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  • The Lucid Effect 5: The Cat Lady

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.

     

    It’s perfectly reasonable to cat around with this kitty causally. While it’s far to easy to fall into the grand debate, Eartha Kitt or Julie Newmar we’re looking at a different kind of cat lady this week. This is the recluse that lives for their kitties, yes, they live, work and function in everyday society  it’s only marginally true.  This is someone completely dedicated to their pets and while it doesn’t have to be cats the Cat Lady is one of those iconic images we couldn’t resist.

     

    To take care of her cats our lady has chosen a rather reasonable career as an accountant. Something she could mostly do from home, allowing her more time with her pets. We give her Law, Logic & Math as well as some social skills to ensure she’s both good at her job and can feign normalcy.

     

    After that we look at some kitty quality skills. Animal Handling, Domestic, and Study: Cats are all easy choices. Knowing how to care and clean one;s animals is important. To that effect we add in Zoology to represent a mildly obsessive study of the various breeds of cats.  We round this out with Perception, Scrounging, and Fasting, for finding missing cats, and dealing with the lean times when money is tight due to kitty issues.

     

    History 9 Fortune 8
    Career: Accountant 4 Intuition 7
    BG: Cat Fanatic 6
    Education 4
    Strength 5 Wisdom 5
    Animal Handling 4
    Domestic 4
    Study: Cats 4
    Dexterity 5 Intelligence 5
    Law 4
    Logic and Math 4
    Zoology 4
    Constitution 8 Mental 5
    Fasting 7
    Sense 5 Expression 5
    Perception 4 Etiquette 4
    Scrounging 4 Subterfuge 4

     

    Now, what’s better than your average ordinary cat lover? Why one that summon up her own pride.

     

    History 9 Fortune 8 Boons Value
    Career: Accountant 4 Intuition 7 Flesh Eater Ma
    BG: Cat Fanatic 6 Animal Speech Ma
    Education 4 Command Animals Ma
    Familiar: Eurasian Lynx Ma
    Strength 5 Wisdom 5 Summon Animals Ma
    Animal Handling 4 Natural Summoner Ma
    Domestic 4 Pack Master Ma
    Study: Cats 4 Predator and Prey Ma
    Dexterity 5 Intelligence 5 Drawbacks
    Law 4 Limited: Animal Speech: Cats Mi
    Logic and Math 4 Limited: Command Animals: Cats Mi
    Zoology 4 Limited: Summon Animals: Cats Mi
    Limited: Predator and Prey: Cats Mi
    Constitution 8 Mental 5
    Fasting 7
    Tough 6
    Sense 5 Expression 5
    Perception 4 Etiquette 4
    Scrounging 4 Subterfuge 4

     

    How our Cat Lady came to be touched by the Verdant we don’t know. However, we do know that she travels with a pack now. Faithful Lynx by her side, she can call up a pack of feral city infused with her Verdant energies cats capable of easily overcoming the average mundane.

     

    The Cat Lady represents a specialist character. Driven to do one thing closely linked to her concept the scope of many of her Boons are limited to only her feline friends. No self respecting dog fears the Cat Lady, but they should.

     

    The Cat Lady uses all 60 Experience as a New Lucid.



  • The Lucid Effect 4: The Trucker

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.

    While cities maintain hydroponic farms, and any number of factories, plants, and any number of construction crews, no city is fully independent. Every day cargo comes in and goes out across the world, by plane, train, and of course by the “big-rig” truck. Local, interstate, even international commerce relies on women and men willing to haul material for hours, or days on end.

    Enduring long hours of solitude the Trucker must remain focused and aware of their surroundings. It is not just a sedentary complacency as it’s easy to tune out and loose track of the endless miles of roadway. Often overlooked by society in general freight drivers often exist in the margins. Stopping only in secluded areas away from the general populace on the road, and rarely given any real time to mingle with the real world they live between worlds.

