Zion - Light of the New Moon, Reader Contribution, Pt 2

Story by comidacomida on SoFurry

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Zion - Light of the New Moon (A reader-driven character-based story for Fur Affinity and So Furry)

Character Creation, Part 2

Welcome back to part two of character creation for Zion - Light of the New Moon. For those characters accepted into the story lines, this will take their creation to the next step. While many characters have been expanded beyond the initial request, all contributing readers will have the opportunity to fine-tune them based on the guidelines provided here (while all primary attributes have been recorded, I have yet to mark down secondary traits).

There will be a final step to character creation provided in part three, but we will save that for the near future. Please keep in mind that even non-contributing readers will have a say in many aspects of this story so even if you don't have a contributed character you can still end up helping to steer this storyline... but more of that later. Right now, let us once again review the approved characters for each of the cities (in case anyone missed it):

Bannihar (FA) Iskiy Thrush Elias Hewen Alexander Elesin DeQuelz

Doen (SF) Taggart O Cuagan Samual "Rust" Bronderson Jasper Zeke Sarnash

Myre (FA) Anor-Roc Silverflame Josh of the Blessed Choir Keeland Reilly Liam Mail

Myrh (SF) Artemisia Kell Vederik Ryan Farstrider Beo Kyr

Shrad (FA) Loric Kriabnish Shadow Darkfang Tolen Lerum Nori Bahn

The contributing readers of these characters will need to consider a breakdown of their character attributes. If you remember, all characters have 25 attribute points (20 if they have a certain fault) divided among the five attributes: Combat, Skill, Magic, Religion, and Presence. First, a quick review of how attribute scores work:

An attribute of 0-1 is abysmal. Attributes of 2-4 are poor. Anything 5-6 is average. 7-8 is considered a very solid attribute, and a score of 9-10 is excellent. This is only one half of the story however and, after adding in a character's sub-traits a different picture can take form

Sub-traits are added to a corresponding Attribute to determine a character's chance at success. Like Attributes, Sub-Traits range from 0-10. If we want to know just how capable a character is at, say, swinging a sword, we would look at his Combat + Offense. With this in mind, we can see the big picture. A character with a combined score of 0-4 is abysmal. A combined score of 5-7 is poor. A score of 8-11 is average. 12-16 is a good score. 17-20 is amazing. It IS possible to get a score over 20, which is rare. The resulting combination would identify someone who is exemplary.

To fully understand a character's strengths and weaknesses we must explore the sub-traits. Beyond the five attributes the sub-traits continue to fill-out the story of just how a character excels (or fails). Remember: a character has as many sub-traits for an attribute as their attribute score x3 (or x4 if a character has a specific Advantage for it) . A description of each of Attribute and their Sub-Traits are as follows:

COMBAT: This is a measure of a character's ability to wage war. While the Combat attribute includes the obvious sub-traits of skill involving both attacking and defending, it has a broader scope to include the mental aspect of warfare including tactical perception and knowing how to gauge and read one's opponents. Finally, those characters with a higher rating in combat also tend to have a greater ability to stand their ground and face their opponents without being shaken or routed.

Offense: This sub-trait is used in conjunction with the Combat attribute to determine a character's success at harming an opponent. When added to Combat it provides an overall bonus to hitting and harming one's target. Offense may sometimes also be combined with Skill to determine one's success with feats of accuracy as well as Magic for certain kinds of targeted spell effects.

Defense: This sub-trait is used in conjunction with the Combat attribute to determine a character's success at avoiding injury from an opponent's attack. Defense may sometimes also be combined with Skill to determine one's success at avoiding injury from non-attack based sources such as falling rocks or a collapsing building. Defense is NOT used to protect against magic or divine effects, which instead requires the corresponding Attribute and sub-trait for that.

Mettle: This sub-trait is used in conjunction with the Combat attribute to determine a character's morale. The higher the combined score the more likely they are to stand their ground and fight rather than break ranks and run. Alternately, this sub-trait may sometimes be combined with Presence for contested stare-downs or with Magic during a resisted attempt at counter spelling or overcoming a counter spell when casters are otherwise equally matched.

