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About - Finishing Touches

CLOSING IT OUT


The character can now be called by his name, Culture, Concept, and Cult determined his origin, his perspective on life, and his goals. The Player has determined Attributes and Skills, spent points on Backgrounds, and determined the rank within the Cult. The Potential has been chosen. The character sheet is almost complete. Now it’s time to fill in the final touches.

EGO


Ego is fueled by INT+Focus or INS+Primal. The Ego Point maximum is Attribute+Skill x2. In combat, the character will lose Ego, but can recover the lost points by inhaling Burn spores, using certain Potentials, or acting according to his Concept, so do not permanently mark the boxes, but rather pencil in all boxes to indicate your Ego score. This way, you can mark lost points with a pencil and later erase those marks.

Either INT+Focus or INS+Primal
Ego Point max= INT+Focus x2 or INS+Primal x2


PHYSICAL CONDITION


A character suffers from spore infestation and receives Flesh Wounds and Trauma, and recovers, so just like with the Ego Points you should strike or blacken out the excess boxes for the respective scores.

SPORE INFESTATION


This tells you how much contamination from the Sepsis the organism can take before it becomes a Leperos and thus devolves into a carrier of the Seed. The spore max equals PSY+Faith/Willpower x2. You will discover more about spore infestation and its results in Chapter 9, “Burn”.

Spore max = PSY+Faith/Willpower x 2


FLESH WOUNDS


In combat, characters get hurt. Weapons or environmental factors cause amage points that are noted on the character sheet as Flesh Wounds. Their max is BOD+Toughness x2.

Flesh Wounds max = BOD+Toughness x 2


TRAUMA


When the body cannot take anymore, when Flesh Wounds cross the bearable threshold, the character takes Trauma. He’s only a few points away from death. The Trauma max is the sum of the Attributes BOD and PSY.

Trauma max = BOD+PSY


DEFENSE


In combat, there is a difference between Active and Passive Defense. When a fighter deliberately confronts his enemy, Active Defense is used: the Player rolls the dice and enters a Conflict with the attacker. If the fighter is surprised or is already in a fight with another opponent, he cannot Defend Actively. He will have to rely on his Passive Defense, which is not represented by an Action roll, but by a fixed score. This score has a base value (1) and usually does not change, but Potentials, special equipment, or the environment can raise it. Active Defense will be explained in Chapter 7, "Battle."

Passive defense = (1)


DINARS AND CHRONICLER DRAFTS


Characters when they are created have already earned a fistful of Chronicler Drafts or a purse full of Dinars. Their alleged fortune depends on several factors: their rank, the Resources Background, and, especially, their Cult. First the Player calculates a base value by adding rank level and Resources.

Base value = rank level + Resources


This score now has to be multiplied by a specific factor for the respective Cults, which you can find in the table below.

Cult Factor
Spitalians x100 CD
Chroniclers x128 CD
Hellvetics x50 CD
Judges x50 CD
Scrappers x50 CD
Clanners x50 CD
Neolibyans x1000 Dinars
Scourgers x100 Dinars
Anubians x100 Dinars
Jehammedans x100 CD
Apocalyptics x200 CD
Anabaptists x50 CD
Palers x50 CD


EQUIPMENT


Rising through the ranks, the character has been able to get his hands on some Cult equipment. Now the Player can use his money to buy additional equipment from the equipment list (see Chapter 8, “Bazaar”). It will never be so easy again: once the character sets out into the world, he is subject to market customs. In many settlements, hightech weapons or devices are sold for absurd prices, and ammunition is always scarce.

WEAPONS AND ARMOR


Much of the equipment on the list possesses stats like Damage, Distance, etc. For more on the meaning of these stats and how to use them, see Chapter 7, “Battle”.

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