    The livelihood of the Trucker is dependent on how fast they can move cargo. Violating speed limits only saves so much time, its easy to turn to powerful stimulants to keep a driver awake for days on end. Often, the remote truck stops offer a host of illicit substances and access to other vices, along with more commonplace services such as a laundrette and small sleeping coffins.

    Our Trucker is someone from this half glimpsed subculture. We know that they will need to be strong and have impressive endurance to deal wit the constant loading and unloading of their cargo, as well as maintain the long hours on the road. We add the Concentration skill for the mental focus required. Maintenance, to keep the rig on moving and Perception to avoid accidents. Area Knowledge Highways means never wasting time with maps and we round things out with a handful of skills one may pick up living in the shadow of society.

     

    History 9 Fortune 5
    Career: Truck Driver 6 Bargain Finder 4
    BG: Corp Burb Kid 4 Gambling 4
    Strength 5 Wisdom 5
    Brutal Fighting 4 AK: Highways 4
    Heavy Melee 4
    Lifting 4
    Dexterity 4 Intelligence 4
    Dodge 3 Firearms 2
    Vehicle 6 Lock Picking 2
    Maintenance: Vehicle 3
    Constitution 8 Mental 8
    Fasting 7 Concentration 7
    Sense 5 Expression 5
    Perception 4
    Scrounging 4
    Boons Value
    Dirty Fighter Major

     

    Where we go from here? To continue to explore the idea of this missed society, our Trucker dreams of something better, of a belonging and purpose. For this we turn to the Slumber.  With only an idea, or ideal, it may be difficult to decide where to go for powers. Fortunately, the Slumber is all about new possibilities. To take the idea of indecision, and questioning a step further  instead of boosting the Truckers raw Strength, Constitution, or Mental we look at Abilities  Foci, and  Boons  that augment these. Conversely,  we want to cultivate the dreaming nature of our Trucker, and for that we highlight one of the Slumber’s core Foci: Enter The Dream Flow.

     

    History 12 Fortune 5
    Career: Truck Driver 6 Bargain Finder 4
    BG: Corp Burb Kid 4 Gambling 4
    Lucid 12
    Enter The Dream Flow 12
    Fabric of Dreams 12
    Strength 5 Wisdom 5
    Brutal Fighting 4 AK: Highways 4
    Heavy Melee 4
    Lifting 4
    Dexterity 4 Intelligence 4
    Dodge 3 Firearms 2
    Vehicle 6 Lock Picking 2
    Maintenance: Vehicle 3
    Constitution 8 Mental 8
    Fasting 7 Concentration 7
    (S) Road Trips 4
    Sense 5 Expression 5
    Perception 4
    Scrounging 4
    Boons Value
    Dirty Fighter Major
    Future Past Major
    Seer Major
    Interpretation Major
    Dreams Made Real: Road Trips Typical
    Fantastic: Road Trips Typical
    Shrug It Off Major
    Slumbering Fortitude Typical
    Slumbering Awareness Typical
    Slumbering Dragon Major
    Slumbering Might Typical

     

    By selecting Boons which blend in with the Trucker’s curiosity, we create a character capable of so much, and yet they may not even realize it. In fact, the Trucker’s gifts may have developed over years without them ever realizing they had really changed.  Few Lucid have this luxury, and having this illusion taken from them can make for an interesting opening story.

    Enter the Dream Flow (Slumber): Although not a true Gateway, Slumbering Lucids seem to be able to enter the Dream Realm with far more ease than others. In these minor crossings or dives, the character is bombarded with the memories and emotions of all those sleeping. The character may take a turn to make an Advanced (25) Enter the Dream Flow roll to retain a fraction of this knowledge after waking. On a successful roll, the player chooses 1 Skill (even
    one they do not already possess), which they may then use their Enter the Dream Flow Focus as a supporting characteristic for on the next turn.