Tactics: This is perhaps one of most-often used but least-often rolled Combat sub-trait. Tactics determines the amount of control a contributing-reader can have over their contributed-character when combat is presented. Each point in tactics provides the reader a single "if-then" statement they can use to help guide the character in an event. Also, characters taking a position of leadership can provide a bonus to fellow group members who have a lower score than the tactician. The amount of the bonus is based on the leader's and followers' total Tactics scores (not just how well the leader can convey plans, but also how well followers understand).

Observation: Another important sub-trait in that it is rolled for a number of reasons beyond just combat... though the combat-use of it is exceedingly helpful too. Characters with a higher Observation tend to notice more than those without it. Combined with Combat, Observation gives a character insight into the combat prowess of his or her opponent. Combined with Skill it allows a character to notice things that others do not. Combined with Magic it allows a character to clearly understand what effects they are seeing. Presence and Observation is used to identify subterfuge and misleading information.

SKILL: The Skill attribute determines the know-how of a character. It covers both physical aptitude and mental capabilities. Characters who use their mind or bodies regularly and push themselves to the limits in their chosen field tend to have a high rating in skill. Artisans and craftsmen who make their professions their lives will also have a greater score than average. Finally, having a large Skill attribute often implies that a character has a large amount of mental or physical prowess, but this is not always the case-- plenty of idiot-savants might have a high level of Skill and those who have suffered a crippled injury may still have a large mount of talent.

Dexterity: This sub-trait is used in conjunction to effectively manipulate fine objects or display digital adroitness. Dexterity is used for everything from juggling to picking pockets, picking locks, to disarming traps. If it involves the use of minute motor-movements of hands, talons, or paws, chances are Dexterity will come into play. When casters are unable to make the necessary gestures due to constraints they may be required to succeed with a Magic + Dexterity check to cast as normal. Thrown objects used against stationary targets may also involve Combat + Dexerity, etc etc.

Stealth: This sub-trait describes a character's ability to avoid being seen. Whether it is finding the best hiding place, noticing the deepest shadows, or moving silently, Stealth covers all of those topics. Fairly straight-forward, Stealth is used any time a character would like to avoid being noticed and is almost always included with the Skill attribute. Other uses include Combat + Stealth to avoid an opponent being able to gauge his/her skills and Presence + Stealth to blend into a crowd without actively trying to hide.

Acrobatics: This sub-trait has some very specific uses, and also some more widely usable ones. A general assessment of a character's overall athletic prowess, Acrobatics is used in more than tumbling and flips-- it also assesses a character's ability to climb, swim, and land effectively after falls or jumps. Used in combination almost exclusively with Skill, it may occasionally find a use alongside Combat, but most often that is for a showy maneuver and, let's face it: most people would rather survive a fight than look 'cool', but there are always exceptions.

Survival: This sub-trait is much more cerebral than the first three under the Skill attribute. Used as way to express a character's understanding with the natural world, Survival is used to identify plants and animals, catch subtle clues of weather, and locate game trails, water, and safe places to rest. Combined with Magic it can identify spell reagents or mystical components, while grouped with Combat it can help a character point out good places for ambushes and select the best places for engaging in war. In the event a character interacts with unruly animals, Presence + Survival is used.

Occupation: A catch-all sub-trait that can help fill in the blank for a character with a specific job, craft, or profession. Occupation is a wild card sub-trait that supplements a character's other sub-traits to help round-out their abilities. The Occupation sub-trait is used to provide characters know-how in case-specific situations such as a character with Mining being skilled at navigating an abandoned mine shaft or a character with Armorsmithing repairing or replacing metal links on chain mail. Occupation may also be used to supplement other sub-traits relating to it. For example, if Captain Yearl Rakenn is providing an Offense bonus to his troops (and qualifies with his Combat + Tactics) their bonus will be based on his Combat + Occupation rather than Combat + Offense because his Occupation (Military Commander) Sub-trait exceeds his Offense Sub-trait.

