Lifepath System

[Under Heavy Construction]

Snippet summary (to be changed):
lifepaths are grouped together in loose categories called settings. A setting is a segment of the character’s culture that contains many related lifepaths. This relationship is often indirect; the bounds of a setting are usually geographical. For example, the City Dweller Setting has paths reaching into all levels of society, from wealthy ministers to sturdy sailors to lowly beggars, whereas the Noble Court Sub-Setting encompasses all those you might meet at the palaces and castles of the nobility—from angry governesses and quiet gardeners, to haughty courtiers and mysterious sorcerers. A character may only choose lifepaths from the setting he was born into—unless, of course, life leads him in another direction.
Opportunity is strange and unpredictable. Often a person cannot directly decide the paths he must walk—he must follow life’s leads. In a lifepath, a lead is a possibility, an opportunity to change. It can be a chance at something good, or a chance of calamity. Either way, the leads allow characters to move on to other settings and the player to choose from a different group of lifepaths. In fact, the only way to get from one setting to another is to take a lead.

Lifepath Guidelines
Each Lifepath option will consist of:

• A heading, giving path title and setting
• A brief flavor description of the lifepath and its generic effect on the character’s life
• Requirements and Restrictions (if any)
• An amount of time spent to walk that path and a number of resource points as a “net gain” from that path.
• Any starting modifiers to the attributes (which by default start at two). An entry represents skills individually and also in their larger category of:
1. Mental (Presence (PRS), Wits (WIT), (INT), and Will Power (WILL))
2. Physical (Brawn (BRN) Agility (AGL), Toughness (TO), and Health (HT)).

• Attribute threshold modifiers (raising or lowering a given threshold usually by 1 point, rarely more) – raising an attribute a point above its threshold costs significantly more than raising an attribute a point below or up to the attribute threshold.
1. By default, all attributes start with thresholds of 4)
2. See the section on Attributes for more about Attribute Thresholds
• Bonus skills, merits, or flaws awarded by the lifepath (listed in parenthesis are the number of bonus Development Points awarded towards the skill or trait). The player may later opt to add additional DP to this skill or merit to increase its rank or tier.
• Path leads – Any leads to a new setting and the cost in Development Points and extra years to change to that setting (usually 1), the years are added onto the next lifepath taken.

Further, each Origin lifepath will have a "Guiding Arcana" list — a Tarot card is drawn to determine the most influential symbol for the character (and certain traits and character options influenced by that card(, for example:

(Noble list)
I) Magician You were born into a heritage of power. You WILL achieve your goals, and expect to have your commands obeyed
Traits: (choose 1): Indomitable Will (3) and Mark of Command or Sorcerous Blood (4)
Characteristics (1): Power-hungry, Egomania, Lean-and-Hungry Look, Tantrums, Overbearing, Sense of Entitlement

Origin Lifepath Options
Description text very temporary.
Born Peasant (Peasant Setting)
Whether born to a family of yeomen farmers or serfs toiling in a manor’s fields, you were born and raised in a rural area with low population density.
Time: 8 years, Resource Points: 3 Attributes: —
Attribute Thresholds: Brawn +1, Toughness +1, -1 to Intelligence, Will Power, or Presence (Choose 1)
Skills: Cultures (own) (2), Survival (2), and divide (5) DP however you choose among Craft/Lore: Agriculture, Animalcraft, Fishing, Hunting, and Timbercraft.
Traits: —
Leads to Settings: Capture & Servitude (1), Soldier (1), Religious (2), Wanderer (1)
Village Born (Village Setting)
Your early years were spent in and around a small village or similarly sized population-center (like a moderate-sized Oasis).
Time: 10 years, Resource Points: 4 Attributes: —
Attribute Thresholds: Will Power, Health, or Toughness +1 (Choose 1)
Traits: —
Skills: Cultures (own) (2), Resolve (2), and any 1 Craft/Lore (2)
Leads to Settings: Capture & Servitude (1) Peasant (1), Soldier (1), Religious (1), Wanderer (1)
City Born (City Dweller Setting)
You grew up within the environs of a proper city.
Time: 12 years, Resource Points: 10 Attributes: Any Mental +1, Any Physical -1
Attribute Thresholds: Agility+1, Health -1, Intelligence or Wits +1
Skills: Cultures (own) (2), Streetwise (2), and any 1 Craft/Lore (2)
Traits: —
Leads to Settings: Capture & Servitude (1), Noble (2), Court (1), Soldier (2), Outcast (1)

Noble Born (Noble Setting)
You were born with the blood of aristocracy running through your veins.
Time: 8 years, Resource Points: 15 Attributes: —
Attribute Thresholds: Presence +1, Intelligence or Will Power +1 (Choose 1), -1 to Brawn or Toughness (Choose 1).
Skills: Cultures (own) (2), Cultures (Any) (2), Choose one: Courtier or Impress (2)
Traits: Choose either Nobility (2) or Mark of Privilege.
Leads to Settings: Any (1)
Born into Servitude (Capture & Servitude Setting)
Whether as a slave, bondsman, war captive, or simply a serving class, you were born in a lower social position.
Time: 12 years, Resource Points: 4 Attributes: Any Physical +1, Any Mental -1
Attribute Thresholds: Brawn +1, Toughness +1, Will Power or Wits +1 (Choose 1), -1 to Intelligence, -1 to Presence.
Skills: Cultures (own) (2), Awareness (2)
Traits: Choose Broken, Scarred, Maimed, Lame, Branded, or Bondsman (2)
Leads to Settings: Soldier (1), Outcast (1)
Wanderer (Travel Setting)
You were raised on the road or seas.
Time: 10 years, Resource Points: 4 Attributes: —
Attribute Thresholds: Agility+1, Presence or Will Power +1 (Choose 1), -1 to Brawn or Toughness (Choose 1).
Skills: Cultures (own) (2), Cultures (Visited) (2), Choose one: Legerdemain, Riding, or Survival (2)
Traits: —
Leads to Settings: Capture & Servitude(1), Outcast (1), Soldier (1)

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