    Fabric of Dreams (Slumber): Fortune smiles on the dreamer, making the luck of a Slumbering Lucid quite legendary. What is real and what is illusion meld together to form a single truth around the Slumbering Lucid. This Focus may be used as a supporting characteristic for any Fortune tree roll.

     

    If someone told you, you have the keys to the universe, all you need do is imagine them. Would you believe them?

    Slumbering Awareness
    (Sense/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The character taps into the Slumber, drawing out supernatural senses. They may use their Fabric of Dreams (F) as a supporting characteristic for any Sense Tree roll.

    Slumbering Fortitude
    (Constitution/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The character taps into the Slumber, supernaturally enhancing their constitution. They may use their Fabric of Dreams (F) as a supporting characteristic for any Constitution Tree roll.

    Slumbering Might
    (Strength/Slumber – Typical)
    Requirements: Fabric of Dreams 3 (F)
    The Lucid taps into the Slumber, drawing out their full strength. They may use their Fabric of Dreams (F) as a supporting characteristic for any Strength Tree roll.

    Slumbering Dragon
    (Fortune/Slumber – Major)
    Requirements: Enter the Dream Flow 12 (F), Seven other Supernatural OR Slumber Boons
    The Lucid’s ability to manipulate the Slumber grants them fearsome abilities in combat. They may declare all dice for a single combat roll as 6’s after rolling. When using this Boon, the character is obviously bending reality to achieve their goals, such as moving faster than a bullet or leaping into the air from a prone position, only to land a devastating attack on a nearby foe.

    All we need now is a reason to rise to the challenge.



  • The Lucid Effect 3: The Fun Runner

    Keeping with cinematic tradition, we move to another underappreciated member of society, the Fun Runner.   Lacking the strength of people in more physical jobs, the fun runner keeps in shape and remains healthy trough long jobs and the occasional marathon. Professionally, the Fun Runner has several skills that would allow them to work in education, possibly as a substitute teacher, coach, or in the science department of a middle school. Given their focus of running, they may still be in school, a high school track star, or kid getting by and trying to avoid the worst of the city.

     

    Template: Fun Runner

     

    History 9 Fortune 5
    Career: Athlete 6 Intuition 4
    Education 4 Combat Reflexes 4
    Lucid 9
    Focus 9
    Strength 5 Wisdom 4
    Climbing 4 Domestic 2
    Sport: Rowing 4 Herbalism 2
    Study: Track Sports 3
    Dexterity 5 Intelligence 4
    Dodge 4 Biology 2
    Sport: Track 4 Maintenance: Gym Gear 3
    Medical 2
    Constitution 5 Mental 5
    Fasting 4 Concentration 4
    Movement: Running 4 Never Back Down 4
    Battery 4
    (F) Realm tap 4
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)

     

     

    Our basic Fun Runner is not overwhelmingly physically, in fact they are rather average.  It is their skills and training that set them apart allowing the Fun Runner to evade and out run most people.  The Fun Runner has Sport: Rowing, to represent multiple areas of sports proficiency, this may be swapped for any other strength-based sport, such as American style Football, or Rugby, alternatively many schools offer wrestling programs allowing our sports focused character to pick Brutal Fighting.  The Fun Runner also picks up Battery and Realm Tap before knowing what Realm they will use to represent the wellspring of stamina long distance runners show. Intuition and Combat reflexes add to the concept of someone constantly on the move and thinking. They may not know the best answer but they can follow their gut instincts. Herbalism, Biology, Medicine and Maintenance: Gym Gear are supporting skills for the Fun Runner giving them an understanding of all natural supplants, dieting, how to deal with sports injury, and how to keep one’s equipment working on a budget.

     

    For the Fun Runner Package we selected the Slumber as the character’s Realm. Slumber represents a degree of wish fulfillment and escapism that seem in line with the precepts of the Fun Runner. To highlight this, the Fun Runner selects Fabric of Dreams as their main Lucid Focus, but also includes Dreams Made Real to provide a cinematic edge with its power to emulate other skills. The Fun Runner also adjusts the Dexterity, Constitution, and Fortune Trees to highlight the characters’ focus and pick up the Quick Ability.

