Thursday, January 1, 2009

(An Odd Project) Designing Notes

Working on some materials for a contest known as the Great Conjunction... figured I may get some input.

Birth, Blood, Bone, Bile, Breath, and Bearing

Birth –
Monday's child is fair of face,
Tuesday's child is full of grace,
Wednesday's child is full of woe,
Thursday's child has far to go,
Friday's child is loving and giving,
Saturday's child must work for a living,
But the child that's born on the Sabbath day
Is fair and wise and good and gay

The effect of the place or time in which the character was born. Birth is a vital Statistic, but it is not numeric. In fact, Birth is the day of the week in which the character was born. Each day of the week possesses its own power, and certain special days or times may possess different effects as determined by the Talespinner.

Blood – The character's ability to take physical injury. Blood is affected by attacks which wound the body alone, including any mundane effects.

Bone – The character's last physical resort. Bone is damaged by great effects, when the body can no longer take abuse, or when the character has worn down his reserves in any ability.

Bile – The character's stamina, the will for the body to go on. Bile is affected by that which wears at the character's body, through hunger, disease, or curses.

Breath – The character's mystic power, the breath of life. Breath is also Spirit, and anything which would affect the spirit of a character draws out his Breath.

Bearing – The character's will upon the world around him. A character's bearing need not be positive; the wily old coot and the aide-to-camp may have equal amounts of Bearing. Bearing is a vital statistic to the power of effect which a character may take on.

Determining Attributes:

First, one should determine one's birthdate. The day need not be precise unless the player is determined to be bound to a specific day and gain the benefits of that day. A birthdate grants access to three basic Paths to life.

Monday – Monday's child is fair of face. Leaders and beauties, children born on Monday are looked upon favorably by their peers, but sometimes seem aloof from the ways of the more complex paths around them. The Debutante, the Groomsman, and the Bachelor all serve as archetypes of Monday.

Tuesday - Tuesday's child is full of grace. Faithful and fated, Tuesday imbues its children with forces of favor. Though each person who takes on the nature of the day goes in a different direction, children of Tuesday manifest their powers in several unique ways. The Vicar, The Hustler, and The Handyman are common archetypes of Tuesday.


Wednesday - Wednesday's child is full of woe. Feared for their constant obsessions, the children of Wednesday are usually misunderstood. Most children of Wednesday are melancholic, only truly happy when there is something going wrong for themselves or for others. The Hexer, The Hack, and the Hag are each archetypes of Wednesday.

Thursday - Thursday's child has far to go. The journey is what is important for the children of Thursday. Thursday's children prefer to fight the good fight and wander the world on paths that will lead them to the next town. The Hobo, The Warden, and The Gypsy are common archetypes of Thursday.

Friday - Friday's child is loving and giving. Whether giving of body, spirit, or lucre, Friday's children are happiest when doing something for their fellows. The Healer, the Ne'r-Do-Well, and The Lover are common archetypes of Friday.

Saturday - Saturday's child must work for a living. Builders, dreamers, and makers, Saturday's children propel the world through their hands and minds. The Artist, the Crafter, and the Poet are common archetypes of Saturday.

Sunday - But the child that's born on the Sabbath day Is fair and wise and good and gay. Supposedly favored, Sunday's children use their wits and their judgment to get them where they need to go. The Judge, The Straight-Arrow, and The Hero are all archetypes of Sunday's Children.

Holiday Children – A Child born on a Holiday usually have a destinies aligned with their holiday. The Patriot, children born on July 4th, or the Renewer, born on January 1st, are examples of Holiday children.

_-

The Five Bodily Attributes - Blood, Bone, Bile, Breath, and Bearing.
Choose – 4/3/2/1/0 and assign to each attribute. Use the Attribute rating as a bonus to any dice pool which would be associated with the following affinities:

Blood – Vitae, the force of life. Blood and Bone combined determine the amount of Health a character possesses. Blood also assists in Knacks which are associated with Protection, War, and Water.

Bone – Petra, the force of toughness. Bone and Blood combined determine the Health of a character. Bone also assists in Knacks which are associated with Durability, Earth, and Transformation.

Bile – Cholera, the force of will. Bile and Breath determine the top Talent of any Knack. Bile also assists in Knacks which are associated with Destruction, Cursing, or Command.

Breath – Spira, the force of creation. Bile and Breath determine the top Talent of any Knack, and Breath and Bearing determine the top Force of any Knack. Breath assists in Knacks which are associated with Creation, Healing and Joining.

Bearing – Portia, the force of self. Bearing and Breath combine to determine the top Force of any Knack. Bearing has effects on Knacks associated with Self.

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