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Ce forum est verrouillé; vous ne pouvez pas poster, ni répondre, ni éditer les sujets.   Ce sujet est verrouillé; vous ne pouvez pas éditer les messages ou faire de réponses.  Suffisamment avancée Index du Forum » Traductions et relectures : livre de base » Character Creation
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MessagePosté le: Ven 2 Oct - 22:00 (2009) Répondre en citant Back to top

Character Development

Characters in Sufficiently Advanced do not necessarily gain significant amounts of expertise or prowess as the game continues. Most characters already have decades of experience under their belts, and some have centuries. However, there are some ways in which you can play a character who becomes more powerful as the game progresses.

The first, and easiest, method is to simply not give your character everything he or she could have at the start of the game. Pick Capabilities at levels below what your Import allows. Later in the game, use your Themes to pick up various advantages. You might use Comprehension (Emotions) to justify an increase in Metatech, or Intrigue (Superspy) to justify some new Nanotech implants. As long as you don’t increase your Capabilities past the level that your Import sets, you’ll be fine. You can also reverse this: keep low Attributes, but keep a low Import at first and don’t pick up your Themes until later. As the game progresses, you can add levels to your existing Themes until your Import reaches the right amount.

Another possibility is to play a character who starts the game under the influence of a spy mesh or other kind of artificial persona. He or she has significant capabilities and loads of experience, but doesn’t remember it — it’s all hidden behind a veil of false memories. You should create your character as normal, and then “wall off” some of your levels in Professions and Capabilities, to be revealed when you decide. Your Import changes if your Capabilities increase beyond the usual amounts listed on page 75.

For characters whose Capabilities are maxed out, there’s usually the option of defecting to a highertech civilization, where you can obtain more powerful implants. Your Import might suffer if you increase your Capabilities too far, but at least you won’t suffer the one-point Import penalty for going above your Civ’s normal maximum (see page 78).

Increasing your Professions just takes practice and time. Unfortunately, spare time is often in short supply. Themes such as Plot Immunity (Buy Some Time) and Intrigue (Timetables) can free up time for research and practice. We also recommend that there be a certain amount of “downtime” for Inspectors between important missions; times when the vast majority of their work is boring and easy, and they have plenty of time to do other things and take up hobbies. Having a month or two between major missions (the ones you actually play out in your gaming sessions) is not unreasonable.

Finally, you can simply talk to the GM at the beginning of the game. Characters who start off as novices and grow quickly in power are staples of all kinds of literature, from young hotshot pilots to initially incompetent wizards to rookie cops. They may not make it to the “seasoned veteran” level by the end of the story, but everyone can see they’ve got potential and lots of raw talent. GMs may be willing to hand out levels in Professions more quickly to those who have this kind of character story, starting them at 1-2 and slowing them down when they get into the 5-6 range. Some people seem like they’re just born to do certain jobs, after all.

Changing Core Values is easier than changing other attributes. You can intentionally change one of your character’s Core Values by one point per month. Once it reaches zero, you can build up a different one in its place, at roughly the same rate. If your character has a neural mesh, halve these times.

Brainwashing can change Core Values, too. Repeated memetic assaults, torture, mesh tampering, even a Lens can help others to break down your CVs and replace them with others. This can work as fast as one point per week if those brainwashing you are competent (and let’s face it — they usually are). In some rare cases, your character can lose points in a Core Value very quickly — for instance, if you have a CV that specifically supports a particular institution, and you find it to be corrupt and unsalvageable, your CV might drop suddenly. Alternatively, you might decide to rebuild the institution. It depends on the rest of your character’s personality. Using Twists is a good way to go about this.

If any of a character’s civilization-derived Core Values fall to zero, he or she loses one level from a Theme of the player’s choice.

For the more experienced roleplayers in the crowd: yes, this game has no XP. There’s no standard way to make your character more and more powerful as time goes on. This also means there’s no reason not to start as powerful as you want to be.
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MessagePosté le: Ven 2 Oct - 22:00 (2009) Back to top

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MessagePosté le: Sam 6 Fév - 14:25 (2010) Répondre en citant Back to top

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