     

    Lucid Template:

     

    History 9 Fortune 6
    Career: Athlete 6 Intuition 4
    Education 4
    Lucid 9 Combat Reflexes 4
    (F) Fabric of Dreams 9
    (F) Enter The Dream Flow 6
    Strength 5 Wisdom 4
    Climbing 4 Domestic 2
    Sport: Rowing 4 Herbalism 2
    Study: Track Sports 3
    Dexterity 6 Intelligence 4
    Dodge 4 Biology 2
    Sport: Track 4 Maintenance: Gym Gear 3
    (S) Quick 6 Medical 2
    Constitution 6 Mental 5
    Fasting 4 Concentration 4
    Movement: Running 6
    (S) Distance Running 2
    Battery 6 Never Back Down 4
    (F) Realm tap 6
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)

     

    Lucid Boons Value
    Inner Reserve Major
    Quick Step Major
    Slumbering Fortitude Typical
    Slumbering Speed Typical
    Untouchable Major
    Dreams Made Real: Running Typical
    Fantastic: Running Typical
    Awareness Typical
    Intuitive Defense Typical

     

    Unspent Experience: 11

     

    The Fun Runners Boons now focus on movement, perseverance, and a dose of luck. While not a focused combatant, the Slumbering Speed and Untouchable Boons allow the Fun Runner to use their speed to great effect if the need arose. Inner Reserve and Intuitive Defenses help to pull the Runner out of the worst situations.

     

    Inner Reserve (Fortune/Supernatural – Major)

    Requirements: Fortune 6 (Attribute)

    Under certain conditions, some people may draw on a reserve of inner strength they didn’t even know they had. When the character’s life is on the line (at 10 or lower Health), when they are greatly overwhelmed (rolling against a target greater than three times their base value for the roll), or when someone they care about greatly is in danger (GM discretion), they may call on this untapped potential. When one of these conditions is met, they may double the total value of their next roll. For Attack rolls double the Damage inflicted as well.

     

    Quick Step (Dexterity/Mundane – Variable)

    Requirements: Dexterity 4 (Attribute), Constitution 4 (Attribute), Movement 4 (Skill)

    Overall athletic skill and discipline have honed the character’s body to move quicker than many others. Increase the character’s Base Movement:

    – Major Boon: 5 additional Meters

     

    Slumbering Fortitude (Constitution/Slumber – Typical)

    Requirements: Fabric of Dreams 3 (Lucid Focus)

    The character taps into the Slumber, supernaturally enhancing their constitution.

     

    Slumbering Speed (Dexterity/Slumber – Typical)

    Requirements: Fabric of Dreams 3 (Lucid Focus)

    The character taps into the Slumber, drawing out amazing dexterity.

     

    Untouchable (Dexterity/Slumber – Major)

    Requirements: Dexterity 6 (Attribute), Quick 6 (Skill), Enter the Dream Flow 6 (Lucid Focus)

    Dipping into the Slumbering Realm for a split second, the character almost instantly shifts position on the battlefield.

     

    Dreams Made Real: (Various) (Fortune/Slumber – Typical)

    Requirements: Fabric of Dreams 6 (Lucid Focus), 3 other Slumber Boons

    Focusing their mind, the Slumbering Lucid is able to exceed the limits of the waking world.

     

    Fantastic: (Various) (Fortune/Slumber – Typical)

    Requirements: Fabric of Dreams 9 (Lucid Focus), Dreams Made Real: (Various) (Boon)

    With the will and vision of the Slumbering world, the Lucid transcends the limits of the flesh.

