The card based system of character creation requires that the players work communally to make their parties. It also requires a specially prepared deck of character cards. A number of character cards are distributed by the GM, the players then trade their cards with one another to make their character. This method creates a very balanced group of heroes with a limited overlap of special abilities as no skills are completely removed from the mix.
SET-UP
The GM selects the character deck to be used by the players. You can purchase a deck from us, down-load one from our website formatted to print on standard business card stock or create your own. In addition to the standard cards the you may also deal in 4-6 distinction cards.
THE DEAL
Deal out a number of cards to each player based on the starting power level of the campaign. The more cards a player can use, the more advanced and powerful the character will be. 17 cards make a good, well-rounded character. See the chart below to determine how many cards to deal.
# of Cards Skill Slots Type of Character
9 4 Youth
14 8 Average Adult
17 11 Young Hero
21 14 Hero
27 20 Veteran Hero
31 23 Legendary Hero
Not all of the cards dealt will be used to make the character. Five cards will be used for attributes, the GM will decide how many others may be used for skills and distinctions. Any extra cards will be discarded at the end of character creation. The chart above also gives a general guide for the number of cards that should be dealt and how many should be used for skills. After the character cards have been dealt out the players should take a moment to look them over. There is a lot of information on each character card for even experienced players to take in so this process may take a little bit of time.
When you look at a character card the first thing to notice is that they are dual sided and that the two sides are not the same. As well as different text at either end of the card there is an attribute value printed in the center. On each opposing side is a skill name and a skill level/bonus.
A card can be used for any of its qualities: an attribute value, one of two skills at the level listed, or to increase a skill with a bonus.
Five cards must be used in each of the attributes. Only one card may placed in any attribute, players can not combine them.
The GM will assign players a number of skill slots. One card is used in each slot. A card can either give the character a new skill at the level listed or increase a skill the character already has by the bonus. A skill can only be raised by a bonus once. Only one side of the card is used, thus each card provides one of two skills, not both.
TRADING
Players are encouraged to trade their cards among one another on any terms they see fit. Additionally, they may trade in with the deck, getting one card less than they turned in. Cards traded in are discarded and can not be returned to the players.
CONTINUING
After skills and attributes are determined and any excess cards are discarded, complete the creation as for the point system: buy distinctions, determine hit points and calculated numbers and equip the character.
Identity
Even once you have determined a character’s attributes and skills, purchased distinctions with karma and equipment with money there is still more to determine about the character. A player needs to consider who the character is, where he comes from, and what his goals are. It is especially important that you discuss these decisions with the other players and the GM so that the characters can fit the type of game everyone wants to play.
BACKGROUND
Consider where the character was born and how he was raised. Was he part of a family and if so what was it like? Take a moment to learn about the setting in which you will be adventuring, choosing a homeland and see what information the GM can provide you about its history, customs and the type of people it typically produces. Consider even the people he would still know there, friends and colleagues. Player characters, even wandering heroes and adventurers should not exist in a vacuum. This is also a point to consider the character’s appearance. Think about his mannerisms and his style of dress
PERSONALITY
A player character should be more than just a selection of statistics on a piece of paper and a deck of cards. Think about your character’s personality. What sort of decisions would he make? How does he interact with other people? What is he fond of and what can’t he stand? Perhaps you can consider one or two little personality quirks that will make him more memorable to the other players and more interesting for you to play.
MOTIVATIONS AND GOALS
Try to think of what your character wants in life, what are his goals and ambitions. In addition to broader issues of personality and philosophy, try to think of one or two concrete things your character would like to accomplish, be it gaining certain items or seeking vengeance for ancient wrongs. Talk about your character’s goals with the GM and other players to find more ideas for adventures and challenges to face together.
RELATIONSHIPS
Finally, consider your character in relation to the other player’s characters. Work together to determine how they met, how well they know each other, what their common goals and interests are. Remember that in Karmic the Fates are real and powerful and can easily contrive to bring any two people together, especially if they were created from the same character deck. But even so, a fuller concept of the characters’ history and interactions will provide many more opportunities for interesting interplay and entertainment.
Sunday, October 19, 2008
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