Connecting Worldbuilding to System (Part 6)
The last post covered the predominantly random part of the character generation system. This post works on completing the characters with a phase that allows a lot more agency from the players. The previous step got us to... Six total attribute points (we need two more) Four total ability points (we need eight more) One advantage (we need one more) We don't have any aegises, relationships or equipment (but they can come). I'm thinking that we'll be looking at a range of templates that function like apprenticeships what will push characters in certain directions. A template for each bloodline, a template for each culture, and a few generic templates that anyone can choose (rural community, street rat, sailor, trader, crafter, heavy). Each of these templates will boost a pair of attributes associated with the types of task that this group is known for. It will also grant four automatic abilities, an extra advantage, a pair of relationships, and a pair of basic equipment...