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character_gen

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CHARACTER CREATION

Amazons receive a basic training in a number of life skills. These include literacy, numeracy, basic gun combat, and so on. Unless your briefing explicitly states otherwise, you have these skills.

When an Amazon of Themyscira reaches their age of majority, they choose the path they wish to walk in life, based on where they feel most comfortable. This path leads them on to further training. You may only choose one path - to be pulled two ways is to walk neither.

There are three paths an Amazon may walk: The Warrior Path, The Engineer Path, or the Geomancer Path.

Each path grants training in one free skill, shared by all who walk it. There are five further aspects on each path, of which you may choose three.

The WARRIOR Path

The Warriors of Themyscira are the fiercest fighting force in the galaxy. Side by side with their Battlesisters, they drive back the tides of evil, protecting and serving their planet and their people.

Warriors have the skill and training to effectively use swords.

Warrior Aspects

The Leader - A Leader may arise from any path. They have high status in Amazon culture, and are very persuasive, inspiring those who listen to them to achieve greater and higher things.

The Diplomat - A Diplomat has a certain force of character that may cow an NPC into doing what they want, or demand a stumbling ally pick themselves up and get back in the fight. They may resist the ‘tremble’ effect.

The Hunter - A Hunter is an expert at hiding and stalking prey. They may disappear into the undergrowth (by crouching and raising a hand) and are invisible to enemies as long as they stay still.

The Archer - An Archer has usually made a study of the legendary fighting skills of Diana, and is able to effectively use a bow.

The Battlesister - (This skill may be taken multiple times) A Battlesister bond is soul deep. When an Amazon fights within two armspans of her Battlesister, she can fight beyond mortal means, and even at 0 hits will not fall unconscious until her Battlesister does. This does NOT stop your death count.

The ENGINEER Path

The Engineers of Themyscira are at the cutting edge of mechanical and organic science. By combining their expertise, they unravel the mysteries of the universe, solving technological puzzles and crafting brilliant (and sometimes wildly unstable) solutions.

Engineers have the skill and training to craft items from components. Most crafting requires a blueprint.

Engineer Aspects

The Leader - A Leader may arise from any path. They have high status in Amazon culture, and are very persuasive, inspiring those who listen to them to achieve greater and higher things.

The Innovator - An Innovator can invent new items without a blueprint, using a ship avatar. You need two Innovators working in tandem to Innovate. Be warned - not everything an Innovator makes will be functional, or indeed safe!

The Bio-Mechanic - A bio-mechanic knows their way around the intricate living machinery out of which Themyscirans build their spaceships. They know which passwords to use, which wires to cut, and which mouths to feed.

The Hydroponicist - A Hydroponics engineer knows their way around a botanics lab, how to find or create food and drinkable water, and how to synthesise natural remedies.

The Nuclease - A Nuclease engineer knows their way around DNA, the very building blocks of society. As mathematicians they plot star-navigation, and maintain the robotic avatars of the ship.

The GEOMANCER Path

The Geomancers are priestesses of the planetwide faith in Themyscira’s shifting magnetic fields. This enables them to wield the power of healing and influence over the mind, and they become more powerful as they work together. They are keepers of history and arbiters of fertility - though as guides, not judges.

Geomancers have the skill and training to use religious magic.

Geomancer Aspects

The Leader - A Leader may arise from any path. They have high status in Amazon culture, and are very persuasive, inspiring those who listen to them to achieve greater and higher things.

The Innovator - An Innovator can invent new spells to adapt to Earth’s environment, using a ship avatar. You need two Innovators working in tandem to Innovate. Be warned - not every spell an Innovator makes will have the intended effect.*

The Didact - A Didact may mimic a skill that another Amazon possesses, under their close tutelage. This may only be done once per person per day.

The Historian - A Historian is a ceremonial guide and a story keeper. They lead mealtimes and religious ceremonies. Anything of note will be written down by a Historian, and therefore anything not written down by a Historian is unworthy of note.

The Fertilomancer - A Fertilomancer assists a mother through the fertility process. This includes the combining of essences, becoming pregnant, managing incubation times, birthing and midwifery.

character_gen.1519137550.txt.gz · Last modified: 2018/02/20 14:39 by amy