MAGIC: One of the most fractured of Attributes, Magic covers many different kinds of ways a practitioner of "The Art" may channel and use the quintessential force of the world known as "Mana". While some magic users may practice more than one kind of casting, many/most choose to focus on just one or two flavors of spells. The investment required in learning Magic requires that a character have above average scores before they are even able to cast-- anything less simply contributes an innate aptitude at protecting oneself against the effects from the corresponding school. For those capable of casting, this Attribute also helps determine how much energy can pass through them before they become fatigued or overworked.

Divination: Characters with a Magic + Divination of 11 or higher are capable of providing significant enhancement of the senses. Telepathy and scrying are available at higher levels, and, at the highest levels of aptitude, Diviners can even employ a form of suggestion and even mind control. This magic is unable to read the future, but may be used by a powerful practitioners to see elements of the past. In all cases a diviner must have line-of-sight or some other connection to what they are attempting to effect whether it is personal familiarity or tangible possession of something connected to the target (dust from a desert would allow scrying on a desert or a castoff tunic might allow mind control of a subject). A character resisting Divination will do so based on their Magic + Divination score.

Fayte: Of all the magics, Fayte is one of the most subtle. Those users of Fayte magic can use their knowledge of chance for influencing luck and creating or managing chaos. They can increase or decrease the effects of entropy. Characters with a Magic + Fayte of 11 or higher can literally control the wheel of fate and make a seemingly random outcome exactly as they desire-- for this reason Fayte-Weavers are greatly despised at casinos. At higher levels of power a character can aid an ally in an action or impede an enemy's chance of success. It is said that those practitioners of the greatest sort are capable of reweaving the course of entire events, modifying who is where and when through seemingly unrelated coincidences in order to 'reset' a scene more to their liking. A character resisting Fayte effects will do so based on their Magic + Fayte score.

Elemental: Considered the most popular magics by young children, this school usually includes flashy effects and mind-blowing results. Elementalists create, destroy, and weave the elements to suit their needs. This school does not include the ability to summon or control Elementals, which are manifestations of living elements, rather this is control over the elements themselves. Characters who have a Magic + Elemental of 11 or higher will have to decide whether they want to represent an Elementalist, or a Specialist (Pyromancer, Aquamancer, Geomancer, or Aeromancer). Elementalists have equal control over all elements while a Specialist receives an effective +2 skill on spells involving their chosen element, the inability to use magic on their counter element (Fire and Water counter one another while Earth and Air counter one another), and a -3 on the remaining two elements. Characters resisting Elemental effects will do so based on their Magic + Elemental score (Specialists may resist with their choice of the same elemental based effect or the counter element depending on their individual scores).

Summoning: Any character with a Magic + Summoning of 11 or higher can summon objects with a simple mystical call. The greater the skill the larger the object. Those characters with advanced skill are even able to teleport living creatures. The truly skilled individuals have become adept at teleportation-- in essence, they summon themselves elsewhere. Those of near legendary status have also begun to tap the quintessential essence of the universe and can, to a limited extent, do more than summon-- they can create objects out of thin air. While many people assume that Summoners capable of summoning animals, monsters, and beasts gain the ability to control the entities they call, this is often a misunderstanding-- Summoners have either spent a lot of time building a working relationship with said summons or else are also accomplished Diviners, using advanced suggestions to gain control over their creatures. A character resisting Summoning will do so based on their Magic + Summoning score.

Focus: More subtle than perhaps even Fayte magic, Focus (also known as Thaumaturgy) is the magical school dedicated specifically to the ebb and flow of the essential forces of the world: life and mana. Characters with a combined score of Magic + Focus of 11 or higher are able to sense the overall amount of health or mana inherent in all things. Thaumaturgy is the single hermetic magic that can create healing-like effects (which is usually the focus of the faithful and not the magical). This is not true healing, however, as it either requires that life be taken from another living being and placed into the wounded, or else a great amount of mana being transmuted into life energy within the target of the healing. This latter method is only feasible for the most experienced Thaumaturgists. A character resisting Focus effects will do so based on their Magic + Focus score.

