YThe first goal of the game is always the enjoyment of all of the players. The second goal is to control the flow of the narrative. The players can theoretically create almost any character that could reasonably exist in the world that the game master is presenting. They are restrained only by what the game master will allow, and character generation should always be done together with the game master.
The GM and players are encouraged, once the characters are created and play officially begins, to completely ignore every game mechanic, and simply improvise a story together that fits into the universe the players and GM are creating together. That abstract a play style is not always possible or fun for every player, and not everyone always agrees on what would improve the story. Thus, gaming groups are encouraged to change or ignore any and every rule presented here until they find a balance that suits them. The only rule we'd recommend never changing is that the GM always has the final say in disagreements. It's his story that you're inhabiting.
Basic resolution mechanic:
For any given task, the GM assigns a numeric difficulty. Success is a range around that number, from "abject failure" to "total success". The player rolls 3d6 + a modifier and compares it to the target number. Anything below the target number is a compete failure. The target number to the number +2 is either a partial success or a success at a price (player's choice). The target number +3 to +5 is an average/normal success. The target number +6 to +8 is a better quality success. The target number +9 or above is an extraordinary success. The Difficulty Class for any given task is determined by the GM.
Abject Failure DC -1 or below
Partial Sucess or Sucess at a Price DC to DC + 2
Average Sucess DC+3 to DC+5
Improved Sucess DC+6 to DC+8
Extraordinary Sucess DC+9 or above
The GM need never roll a die. Instead, he should present the players with a situation, allow them to describe how they are handling a situation, assign them a difficulty number, and have them roll.
A physically and mentally "average" person attempting to accomplish a very simple, basic and unopposed task of which she is physically capable but at which she has no skill or training, should have about a 50/50 shot at a basic success (about a DC 10), with the affects of differing degrees of success being defendant on the task. The GM has final say on whether a task is possible, and how difficult it will be.
[Note that I'm not necessarily married to using 3d6 spefically. A different combination if dice is possible, as long as it leads to a strong bell curve]
For example:
An average adult human academic, of average health, with no physical training or particular physical talent, snaps and lashes out, trying to punch another alert, average adult human academic who also lacks physical training or particular physical talent. He has a roughly 50% chance of successfully landing a punch on him to any appreciable effect. It is a Difficulty 10 check on a straight, unmodified 3d6.
A roll of 9 or below on the dice is an abject failure, with consequences (for example, he swings and misses completely, going momentarily off balance and allowing the other guy an opening).
A roll of 10 through 12 to would be a partial success (for example, he brushes the guy with his fist, causing not much damage but distracting him momentarily, possibly allowing himself a future opening); OR a success at a price (for example, he lands a good punch that will be felt, but leaves himself temporarily out of balance, and vulnerable to a punch in return).
A roll of 13 to 15 would be a good punch, doing normal temporary damage. Another punch like that will start to slow the guy down. 3 or 4 punches like that should knock the other person unconscious, or at least out of the fight, with a small chance of having caused a more seirous injury.
A roll of 16 to 18 would be solid punch, slowing the other guy down and imposing a temporary penalty. Two like this will take the guy out of the fight. OR, he can take an extraordinary success wat a price, for example he knocks the guy unconscious but breaks two of his own fingers.
A roll of 19 or above, were it possible, would be an extraordinary success. He lands a lucky blow and knocks the guy unconscious with one punch, and comes out unscathed. However our average academic would need at least a small edge to get this result, something that would give him at least a plus one.
Corruption - Character Generation
The player first decides her race. Based on the race chosen, she then decides on her character's age bracket, and from there determines her starting age. The aged brackets are:
Adolescent
Young Adult
Adult
Middle-Aged
Elderly
Venerable
Each starting age category gives different possible starting stat packages, and will allow access to differnt character history environments (see below).
Players are highly discouraged from playing a character younger than "young adult" or older than "middle aged", but can do so with GM permission,if they can justify it in their character background.
[i.e. players should speak to their Game Master before choosing to start the game younger than Young Adult or older than Middle Aged, as it could have dramatic effects on the kind of game played. Ultimately, the Narrative decides what is allowable, and the GM controls the Narrative.]