     

    Awareness (Fortune/Supernatural – Typical)

    Requirements: Sense 4 (Attribute), Intuition 4 (Skill)

    There are some who are attuned to sensations and perceptions beyond the comprehension of others. Some can just sense things that even trained and seasoned warriors miss, and are seldom surprised by anything. When making a Perception roll, the character may roll twice using Intuition as a Free Supporting Characteristic, and taking the better of the two results.

     

    Intuitive Defense (Fortune/Slumber, Verdant – Typical)

    Requirements: None.

    The character may use their Intuition as a supporting characteristic for defense rolls.

    While it might not seem like it, the Fun Runner is well on their way to reaching one of the world’s most common dreams, the ability to fly. The character still requires two additional Boons before they may slip free of the earthly tethers. With the 11 remaining experience, and a Drawback or two, a player can bring easily bring that down to one.   If Flight is not an immediate goal though, the character may look at increasing their Intuition, Battery and Realm Tap, increasing their defense and providing additional energy to draw on for the costly Untouchable Boon. For a more combat focused character, consider swapping Rowing for Brutal Fighting and using experience to meet the requirements for Slumbering Strike, a signature Slumber Boon.

     

    Slumbering Strike (Strength/Slumber – Major) (Martial Arts)

    Requirements: Strength 6 (Attribute), Enter the Dream Flow 6 (Lucid Focus), Any Combat Skill or Ability 6

    The Slumbering Lucid attacks not only the physical, but also the idealized dream self. When using this Boon, an ethereal second self can be seen moving just out of step with the character.

     

    Adding Slumbering Strike grants the character a knockout blow and just enough Experience left after meeting the requirements for a Minor Potent Advantage.



  • The Lucid Effect 2: The Construction Worker

    Strong, tough, hard working, construction workers are one odd event away from being heroes in any given comic, action movie or book. Embodying the work ethic it is easy to attribute powerful positive connections to construction workers, even with the cat calling. As the Fractured Kingdom is a cinematic universe, we take a cinematic look at the construction worker as a character template, making them larger than life.

     

    Basic Template

    Construction Worker

    History 9 Fortune 5
    Career (Construction) 6 Gambling 4
    Background (Ex-Gang) 4 Die Hard 4
    Lucid 9
    (F) Pick One 9
    Strength 8 Wisdom 5
    Lift 7 (Converted 12 CP)
    Brutal Fighting 5
    (S) Combos 3
    Heavy Melee 4
    Dexterity 5 Intelligence 4
    Vehicle 4 Lock Picking 2
    Logic & Math 2
    Maintenance: Construction 3
    Constitution 5 Mental 5
    Endurance 4 Concentration 4
    (F) Supernatural Vitality 4 Medication 4
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)
    Boons Value
    Combo (Rabbit Punches) Minor
    Combo (Stick & Move) Minor
    Combo (Grab & Slam) Minor

     

    Our Construction Worker has several areas where having specialized skills did not feel quite right. In keeping with the larger than life ideas behind the character, we give them an Average Sense, Wisdom, and Expression, focusing on Strength they pick up several actual combat skills.  To emphasize the Construction Worker’s skill in a dust up we add a few minor boxing and wrestling moves and a Brutal Fighting Specialty to give the bruiser options in a brawl. Additionally, while we have not selected a Realm for the character we know they are going to be up close most of the time when bad things happen so we Endurance and Supernatural Vitality, available to any Lucid, for extra Health.

     

    Any of the Four Realms would offer interesting options for the character. To keep the Construction Worker straightforward we can rule out the Dark. Following that, we also eliminate Verdant since construction workers are more about car parks than national parks. This leaves us with the Slumber and Grave. Both the Slumber and the Grave offer attractive options for physical characters. Since the construction site is a dangerous place, our Construction Worker will be a Grave Lucid.

