Building a Character

Step 1: Concept

Come up with a general concept for your character. Are you a wandering knight, a secretive Sorcerer or a mighty Priest-King?

Character creation should allow for almost any concept to be playable and we encourage you to read the setting and see where it could fit in, pretty much anything we haven't defined you can make up. However if you've got a bit of an unconventional idea and you're not sure whether it will work then feel free to drop the team an email and we'll try to get you some feedback.

The World of Disjunction is a grim one so we urge you to consider playing all ends of the moral spectrum: in a game where Godhood is up for grabs a shadowy betrayer or Dark Lord may well have the upper hand on consensus builders and saviours…or not.

Joint Character Concepts

We welcome joint character concepts though the GM team will have to think carefully about them if they skew the balance of power too much in any particular direction.

Step 2: Faction

Decide which of the factions your character comes from

The Church, The City, The Watchers, or The Unaligned.

Step 3: Perspective

How does your character view the coming of the End? Please select one of the general worldviews from the list below that best represents your character's outlook. Feel free to give us more detail on their views.

Optimism: Despite the predictions of almost every reputable scholar, and the failed attempts of thousands of would-be-saviours you still believe that the End can be prevented. Most people will treat you as a maniac who has retreated into a realm of fantasy.

Denial: A position held by much the Church. Rather than face the End you simply refuse to believe that it is coming at all.

Unaffected: Unlike Denial, you recognize the world is ending, it just doesn't bother you or affect you in any real way. Most of the City live their lives like this.

Acceptance:You accept that you are living in the last years of the world and have in some way at least come to terms with that fact. Your life has been changed by the end and you've done your best to adapt.

Broken: The knowledge that the End is coming has broken you in some way. For some this is dramatic and obvious; some quietly and calmly take their lives rather than witness oblivion consume all they have known. Others abandon everything to take up arms, crusading against injustice or their neighbours or simply taking whatever they want. Some just give up, going about their daily life as before, but somehow not quite there. For others the effects are more subtle, and more dangerous.

Bonkers: For many the End has triggered a descent into outright madness. Thousands flock to the Disjunction either to throw themselves into the void or else to worship at the black wall of destruction. Unsurprisingly a large number of the Watchers fall into this category.

Step 4: Goals

What are your character's aims before the end of the world?

You MUST have at least one goal and we encourage you to think up several. These help us GMs know what you want your character to be getting up to and we'll try to ensure that following your goals provides you with interesting plot.

In Character you will be aware of the rate of advance of the Disjunction and that existence seems to have about two years remaining before it is completely consumed. If you wish to make realistic goals (and you don't have to) then they should be achievable within approximately this length of time.

Step 5: Traits

Go to the Traits page and build your character.

You have 10CP (character points)to spend and you can get up to 5CP extra from negative quirks. You may take as many Negative Quirks as you want but you only ever get 5CP more to spend.

You must select one of the two play-style quirks, to represent the type of game you wish to experience, and must then select appropriate primary traits for your character. Remaining CP can be spent and bonus CP gained by selecting from the optional quirks, some of which are faction specific.

Step 6: Story

Put your character's history and story here. We don't need an essay but we'd appreciate having at least 100 words.

Step 7: Public Bio

What do you want other PCs and NPCs to know about you at game start? Summarise the public knowledge about your character briefly, this information will then appear on the Wiki viewable by all.

Final Step: Name

Come up with a name for your character.

Send it in

Hurrah, you're done. Send in your lovely character to gm@disjunction.chaosdeathfish.com, and we GMs will cast our judging, benevolent-ish eye over it.

Early Submission Bonus

Characters submitted by 11.59pm on the 10th April will get a free Unusually Lucky trait.

Advancement

You receive 1CP every turn which may be used to increase your character's primary traits or buy new primary traits. This 1CP can also be used to move to higher veils of Sorcery or higher devotions of Fideism.

Joining the Game Late or Creating a new Character

Should you join the game late or if your old character becomes unplayable you can create a new character with all the CP and opportunities for advancement they would have had up until the current turn of the game. Hence if you join the game in turn four you can build a Character with 13CP (with the option of +5 from negative traits) and who can have access to Fideism's Devotion of the Preceptor. Due the way Sorcery progresses in power however we are very unlikely to allow Sorcerers to join late in the game.

Your other option is to ask to play an NPC. We will have a variety of them ready for each turn and though you'll have do what the GMs ask you'll probably get access to nifty NPC resources and abilities which should make sessions enjoyable for all concerned.

char_intro.txt · Last modified: 2010/04/06 16:07 by gm_oliver
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