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campaigns:palimpsest:homepage:chronicles_of_darkness_system [2026/03/28 03:36] – [Step 4: Skills] asrasmussencampaigns:palimpsest:homepage:chronicles_of_darkness_system [2026/03/28 06:17] (current) – [Step 2: Anchors and Breaking Points] asrasmussen
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 Create 1 long-term aspiration for your character. Create 1 long-term aspiration for your character.
-====Step 2: Anchors====+====Step 2: Anchors and Breaking Points====
 ----- -----
 This is where your character's personality deepens.  This is where your character's personality deepens. 
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 Choose a virtue and a vice for your character. Choose a virtue and a vice for your character.
-====Step 3:Attributes====+ 
 +Breaking Points are events that push your character beyond their limits. Such as: 
 +  * The character performs an action that either violates their personal moral code or that is considered unacceptable in society.  
 +  * The character witnesses something traumatic, terrifying, or that rattles their understanding of the world.  
 +  * The character is the victim of a supernatural attack, whether physical, emotional, or mental.  
 + 
 +The following questions should be considered to determine some breaking points for your character: 
 + 
 +  * What is the worst thing your character has ever done? 
 +  * What is the worst thing your character can imagine themselves doing? 
 +  * What is the worst thing your character can imagine someone else doing? 
 +  * What has your character forgotten? 
 +  * What is the most traumatic thing that has ever happened to your character? 
 +====Step 3: Attributes====
 ----- -----
 CoD has 9 different attributes, grouped into 3 categories. (Mental, Physical, Social) CoD has 9 different attributes, grouped into 3 categories. (Mental, Physical, Social)
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 Like attributes, skills are grouped into mental, physical, and social categories. Like attributes, skills are grouped into mental, physical, and social categories.
 +However, unlike attributes, you do not start with a ♦ in each skill. 
  
 ^ Mental ^ Physical ^ Social ^ ^ Mental ^ Physical ^ Social ^
 +| Academics | Athletics | Animal Ken |
 +| Computer | Brawl | Empathy |
 +| Crafts | Drive | Expression |
 +| Investigation | Firearms | Intimidation |
 +| Medicine | Larceny | Persuasion |
 +| Occult | Stealth | Socialize |
 +| Politics | Survival | Streetwise |
 +| Science | Weaponry | Subterfuge |
 +
 +^ ♦ ^ ♦♦ ^ ♦♦♦ ^ ♦♦♦♦ ^ ♦♦♦♦♦ ^
 +| Novice | Professional | Experienced | Expert | Master |
 +
 +In your favorite category, distribute 11x ♦. 
 +2nd category, 7x ♦.
 +3rd category, 4x ♦.
 +
 +====Step 5: Skill Specialties====
 +-----
 +
 +To further customize your character, you can determine skill specialties. 
 +You get to make these up! But if you'd like recommendations, ask your GM.
 +
 +These are niche situations in which your character is more proficient at a skill. 
 +
 +For example, if your character has ♦♦♦ in Expression, that says on average, they are experienced at communicating their thoughts and emotions. However, you might be exceptionally skilled at slam poetry. That's a skill specialty. 
 +
 +In the situations where you are expressing yourself through slam poetry, you will roll with ♦♦♦ + ♦.
 +
 +Choose 3 skill specialties. 
 +
 +====Step 6: Merits====
 +-----
 +
 +Merits are your character's unique abilities and assets. 
 +
 +They are meant as a means to customize your character and do cool things! A merit's name is just a suggestion, and can be changed to better fit the flavor of your character. 
 +
 +Merits are purchased with ♦. During character creation, you have 7x ♦ to spend. 
 +
 +Some merits have ability score prerequisites. Others must be leveled up incrementally by purchasing the same merit over again. And some can be purchased at a variable price, to get a boosted effect. 
 +
 +Take a look at the handbook and reach out if you have any questions. 
 +
 +====Step 7: Determine Advantages====
 +-----
 +
 +Advantages are aspects of your character used to determine how well they do in some of the crunchier parts of the game. (Like Health or Defence)
 +
 +^ Willpower | = Resolve + Composure | Willpower is spent to increase a dice roll by ♦♦. One willpower is regained per good night's rest. Willpower can also be gained by acting on your virtues and vices. |
 +^ Health | = Size + Stamina |
 +^ Initiative | = Dexterity + Composure | 
 +^ Defense | = Lower of Wits or Dexterity + Athletics |
 +^ Size | = 5 for humans | 
 +^ Integrity | = Starts at 7 | Integrity can be lost by experiencing breaking points. The higher your integrity, the more likely you are to shake off traumatic events. |
 +
 +
campaigns/palimpsest/homepage/chronicles_of_darkness_system.1774668982.txt.gz · Last modified: by asrasmussen

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