Character Creation
Citadel LRP
Part of a series about the Citadel LRP system
Part of a series about the people of Outlook.
At its heart, your character is here because they lived in the Outlook, and heard news of the opening of the Citadel. By week one, the Citadel has not been open long enough for news to have travelled from elsewhere, it has been a single day since the creaking of the gigantic portal that formed the main entrance. The particular reason that your character has decided to enter the Citadel may vary greatly, and this is where a lot of your initial game may come from.
Character Motivations
Search for Knowledge
The Citadel is interesting, and newly open. It’s a relic of a long-lost past, and there might be answers as to what happened, and information about how to improve everyone’s lot in it.
Gain Advantage
The Citadel opening is a chance for some to give their tribe an edge in this new world, through the stored wealth of ages past that lies within - whether for the sake of the world or oneself.
Faith
Some have been drawn in reverence, with the knowledge that even the AIs outside the Citadel talk with respect of the AIs inside
Adventure
This is an exciting time for restless souls. No one can predict what will happen now the Citadel has opened. Life is about to change, and there are always those who want to be the first to experience the new
Tailored, Bespoke, Hand-Hewn
Others have come here with a specific purpose in mind. This is often Tribal, but it may have come from an AI. If you'd like we are happy to create one for you, or you can create your own based on one of the motivations above.
Society
Finally, there are those who have seen all the other reasons people have been drawn to the Citadel, and realised this is the place to be if they want to negotiate, trade or even just meet people. There will be friends, old and new, and the chance to make a difference in the Outlook.
Starting Skills
3 Hit Points At 0 HP, you are Dying and start a 90s Bleed Count, at which point you become Terminal. Characters may staunch wounds, pausing the bleed count, using both hands; after 30s you may call “CURE 1”.
Basic Weapon proficiency: Characters may wield a short (up to 18”) or one-handed weapon (up to 42”) in one hand, dealing SINGLE with it.
Armour gives +1 HP if worn. The minimum physrep for this is “do I look armoured?”
Searching: You can spend 30 seconds of appropriate roleplay to search another willing or unresisting character. You must be close enough to touch the person you are searching, but should not actually touch them without the physrep’s explicit consent. At the conclusion of this search, the player should inform you of anything on their person, and of any hidden mutations they are concealing.
Then choose one of either-
- Dead-Strains begin with the capability to house 2 basic AIs in their ka. They are immune to all mutation effects. They may start with one basic AI housed in their ka.
- Gene-Strains begin with the capability to house 1 basic AI in their ka. They may begin with one basic mutation. As each mutation causes -1HP, they may not sustain more than 2 mutations at character creation.
Starting Exp
For a list of purchasable skills see here
Starting XP is set at 25, and you gain +1 XP point per week. Dependent on how characters are scaling, we may provide a larger amount of XP over the Christmas and Easter holidays.
To fill in a character sheet and submit it to the refs, click [here]