RELIGION: As fractured as the Magic Attribute, Religion is one's devotion to the Moon Goddess Tah'aveen and the power of divine effects they can bring into the world. Also, like with magic, Religion requires that a character have above average scores before they are even able to successfully pray for divine intervention. Religion as a character mechanic also describes the protection afforded to them against magical effects. A higher Religion score decreases the likelihood of something horrible happening to them if they move beyond one of the powerful religious wards that protects city dwellers from the Wild Lands. It is also used as a method for resisting hostile effects from Wild Land effects and Religion-based powers targeting the character.

Full Moon: A character with Religion + Full Moon of 11 or higher will be able to create prayer effects with their faith. Prayers corresponding with the Full Moon aspect of Tah'aveen are related to Morality (Good), bounty, healing, compassion, and protection. The most comment effects used by priests are banishing diseases or poisons, restoring health, mending wounds, fortifying armor, and banishing evil spirits and demons. As with all of the faithful, characters may use Religion + (highest Religion sub-trait) to resist effects of wild beasts and (super)natural effects. Rolls are also made on a regular basis when a character is acting to ward his or her party from the Wild Lands.

Pregnant Moon: A character with Religion + Pregnant Moon of 11 or higher will be able to create prayer effects with their faith. Prayers corresponding with the Pregnant Moon aspect of Tah'aveen are related to morale, growth, renewal, restoration, fertility, and joy's many forms. The most comment effects used by priests are to dispel fear, cleanse food and water, improve living/traveling conditions, and banishing pests/vermin/insects. As with all of the faithful, characters may use Religion + (highest Religion sub-trait) to resist effects of wild beasts and (super)natural effects. Rolls are also made on a regular basis when a character is acting to ward his or her party from the Wild Lands.

Half Moon: A character with Religion + Half Moon of 11 or higher will be able to create prayer effects with their faith. Prayers corresponding with the Half Moon aspect of Tah'aveen are related to balance, neutrality, justice, order, and temperance. The most comment effects used by priests are repairing objects, negating negative emotions, discerning truth, dispelling illusions or invisibility, and banishing the faithless or faiths opposition to Tah'aveen. As with all of the faithful, characters may use Religion + (highest Religion sub-trait) to resist effects of wild beasts and (super)natural effects. Rolls are also made on a regular basis when a character is acting to ward his or her party from the Wild Lands.

Sickle Moon: A character with Religion + Sickle Moon of 11 or higher will be able to create prayer effects with their faith. Prayers corresponding with the Sickle Moon aspect of Tah'aveen are related to destiny, fate, death, 'the life cycle', and resurrection. The most common effects used by priests are transferring life from one entity to another, easing/creating pain, creating or lessening light/electricity/forces, protection from dark energy, and banishing/destroying undead. As with all of the faithful, characters may use Religion + (highest Religion sub-trait) to resist effects of wild beasts and (super)natural effects. Rolls are also made on a regular basis when a character is acting to ward his or her party from the Wild Lands.

New Moon: A character with Religion + New Moon of 11 or higher will be able to create prayer effects with their faith. Prayers corresponding with the New Moon aspect of Tah'aveen are related to Power, Advancement, Control, Strength, and Self-Sufficiency. The most comment effects used by priests are increasing physical prowess, instilling harm or pain in another, mental/emotional domination of another, physical/mental/emotional attraction or repulsion, and smiting weak, sickly, feeble or injured foes. As with all of the faithful, characters may use Religion + (highest Religion sub-trait) to resist effects of wild beasts and (super)natural effects. Rolls are also made on a regular basis when a character is acting to ward his or her party from the Wild Lands.

PRESENCE: Although some people are naturals when it comes to taking the spotlight, others tend to hide from it. Characters with a high Presence, for better or for worse, tend to be capable of attracting and holding attention. Generally those characters with a higher score of Presence are more easily noticed and can command the attention of many people with barely more than a gesture or even just by clearing their throat. High Presence usually results in an individual being incredibly memorable and they tend to generate very strong first-impressions; those with lower Presence are often forgettable and are usually overlooked.