     

    Lucid Template

     

    History 9 Fortune 5
    Career (Construction) 6 Gambling 4
    Background (Ex-Gang) 4 Die Hard 4
    Lucid 9
    (F) Close The Coffin 9
    Strength 9 Wisdom 5
    Lift 7 (Converted 12 CP)
    Brutal Fighting 5
    (S) Combos 3
    Heavy Melee 4
    Strong 9
    Dexterity 5 Intelligence 4
    Vehicle 4 Lock Picking 2
    Logic & Math 2
    Maintenance: Construction 3
    Constitution 6 Mental 5
    Endurance 5 Concentration 4
    (F) Supernatural Vitality 4 Intimidation 4
    (G) Tough 6
    Sense 5 Expression 5
    (Converted 12 CP) (Converted 12 CP)
    Boons Value
    Combo (Rabbit Punches) Minor
    Combo (Stick & Move) Minor
    Combo (Grab & Slam) Minor
    Critical Strike Major
    Flesh Wound Major
    Potent Advantage Major
    Brute Major
    (G) Daze Major
    (G) Power Lifter Major
    (G) Unending Might Major
    (G) Hard As Nails Major

     

    Unspent Experience: 10

     

    Our Construction Worker has several areas where having specialized skills did not feel quite right. In keeping with the larger than life ideas behind the character, we give them an Average Sense, Wisdom, and Expression, focusing on Strength they pick up several actual combat skills.  To emphasize the Construction Worker’s skill in a dust up we add a few minor boxing and wrestling moves and a Brutal Fighting Specialty to give the bruiser options in a brawl. Additionally, while we have not selected a Realm for the character we know they are going to be up close most of the time when bad things happen so we Endurance and Supernatural Vitality, available to any Lucid, for extra Health.

     

    Any of the Four Realms would offer interesting options for the character. To keep the Construction Worker straightforward we can rule out the Dark. Following that, we also eliminate Verdant since construction workers are more about car parks than national parks. This leaves us with the Slumber and Grave. Both the Slumber and the Grave offer attractive options for physical characters. Since the construction site is a dangerous place, our Construction Worker will be a Grave Lucid.

     

    Picking up some signature Abilities the Construction Worker cements their role as the brawler. Close The Coffin, the Grave Focus, supports any attempts to harm others, providing supernatural assistance to areas where the character lacks skills such as Firearms and pushes their unarmed capabilities. Strong and Tough are clear choices meaning the Construction Worker is a powerhouse up close. To keep with the cinematic flair of the basic template we focus on Boons that add interesting options for the character in a fight.

     

    Brute (Strength/Supernatural – Major)

    Requirements: Strength 7 (Attribute)

    Finesse is overrated. Beat them down, and keep them down. Overpowering opponents is second nature to the character.

     

    Daze (Strength/Grave, Slumber – Major)

    Requirements: Strong 3 (Ability)

    The character is able to stun their opponents.

     

    Power Lifter (Strength/Grave, Slumber – Major)

    Requirements: Strength 4 (Attribute), Lifting 3 (Skill), Strong 3 (Ability)

    The character has honed their body to unlock its full strength and potential. They may reroll any 1’s on a roll using the Strength Attribute.

    Activation Time: Free, but may only be used once per session.

     

    Unending Might (Strength/Grave, Verdant – Major)

    Requirements: Strength 9 (Attribute), Lucid 9 (Ability)

    Those touched by the Grave or the Verdant seem to become a well of unending strength.

     

    Hard As Nails (Constitution/Grave, Slumber – Major)

    Requirements: Tough 3 (Ability), Die Hard 1 (Ability)

    Tough does not begin to describe what the character can endure. Sometimes gunshots and explosions are just a part of what must be endured.

     

    Critical Strike: (Various) (Fortune/Supernatural – Major)

    Requirements: Fortune 5 (Attribute), Chosen Skill 5 (Skill)

    An expert with their weapon of choice, the character is capable of delivering horrific damage in a single blow. When selecting this Boon, the character chooses a type of attack (Firearms, Melee, or Unarmed) and  inflicts a minimum amount of Damage equal to their Chosen Skill or Ability + 1 wound for each 4 points of damage done on an attack of the chosen type. This overrides any wound the victim would normal have received.  Normally a Lucid takes only 1 Wound on any attack that exceeds their Constitution.

