SNV / PRIMAL TRIBES
Characters do not begin this game as vampires, nor as ninja's.
They begin the game as stone age people with a very basic rudimentary language of grunts. Their equipment includes loincloths and a few pointy sticks, not much else.
Characters are members of a small stone-age tribe
which consists of the exact same number of players multiplied by 3.
The technology and social level of the tribe does depend how large it is.
Building The Tribe
Each Player can create not only their own character,
(with full character sheet) but also three NPC's
(with only a basic outline description); other members of the tribe.
These NPCs must be one from each category;
a child (up to puberty), a brave (puberty to middle age), an elder (old age).
Each NPC is assigned by the player 1 Ability and 1 Persona Trait which defines them.
The Gamesmaster may add additional Abilities and Persona traits to NPC’s.
At different times, the Players may take control of NPC’s depending on circumstances although usually they are controlled by the GM.
CREATING CHARACTERS
The Character Creation Rules are here:
http://space-ninja-vampirates.obsidianportal.com/...
click link for CHARACTER SHEET
"Psyche" attribute value multiplied by 2 (child) or 3 (adult) or 4 (elder), represents the number of spoken words a character knows. These are listed on the Character Sheet. Stone-Age people can convey basic commands verbally. Language is an Ability granting a wider variety of concepts and descriptions. Have fun with this but be aware that a Psyche roll must be made if somebody is attempting to instruct you in something which you do not know the word for - this is how new words can be learned.
"Magick" attribute value represents the number of Runes the character knows. Runes are special words often intuited, taught by nature, spirits, or elders who say they were taught to the tribe by the Night Sky Gods, one Rune for every sacrifice. Runes are words which have power to change the physical environment. Using combinations of Runes and Words creates different effects. There are two types of Runes; Make (AKA Create/Conjure) and Shape. One makes something, one changes something.
The specific thing can be an element, an emotion, an action - normal Words of a characters vocabulary. The Rune is named after the particular desired effect, for example; Heal is a Shape Rune, combined with the mundane word Friend or Plant or Bridge depending on circumstance. Heat and Cold are Shape words, combined with mundane words such as Leafs or Water, to affect the environment.
As a guideline; each Blood point used for casting a Rune is equivalent to affecting one handful of earth or one simple action. Every time a character uses a Rune, there is a chance it will Warp them; mutate them in some way, either mentally or physically. This is usually in accord with Persona and the desired result.
NB: as these are Human characters, they each get only 3 Abilities (special skills), not 7 as listed.
Abilities involve skill-sets and can be used as additional words vaguely regarding the characters specialism. Often, different hand-gestures are combined with combinations of spoken words to explain strategies to other people.
"Magick" attribute value represents the number of Runes the character knows. Runes are special words often intuited, taught by nature, spirits, or elders who say they were taught to the tribe by the Night Sky Gods, one Rune for every sacrifice. Runes are words which have power to change the physical environment. Using combinations of Runes and Words creates different effects. There are two types of Runes; Make (AKA Create/Conjure) and Shape. One makes something, one changes something.
The specific thing can be an element, an emotion, an action - normal Words of a characters vocabulary. The Rune is named after the particular desired effect, for example; Heal is a Shape Rune, combined with the mundane word Friend or Plant or Bridge depending on circumstance. Heat and Cold are Shape words, combined with mundane words such as Leafs or Water, to affect the environment.
As a guideline; each Blood point used for casting a Rune is equivalent to affecting one handful of earth or one simple action. Every time a character uses a Rune, there is a chance it will Warp them; mutate them in some way, either mentally or physically. This is usually in accord with Persona and the desired result.
NB: as these are Human characters, they each get only 3 Abilities (special skills), not 7 as listed.
Abilities involve skill-sets and can be used as additional words vaguely regarding the characters specialism. Often, different hand-gestures are combined with combinations of spoken words to explain strategies to other people.