Leadership: A combination of charisma and force of personality, a character with this sub-trait is naturally able to command the attention of a group of people and then stand before it with authority. While this authority may or may not be granted by rank, it carries with it more influence than any assigned position would manage alone. When attempting to lead or influence from a position of leadership a character uses Personality + Leadership. This action can provide a secondary back-up for anyone under the command of the character, providing extra Tactics or Mettle as necessary. Any character considered leading another also gets a bonus to Negotiation, Intimidation, and Manipulation on their 'underlings'.

Negotiation: A roll of Presence + Negotiation is used most often when individuals of approximately equal power attempt to reach a conclusion for the benefit of both sides. This is used in bartering, political diplomacy, and even figuring out where to go (or not go) for an evening's meal. Religion + Negotiation may also be used on receptive converts and Skill + Negotiation may be used by tradesmen who are bartering their goods. Negotiation is considered the Presence sub-trait of business and diplomacy.

Intimidation: A roll of Presence + Intimidation is used most often by a character who feels that his or her power greatly outclasses that of the other party/parties and plan on getting their way because of it. This is an aggressive action and, depending on success or failure, may be met with compliance, fear, or rebuttal (including the physical kind). Combat + Intimidation can be used to force a foe to check their morale or break ranks while Religion + Intimidation is used to make infidels and cultists cower. Intimidation is considered the Presence sub-trait of warfare and coercion.

Manipulation: A roll of Presence + Manipulation is used most often when individuals of varying power levels prefer an indirect route to getting everything they desire while offering little or nothing in return. When combined with Presence this sub-trait is a gamble since any success often results in a dramatic bonus in any deal while failure will most often cause a dramatically unpleasant conclusion-- nobody likes to be lied to, swindled, or taken for a dupe. Combat + Manipulation is often used to feint or confuse an opponent during a fight while Skill + Manipulation is used when distracting a target or targets in non-combat situations. Manipulation is considered the trait-of-choice for criminals, playboys(girls), and connivers.

Wits: This sub-trait governs a reader-based sense of theatrical flare. Characters with a higher Wits rarely gain an in-story benefits, though they will tend to be presented in a way that would cause readers to appreciate them more (and hopefully vote for them on a more regular basis... and anyone who saw ZAFL knows that reader votes are important!). On a limited basis, Wits is also used in riddles and mental challenges when thinking fast (or outside the box) leads to victory.

At this time, all reader-contributed characters may elect their sub-trait points based off of their attribute distribution. Again, a character gets as many sub-trait points as is equal to their corresponding Attribute x3. Characters with the correct Advantages get x4. No sub-trait may exceed 10. Also, characters with more a combined total of 11 in Magic + Elemental must decide if they are going to be a specialist or a general Elementalist.

For those readers who did not have an approved character or who were unable to submit a character on time, you must now decide if you would like to volunteer a character for "illustrative purposes". This means that the character is included in the story and give some degree of depth, but they are virtually guaranteed a horrific death or some other dark fate. While any submitted character runs a chance of dying, Illustrative Characters are almost assuredly cannon-fodder, fuel-for-heightened-tension, and soon-to-be-corpses. With enough reader backing it MIGHT be possible for one such character to survive... but I wouldn't bet on it.

Finally, those readers who do NOT have a contributed character and/or do not want to take an active role in the story, please consider playing the part of support. In addition to during the story, your reinforcing, backing, and aid to the established groups will go a long way toward their success. In the story terms, you get to play the part of the financiers, well-wishers, prayer-groups, and civilian supporters of those about to embark on their long and perilous journey. Please stay tuned for how YOUR support can help make all the difference.

This concludes the next step in character submission for both contributing and non-contributing readers. Those who have a complete character, please provide a fresh link to him or her off of my first comment below. If you have comments not related to submitting a character, please start your own comment thread separate from the character-contribution one below. Characters being submitted as an "Illustrative Character, please link separately. Thank you for helping me keep things organized, and I look forward to putting up the third and final step of character creation in the next week or two (depending on how long it takes contributing characters to reply).

May the blessings of Tah'aveen be bestowed upon all of the contributed characters... they'll need it.

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