    Activation Time: Free, but may only be used once per session

     

    Flesh Wound (Fortune/Supernatural – Major)

    Requirements: Die Hard 3 (Ability)

    Not every attack is deadly. For some, bullets seem to miss their mark, blades slip past at the last moment and the lucky few survive. When struck, the character ignores an amount of Health and Ego damage from the attack equal to their Die Hard + Endurance.

    Activation Time: Free, but may only be used once per session.

     

    Potent Advantage (Fortune/Supernatural – Variable)

    Requirements: None

    Boons offer many ways to customize a character. Some of the more potent Boons may only be used once per session. However, for each level of this Boon (Minor, Typical Major), the character has a number of additional uses that can be applied to any once-per-session Boons the character possesses.

    – Major Boon: 4 additional uses per session

     

     

    The Construction Workers’ Boon selection adds several combat options, offensive and defensive as well as a wellspring of just brutal might.  There is nothing flashy, but the Construction Worker has a way of avoiding the worst attacks and pulling though whatever comes at them.



  • The Lucid Effect 1: The Kindergarten Teacher

    The Lucid Effect presents a new Lucid, first with only mundane abilities that encapsulate their former lives, and a possible incarnation with supernatural talents building off their previous skills.

    The Basic Template spends only basic Character Points and 5 Lucid Points.
    The Lucid Template fills out the character presenting a near complete New Lucid.

    As we kick off our second character creation series, we start with the Kindergarten Teacher. While we may not think about it very often teachers, especially for younger students develop skills they might not even realize they have. Skills such as tracking down lost children, debate for those parental disagreements, and even basic first aid.

    Basic Template

    Kindergarten Teacher

     

    History 9 Fortune 8
    Career: Teacher 6 Intuition 7
    Education 4
    Lucid 9
    Focus (Based on Realm) 9
    Strength 5 Wisdom 4
    Climbing 4 Animal Handling 2
    Lift 4 Domestic 2
    Study: Children’s Education 3
    Dexterity 5 Intelligence 4
    Dodge 4 Computers 2
    Sport: Kickball 4 Logic & Math 3
    Medical 2
    Constitution 8 Mental 8
    Running 7 Concentration 7
    Sense 5 Expression 4
    Perception 4 Art: Finger-paints 2
    Tracking 4 Debate 2
    Etiquette 3

     

    While hardly an expert in any field, the Kindergarten Teacher has a wide range of skills to draw on. In a pinch, teach can substitute their lack of an Unarmed Fighting Skill for Sport: Kickball and their time hunting down children in parks and playgrounds have left them adept at tracking. As a Lucid, this opens up multiple possibilities. Knowledge being a key element to the character our teacher will be taking a turn towards dark wish fulfillment. Playing on their already good perception and intuition our teacher acquires new senses and secrets not shared on the playgrounds.

     

    Lucid Template

    History 9 Fortune 9
    Career: Teacher 6 Intuition 7
    Education 4 Reading 9
    Lucid 9
    (F) Secrets of the Night 9
    Strength 5 Wisdom 4
    Climbing 4 Animal Handling 2
    Lift 4 Domestic 2
    Study: Children’s Education 3
    Dexterity 5 Intelligence 4
    Dodge 4 Computers 2
    Sport: Kickball 4 Logic & Math 3
    Medical 2
    Constitution 8 Mental 8
    Running 7 Concentration 7
    Sense 9 Expression 6
    Perception 4 Art: Finger-paints 2
    Tracking 4 Debate 2
    ESP 9 Etiquette 3
    Influence 6
    Lucid Boons Value
    Blessing Major
    Passive Reader Major
    Secret of Pain Major
    Secret of Suffering Major
    Empathy Typical
    Thought Reader Major

    Unspent Experience: 9

     

    Adding the Secrets of the Night, ESP, Reading, and Influence Abilities the teacher knows things those around him can’t understand, sees what’s going on, can predict what may happen, and guide others in the direction they see best. The Boons selected continue on this theme of knowledge, understanding and secrets.

