So I was thinking about character creation for the god bloods we're playing, and I think it would be a good idea to coordinate a little.
My initial thoughts were to go for a merchant/craftsmen type, but then I wondered about the scenario we're going for. How useful would social skills and bureaucracy in the scenario we're running? And should that be relevant to the process?
Again, if all we know about the scenario is what we've been given so far does it make sense for everyone to take a combat ability for example?
Maybe Oneiros could provide a little more guidance on things to focus on or things to avoid? Don't know how appropriate that would be of course...
But I think it's also going to make sense for us to discuss our characters to make sure we have our bases covered and that we have sensible amounts of overlap.
Guidelines
Okay, some other guidance would probably be helpful for the scenario but I don't want to give away too much of the backstory.
Your group set-up is that each of you is a tech specialist of some kind assigned to this particular project (the craft you find yourselves on) and are the key/lead crewmembers (think mid-ranking goldshirts on the Enterprise-D ;p ). You each have your fields of expertise but should also be set-up as if you were actual people who would have been making a living somehow. To some degree you were all employed as assistants to a Celestial Exalt craftsperson rather than crafters in your own right.
Combat is likely to be minimal as I want to focus on atmosphere, environment and mystery. Some abilities are probably not going to be directly useful (unless you're really imaginative and surprise me) like Bureaucracy, Performance, Socialise, War, Presence, Linguistics and the like BUT you might want to include dots in these for 'natural' characters. Similarly, someone setting themselves as the Comms expert would probably have Craft (Air), Linguistics & Socialise; a Weapons engineer would prob have a combat ability, War & Craft (Fire), so there is room for individualisation along those kind of lines.
Naturally, Investigation and Craft are likely to be key skills, and it doesn't take a genius to figure out you're probably gonna have to work to get the craft or bits of machinery working whilst not falling prey to any hazards of your location...
Hope that helps to some extent - I'll be happy to answer any questions posed to me as far as I can.
Yes
Awesome, that is actually very helpful. And personally I'm not convinced that War won't be useful, but I can see the point in the other ones.
I'll try and come up with some plans, and hopefully we can work out a set of characters that will work well as a team.
Creation Rules
So that it is online, here are the creation guidelines for the God-Bloods:
Premise
You are the children of the powerful and significant even amongst those. You have the power within you that makes you more than mortal, aspirants to the heights of your parents.
Your task: to create a God-Blooded ‘engineer-type’ or ‘technical specialist’ character from the options available, using the rules as presented in Scroll of Heroes.
The following list indicates additions & variations from the base character creation rules:
• Inheritance = 3 which gives +18BP (for a total of 39BP)
• Automatic Essence 3 & Patron 2
• Merits, Flaws & Mutations available
• Extra Favoured Ability (Craft)
• You must have at least 3 dots in one mundane craft and 1 dot in a magical craft (but not esoteric ones like Fate, Moliation, Necrotech or Glamour)
• No Sorcery
Remember, charms available are the spirit ones from Divinininity I, mutations can be found in Scroll of Heroes, MoEP: Lunars and CoCD2: The Wyld.
coordination
I've put up a first draft for people to look at. I've gone for engine-specialist, so big on craft fire. He can also manipulate water, because... hydraulics. I've tried to make him fairly hardy and a bit of a loremaster. I may further buff his craft at the expense of balanced things like linguistics. He looks like Cable from the X-Men.
Interesting aside: Cost of 1st excellency, which allows you to raise dice pool by 3 - 7bp; cost of raising ability score by 3 - 6 bp. Craft may be the exception, as you can boost all craft abilities with one charm.
re: coordination
Have put up sheet. Bit of a 'can-do-almost-every-craft' person with some neat charms. Craft stuff can be re-allocated to stuff where we're short.
Woo!
Thanks for those folks - I now have all the characters. You should be receiving your assignments later on this evening... :)