Chronicle Template Mechanic

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

Parts of the Chronicle

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

Upbringing is a set of ten chronicle entries based around the character's birth, environment and early nurturing. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

Impetus is a set of ten chronicle entries based around the an event or multiple events in a character's backstory. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

Response is a set of ten chronicle entries chosen by the player as part of their character's backstory. They are meant to be chosen in correlation to their Upbringing and how the Impetus affected them.

Affinities is a set of ten chronicle entries rolled by the player as part of their cost and bonus of their responses to their impetus entries and what comes after. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

Foundation is a set of ten chronicle entries chosen by the player as part of their character's backstory. They are meant to be chosen as initial training path steps taken along their four previous chronicle sections and afterward, leading up to the start of the campaign.

Chronicle Base Format

Every chronicle entry may have a maximum 10 point score, as appropriate to its category. They are written out as the category ( *CU* for Upbringing, as an example ) then a dash and what its sub-category is called if there is one (such as with affinities having suite entries), which rolled or selected option it is from a list if there is one, ending with the points used. As such, (CA-Heart-01-10) would be an Affinities Chronicle entry in the Heart sub-category, a roll of 1, which was valued at 10 points. It is highly recommended that a GM should use entries all at the same value for the sake of balance between players, however, for story purposes, options with less than 10 points may be offered, and limits may be put in place to lessen those entries built by the player. Finally, a player's built entries may always be less than 10 points if they so wish, though it will give them less to work with for building their character's chronicle backstory skeleton, as well as other potential benefits that may offer.

Chronicle Trait Point Evaluation

Per category of chronicle entries: // This is needing updating to be appropriate to the chronicle instead of genetics…

1 Copper Piece Gain = 1 point for 2d10 sum cp.

1 Silver Piece Gain = 3 points for 1d10 + 1d10/2 sum ag.

1 Gold Piece Gain = 6 points for 2d10 sum au.

1 Platinum Piece Gain = 9 points for 1d10 pp.

1 Small Land Asset = 1 point for 1d10 tenths of an Acre.

1 Modest Land Asset = 3 points for 1d10 + 1 Acres.

1 Medium Land Asset = 5 points for 2d10 digit + 2 Acres.

1 Large Land Asset = 6 points for 3d10 digit + 3 Acres.

1 Huge Land Asset = 7 points for 4d10 digit + 4 Acres.

1 Massive Land Asset = 9 points for 5d10 digit + 5 Acres.

1 Owned Personal Item = 2 points per 1 point choice to use in the assortment of the following: Base Value Maximum (1d10 on a digits in cp, default 2 digits as 1d10 even if no investment into here), Quality (default 1 even if no investment into here), Rarity (default 1 even if no investment into here), and per ability already in the item (per 4 cost of said ability already on it).

1 Infection State = 2 points per state of an infection (0 = not yet infected, 1 = infected before and the infection active powerfully, and a carrier 2 = infected before and the infection is weakly powerful, and still a carrier, 3 = infected before and the infection is in remission, but a carrier, 4 = infected before and the infection is in remission, but not a carrier, 5 = infected before and resisted it entirely, and not a carrier).

1 Mount/Vehicle = 3 points per 1 point of skill with one that is owned?

//Harder to gain what would be a genetic option in a chronicle, so doubling cost there, and a few entries down there that fit there toward the quality evaluation scale changed for that as well… Not sure on stuff down there, just concepts at this point…

1 Stat Boost = 4 points (The maximum Stat Boost is 4 total for 8 points. Maximum in any individual, pure or otherwise, is 8 for 16 points.)

1 Skill Check Boost (to a Skill Check of a sole Sub-Attribute or a Skill Check of two Sub-Attributes merged by its function) = 1 point (The maximum singular Check Boost is 5 total for 5 points. Maximum in any chronicle trait, is 10 for 10 points.)

1 Daily 1d10/2 Advantage = 2 point (The maximum Daily Advantages is 4 total for 8 points.)

1 Daily 1d10/2 Source Absorption = 4 points (The maximum Daily Source Absorptions is 4 total for 8 points.) This grants a use for abilities or item abilities which require a particular source to be absorbed for a conditional to be met.

1 Daily 1d10/2 Domain Absorption = 2 point (The maximum Daily Domain Absorptions is 4 total for 4 points.) This grants a use for abilities or item abilities which require a particular domain to be absorbed for a conditional to be met.

1 Domain Adaption = 2 point (The maximum Domain Adaption is 4 total for 4 points.) This grants +1 point of resistance to the domain's effect, and +1 stability, and +1 damage dealt when using it, all per instance of the domain in an ability.

1 Source Adaption = 4 points (The maximum Source Adaptions is 4 total for 8 points.) This grants +1 point of resistance to the source's effect, and +1 stability, and +1 damage dealt when using the source in an ability.

