A Creed Outworn
Character Creation Restrictions
Character creation points
- Characters can only lower one characteristic below starting (this includes movement).
- Characteristics bought as powers are automatically considered constant and not persistent. Only characteristics bought as powers can have limitations. Any of the non-figured characteristics bought above human max must be bought as a power.
- No powers over 55 active.
- No Change Environment over 25 points.
- No power that gives a Characteristic can give more than 55 active with or without powers. PD PLUS resistant PD can add up to 55 active
- Damage Reduction and/or Damage Negation count against the Active point totals from the appropriate defenses (physical damage reduction lowers the amount of points the character has for PD, for instance).
- Purchased Damage cannot exceed 12 DCs (haymaker excluded).
- Naked Advantages are considered their own powers (they can be up to 55 Active) if, and only if, they are universal.
- Energy Absorption cannot be bought defensively.
- No -1/4 limitations.
- Characters can only have Int/5 powers non-persistent powers on at any given time (they may buy Delayed Effect on the power at +1/4 advantage and it won’t count against that total). Compound powers count as one power but cannot be counted as linked.
- Characters may use the Power skill to restructure existing powers at a rate of -1 to the roll per 5 points or 1 DC restructured (in cases where DC is more appropriate than Active Points). Characters may give powers power advantages this way within reason according to the special effect. Characters may not make a power into an NND, AVLD, or ACV with this technique. The skill Power covers one power. In order for it to cover a group of 3 related powers, the character will need a 3 point perk, all powers of one closely defined special effect: 8 points, or all powers at 10.
- Triggers that can be used as an action that take no time and that can be retriggered as an action that takes no time are worth double the advantage..
- Normal luck allows the character to roll, once per encounter, their luck. If they get any 6s they can reroll that many dice (to hit, skill roll, damage roll, whatever).
- No Combat Luck
- Characters can only take one Social Complication or one Distinctive Feature complication (bundle all of them together and get the complication once) or one Negative Reputation (choose one among the three).
- Character can take a maximum of two psychological complications.
- Characters start with a base of 200 points and must make up the rest with complications. There is no maximum on the character points. That being said, the character can get 100 points of complications, unfettered. The rest must be bought as complications reflecting side effects of powers (they must have limitations associated with that function).
- Power limitations on Power Pools are extremely limited. A character cannot take the following limitations on individual slots in a power pool: Always On, Charges, Conditional Power, Limited Power, Linked, Lockout, No Conscious Control, or Only in Alternate Identity. A power that takes focus doesn’t call the focus into existence suddenly. Whatever the focus, the character needs to already be carrying it. No slot can have, between limitations on the power reserve and the power itself, more than -2.
- The usual rules apply to which powers can and cannot be put into multipowers and power pools (no senses, no naked advantages, etc.)
- Characters can apply limitations to powers to create side effects as complications. In other words, the power affects you and it gives you points rather than costing points. Generally speaking, if you use a power all the time and the power can be said to reliably go off, you take the new limitation “Power as Complication” and reverse the point cost. Powers that aren’t used except maybe once an encounter are considered very common. Powers that are not used every encounter are considered common, and powers that are not guaranteed every adventure are considered uncommon. Generally speaking, though, these powers are based on a contingent roll.If that roll is typically 10 or higher, lower the frequency by one step, 12 or higher 2 steps. Example: Grendel suffers a Characteristic Drain whenever he misses his magic roll to use his Aid. He pretty much always uses his Aid so it doesn’t take a Conditional Power limitation, but because his skill roll is 14 or less, the power does take the Conditional Power Limitation (the power does not work in Common circumstances). So, whenever Grendel misses his roll, he activates a drain on himself.
There are no specific new skills but it pays to think of skills in terms of the occult (tarot cards, alchemy, horoscopes, séances), parlor magic (illusions and the like), British stuff (knowledge of various colonial practices and business practices), non-Christian religious practices (meditation, dreams, chanting, etc.), and strange science (aetherial cosmology, steam power, Lemarkian evolution, etc). You are a creature steeped in the occult; you should know how to exist in those circumstances.