Each race has a different life span, and for each race a character will of a given age will be considered to fall into a different age category. For example:
Human Age Catgeory
11-15 adolescence
16-20 young adult
21-40 adult
41-60 middle aged
61-80 elderly
81-100 venerable.
Lotho Age Category
0-15 child
16 to 25 adolescent
26 to 35 young adult
36 to 60 adult
61 to 90 Middle Aged
91 to 150 elderly
151 to 200 venerable
Characters have picked up skills, knowledge, professions, tricks and strange experiences over time as they reached the points where they are at the start of play. For every block of approximately 5 years of the character's past life (round down, minimum of 1), the players will be able to choose single loosely defined "Environment" in which they spent a significant amount of time. Some environments are considered 'Advanved', have prerequisite; can only be chosen within certain age brackets, or after other environments.
Farm
Rural
Estate
Urban
River
camp follower
Soldier (advanced)
Mercenary (advanced)
Islander
Desert
Academic (advanced)
Adventurer (advanced)
Sailer
Forest
Swamp
Mountains
Underground
Environments can generally be chosen multiple times (I.e. for multiple blocks of five years). Player will have to justify to the game master the environment changes based on his character's back story.
For every year of the players life, he gets a single build point, which can be put towards purchasing traits and Areas of Expertise. Every trait and area of expertise, along with having a point cost, has a prerequisite environment or environments. Areas of expertise can be taken more than once, advancing from Novice (cost of 5 points, +1 bonus) to Grandmaster (cost of 25 points, +5 bonus). Traits cost the number of points listed.
SO:
A 26 year old human, a quarter of the way through his full adulthood, can choose up to five environments, and has 26 points to spend on areas of expertise and traits. A Sinodyte larvae of 27 years of age, also considerd an an adult, could also pick up to 5 environments. Within which to spend her 27 pointed An Aelth of 65, which makes her an adult, can choose a pool of up to 13 environments in which to have lived.
Areas of expertise have prerequisite environments. For example "Hunting" is a general area of expertise is available to those whose pool of environments includes a "Wilderness" environment, which includes Forest, Swamp, mountainous, underground, etc. a hunter who is attempting to hunt in an environment with which he is unfamiliar will treat his Expertise as one level lower until he has learned the ropes of where he is (GM's discretion)
The available areas of expertise depend on the environments that the person spent their time in. If a 70 year old Aelth spent her entire life just aimlessly wandering around the forest, living a mostly nomadic lifes and living off of the land, she'd be required to take 13 areas of expertise that are available in the "forest" environment, which will likely involve raising a small number of areas each to high levels of expertise. Such as:
Hunting: Master (+4) [20 points, prerequisite of at least one wilderness environment]
Forest Survival: Master(+4) [20 points, prerequisite of Forest]
Stalker: Expert (+3) [15 points, prerequisite of either Hunting of Expert, or a Wilderness Survival of Expert, or others]
Forest Beastfriend*: Novice (+1) [10 points, prerequisite of "Forest Survival: Master"]
Blooded** [Trait, 5 points, prerequisite of at least one magical environment or trait]
Defiler***: Novice (+1) [5 points, prerequisite of a "Corruption" score of at least 1, and either a Beastfriend or Plantfriend Area of Expertise]
* Beastfriend is considered a Magical area of expertise. As such, it is a prerequisite for a number magical traits. It also allows the player to begin play with the "Blooded" trait, if they so choose.
**The "Blooded" trait raises a character's corruption score from 0 to 1, and allow the character to have thus far avoided destruction by the Blood. A character may gain a Corruption score above zero during character generation only by purchasing the trait. It is assumed that a starting character has managed to stay alive aghast the call of the blood thus far. It is not recommended that any character start with a corruption score higher than 1.
***Defiler is considered a Corrupted skill, thus having a prerequisite minimum Corruption score equal to the bonus obtained. (Novice requires a COR of 1, Journeyman requires COR 2, Expert requires 3, Master 4 and Grandmaster 5.)
Should a player ever progress her Corruption to 10 OR raise any Corrupted skill or Area of expertise to "Grandmaster", she is considered to have fully transformed into a true Blessed. The character is effectively destroyed in her old form, and arises as an entirely new creature. The character is removed from play. OR, With the consultation and permission of the GM, the player may pick one of the Blessed templates for which she qualifies, or create a new one of comparable power, with the help of the game master, and continue play in the new form.