     

    Blessing (Fortune/Supernatural – Major)
    Requirements: Reading 4 (Ability)
    Looking into the subject’s future, the fortune reader may implant a Blessing.

    Passive Reader (Mental/Supernatural – Major)
    Requirements: Lucid 6 (Ability)
    The strength of the character’s natural Telepathic talent is overwhelming and constantly active, picking up the thoughts and feelings of those around them.

    Secret of Pain (Wisdom/Dark – Major)
    Requirements: Secrets of the Night 6 (Lucid Focus)
    The Dark Lucid has learned techniques to cripple their foes with a touch of their fingers, radiating with Dark force.

    Secret of Suffering (Wisdom/Dark – Major)
    Requirements: Secrets of the Night 9 (Lucid Focus), Secret of Pain (Boon)
    Pain is merely the beginning. The character’s Dark abilities linger on, further tormenting victims of the Secret of Pain Boon.

    Empathy (Sense/Dark – Typical)
    Requirements: ESP 1 (Ability)
    The Empath may pick up on the emotional states of those around them.

    Thought Reader (Sense/Dark – Major)
    Requirements: ESP 3 (Ability), Secrets of the Night 3 (Lucid Focus), Empathy (Boon)
    As the character’s knowledge expands, they learn to do more than sense basic emotions. Now, the Dark Lucid can actually delve into the subject’s mind, reading the thoughts of any target within sight.

    These Boons allow the Teacher access to the minds of his students, as they never imagined and tools for discipline none would believe. While one wouldn’t call many teachers the front line type, players wishing to toughen up the teach may consider increasing the character’s Dexterity to 6 and picking up Quick 6 a key ability of the Dark and adding additional survivability. Alternatively, they may chose to focus more on the powers of the mind expanding on Thought Reader shifting towards Fear, or Mind Control, both tools of the Dark.



  • Character Templates Part 6: The Gambler

    Forget the ten hour shifts and the slaving away for the company dime. There’s another way, if you’re willing to take the risk. As long as there has been money there have been people willing to gamble with it.

    In the cold reality of the modern world the odds are never on your side. That doesn’t stop people from gambling though. Many modern cities have red light districts or open areas where morality laws have been relaxed, or are simply ignored. Of course that’s for the people that laws actually apply too. Who’s going to stop a circle of executives from playing a friendly game, swapping what used to be called insider information for their wagers? Of course, that’s not real money right?

     

    History 6 Strength 3 Dexterity 5
    Skills: (Converted Points For Fortune) Skills:
    BG: Pro Gambler 6 Sleight of Hand 4
    BG: Street Scum  2 Stealth 4
    Traits:
    Lucid 6
    Contact: Someone All Mobbed Up 1
    Constitution 8 Senses 5
    Skills: Skills:
    Running 7 Perception 4
    Specialty: Spotting Liars 4
    Fortune 6 Wisdom 5 Intelligence 4
    Skills: Skills: Skills:
    Gambling 5 Historic Study: Gambler’s & Games 4 Firearms 2
    Intuition 4 Street Smarts 4 Forgery 1
    Traits: Law 2
    Gambler’s Knack 3 Logic & Math 3
    Mental 5 Expression 5
    Skills: Skills:
    Meditation 2 Subterfuge 5
    (Converted Points For Intelligence) Specialty: Poker Face 3

     

    The Gambler knows all the odds, the best hands and picks up on all those little details you might try to hide. Charming and deceptive they know when to cut and run. If it comes down to it the Gambler does know how to use a gun and can easily hide a hold out pistol on their person.