and all other skills as if they were 0.

Half-Beast : Your form is half-animal of some sort. You may choose the animal, and the DM will come up with 3 good and 3 bad effects of this transformation. You start with 1 good and 2 bad effects. Each increase in this trait removes a bad effect or grants a good one.

Half-Machine : A significant portion of your body is replaced with machinery. You may choose which parts, and the DM will come up with 3 good and 3 bad effects of this transformation. You start with 1 good and 2 Bad effects. Each increase in this trait removes a bad effect or grants a good one.

The Strangest Luck : For each value of this Trait, you can improve 1 Chance Die per chapter. When you improve a Chance Die, it's failure is guaranteed to be merely strange and not damaging, and it succeeds and re-rolls on 9 or 10, instead of just 10.

It's My Hat : Your hat isn't one. It's something else entirely that you choose, but you wear it on your head. For each Value of this trait, you can activate your hat once per chapter, gaining a two-die bonus to whatever action you're attempting, whether it makes any sense or not. If you somehow lose your hat, you lose access to this benefit until you retrieve it or replace it.

Pet : You have a pet. You choose what it is, but it's small and useless. It's not a connection at all . It's abilities are insignificant. Just something you have to take care of. For each Value of this trait, you can activate your Pet once per Chapter when you fail at an action. Your Pet Re-Rolls the action with the same dice you used, succeeding or failing in your stead. If you lose your pet, or it dies, you lose access to this benefit until you find or replace it.

Dreamer's Sleep : (Class trait, No Increase or Purchase) When you go to sleep or fall unconscious in the Unknown, you disappear here and wake up in another dimension, Out Of Play. You are generally invulnerable while Out Of Play - you stop dying, and poisons, diseases, or curses do not progress. You regain Health, Sanity and Willpower at twice the normal rate while resting Out Of Play. You generally do not return for 8 Hours, and certainly not until your HP and Sanity are at least 2. Should you want to, you could spend 1 Willpower to return after only 4 hours and/or while you have only 1 HP, but this ruins your rest. You choose just one of these benefits :
1 : (Health) You regain 1 additional HP per night of rest, and just 1 HP when returning early.
2 : (Sanity) You Regain 1 additional Sanity per night of rest, and just 1 Sanity when returning early.
3 : (Will) You Regain 1 additional Willpower per night of rest. It does not cost you Willpower to return early, but it still ruins your rest.
4 : (Fast Return) Your normal, restful sleep is half as long, (4 hours), and when you spend Willpower you can return instantly, regaining only a single HP or Sanity instead of completely ruining your rest.

Admin
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Posts : 20
Join date : 2017-06-17

Character sheet
Character Name: The Ancient of Fate
Current H / S / W: 4 / 4 / 7

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Resources, Connections and Traits Empty Additional Character Traits

Post by Admin Wed Jun 28, 2017 3:54 am

Restless Sleep (Curse) : This place gives you nightmares. You only regain HP or Sanity, never both. If your sanity is less than "Sane", then you regain Sanity when you sleep, but not HP. Otherwise, you regain HP if you need to, and Sanity if you don't need HP.

Eat to Live : You feel empty inside. You don't need much sleep, but you do need to eat. A lot. You sleep only 4 hours, but regain only Sanity and Will. If there is food available, you can always spend 30 minutes eating and then roll Eat To Live. If you get any successes, you regain 1 HP. You do not ever get full or have to stop eating. You must spend at least 2 hours eating each day or lose 1 HP. Even if you eat the very cheapest food, this takes Wealth:2 to sustain. At Wealth 1, you can eat for 1 hour per day. At Wealth 0, you can eat for 30 minutes per day. The quality of food doesn't really matter. You receive a 2 die bonus when rolling against any kind of food poison, or any disease or curse from food.

Made of Magic (Class trait. No increase. No purchase) : You do not need to eat, drink or breath to remain sane or healthy. You do depend on the magic of the Unknown, and cannot go anywhere that the magic does not reach. You may take damage or just fail to regain HP in places where the magic runs thin.

Eat Your Dirt : Whenever you eat, you can eat Dirt and remain moderately healthy. When you do this, roll Eat Your Dirt once per day. If you get any successes, you regain 1 HP when you rest that day, as if you had eaten normally. If you roll any 1s, you lose 1 sanity instead of regaining sanity. At least you won't starve.

You Don't Know Me : Your face is extremely forgettable. If there's ever any question as to who you are and there are any other folk in the vicinity with your same general description, you roll You Don't Know Me. If you get any successes, they guess that you're the wrong person. Your friends (Relation 2+) and family (For skeletons, all skeletons) have learned some trick to tell if you're you.

Back You Go! (Curse) : Any time you are "Going Mad" you revert somewhat to being a Denizen.
A Townie takes -1 to all skills except their Townie bonus skill.
A Froggie can only speak Rorrop and 2 word sentences in English.
A Tree-Folk has -2 to DEX, and takes root if DEX reaches 0.
A Sprite must spend +1 Will for any use of Will except an Arcane Request/Command.
A Part Animal or Part Machine gains 1 bad effect of their transformation.

Admin
Admin

Posts : 20
Join date : 2017-06-17

Character sheet
Character Name: The Ancient of Fate
Current H / S / W: 4 / 4 / 7

https://otgwwod88.board-directory.net

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