feat: Links to pages
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<h1>Character Classes Guidelines</h1>
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<p>
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When Players choose to invest levels in a Class, it means they care about what
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that Class can contribute to the game. Mechanically, Classes are bundles of
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Skills—but they also influence the character's general concept and inform the
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kind of scenes that will take place during the game, as well as the
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adversaries you will create.
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<em
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>See <a href="/books/core/#page-302">page 302</a> for the rules concerning
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creature design.</em
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>
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</p>
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<p>
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Below you will find useful advice on how to help your group make the most out
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of their character Classes, and how to build situations around their
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abilities. Pay special attention to what Classes are chosen during character
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creation since they will determine the character's role and abilities for
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quite a while.
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<em
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>See <a href="/books/core/#page-302">page 302</a> for the rules concerning
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creature design.</em
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>
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</p>
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<h2>ARCANIST</h2>
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<ul>
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<li>
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Arcana should play an important role in the setting. Perhaps a cult or
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religious empire worships them, or they are seen as proof of noble lineage.
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</li>
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<li>
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Spend some time thinking up the kind of quest or trial required to bind each
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Arcanum. These should be tied to the Arcanum’s powers and concept—for
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instance, binding the <em>T ower</em> might require sacrificing something
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dear in order to protect others.
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</li>
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<li>
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Create new Arcana in addition to the ones presented in this book, using
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those as a guideline. If the Arcanist is also a Loremaster or comes from a
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long line of summoners, you should create these new Arcana together with the
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Player.
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</li>
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<li>
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An Arcanist's progression is based upon encountering new Arcana. Keep this
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in mind and make sure they get chances to do so.
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</li>
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</ul>
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<h2>CHIMERIST</h2>
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<ul>
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<li>
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Build scenes in which the conflict between nature and technology is central.
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Put the Chimerist in situations where they are expected to take a side:
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ecological and environmental themes should be a main plot point.
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</li>
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<li>
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Include multiple creatures from which the Chimerist can learn spells—beasts,
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monsters, and plants. Do this at least once every other session. One good
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strategy is to straight-out ask the Player what kind of spells they would
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like to learn and then design creatures from which they can be learned!
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</li>
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</ul>
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<p><em>See page 302 for the rules concerning creature design.</em></p>
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