1 Ability = 1 point per 3 Cost and 1 point per Cost on ranking it up after rank 1 (2 abilities maximum.)

1 Survival-Driven Environmental Adaption = 2 points per quality.

1 Sensory Adaption = 2 points per quality.

1 Movement Bonus = 2 points per quality.

1 Pollutive Adaption = 2 points per quality.

1 Mutative Adaption = 2 points per quality.

1 Primary Linguistic Property = 2 points per quality.

1 Additional Linguistic Property = 2 points per quality.

1 Religion/Spirituality Property = 2 points per quality.

1 Domicile Quality = 2 points per quality.

1 Debt/Investment Quality = 2 points per quality.

1 Romantic Relationship Quality = 2 points per quality.

1 Familial Relationship Quality = 2 points per quality.

1 Starting Food and Drink Quality = 2 points per quality.

1 Math Education Quality = 2 points per quality.

1 Science Education Quality = 2 points per quality.

1 History Education Quality = 2 points per quality.

1 Literature/Lore Education Quality = 2 points per quality.

1 Magic Education Quality = 2 points per quality.

1 Rural Education Quality = 2 points per quality.

1 Profession Education Quality = 2 points per quality.

1 Creature Education Quality = 2 points per quality.

1 Terror Education Quality = 2 points per quality.

1 Adecrea Education Quality = 2 points per quality.

1 Pragur Education Quality = 2 points per quality.

1 Numina Education Quality = 2 points per quality.

1 Bodel Education Quality = 2 points per quality.

1 Specter Education Quality = 2 points per quality.

1 Realm Education Quality = 2 points per quality.

1 Material Education Quality = 2 points per quality.

1 Geography Education Quality = 2 points per quality.

1 Political Education Quality = 2 points per quality.

1 Law Education Quality = 2 points per quality.

1 Own Cultural Education Quality = 2 points per quality.

1 Other Cultural Education Quality = 2 points per quality.

1 Public Organization Education Quality = 2 points per quality.

1 Secret Organization Education Quality = 2 points per quality.

1 Source Exposure Quality = 2 points per quality.

1 Source Education Quality = 2 points per quality.

1 Domain Exposure Quality = 2 points per quality.

1 Domain Education Quality = 2 points per quality.

1 Introversion/Extroversion Quality = 2 points per quality.

1 Hobbies Education Quality = 2 points per quality.

1 Ally Acquisition Quality = 2 points per quality.

1 Companion Acquisition Quality = 2 points per quality.

1 Mercenary Acquisition Quality = 2 points per quality.

1 Nemesis Acquisition Quality = 2 points per quality.

1 Tattoo Acquisition Quality = 2 points per quality.

1 Scar Acquisition Quality = 2 points per quality.

1 Distracted/Disciplined Quality = 2 points per quality.

1 Reputation Acquisition Quality = 2 points per quality.

1 Family Renown Quality = 2 points per quality.

1 Specific Skill Die ReRoll = 3 points each.

1 Curse/Blessing Trait Quality = 2 points each.

1 Map/Compass Quality = 2 points each.

1 Key/Lock Quality = 2 points each.

1 Source-Infused Material Quality = 2 points each. (Such as soul gems, foci crystals, etc)

1 Strange Genetic Trait Quality = 2 points each. (Chimeric Twin, other unusual combinations beyond normal genetics and mutations)

1 Domain Damage Reduction Quality = 2 points each.

1 Specific Skill Free Die Quality = 4 points each.

1 Specific Sub-Attribute or Skill Severe Disadvantage = 10 points each.

Quality being:
Weak = -2, and -2 situational from Standard.
Slow = -1, no situational from Standard.
Moderate = Standard, -1 situational from Standard.
Normal = Standard.
Steady = Standard, +1 situational from Standard.
Swift = +1, no situational from Standard.
Strong = +2, and +2 situational from Standard.

Per + or - from Standard, so long as it does not exceed the maximum limits per that category, the trait may enable:

A full Stat Boost or Reduction.
A Sub-Attribute or Combined Skill Check Boost or Reduction.
Another genetic trait option that is not an ability or quality-driven adaption or bonus.

For the Standard itself, it enables one with the trait to do one of the following, as per how the trait itself is designed:

Utilize one Untyped Attribute or Sub-Attribute Damage or Effect as a domain or other type Damage or Effect.
Utilize an unused point of a statistic (such as FP) as a 1d10/2 bonus to a skill check.
Utilize an unused point of a statistic (such as FP) as a 1d10/2 bonus to a stat.
Utilize an unused point of a statistic (such as HP) to alter themselves into another equally pointed form or size.
Utilize a movement type, sensory check type or skill type as if it were equal to another more common one (such as breathing air or water equally, or charisma or reason equally).

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