Pyron’s background traits allow players to change what their regional bonus is, giving a bit more control over how their character stats out at character creation, and each trait provides its own RP buff. Despite what the name might imply, though, in the Seref System background traits are available for purchase at any time that the GM feels they’ve been earned. While someone might not have been born a Noble, they can certainly become one over the course of their life. Certain background traits wouldn’t even be available at birth, such as College Magi.
Tag Archive for perks and traits
One of the key goals we had when designing our character creation process was in ensuring that all possible character builds were, relatively speaking, equal to each other. It’s always a bit unfortunate, I think, when you build a character for RP purposes, and find out that this means you have to sacrifice their ability to survive and engage in battle. So, we made sure to focus on having plenty of useful non-combat applications for our skills, and lots of purely non-combat skills. Plus each combat skill is designed to be just as good as each of the others.
One of the things we’ve always aimed for with our mechanics has been character customization. Part of that is the Skill Perks system that I discussed last week. While Skill Perks give a huge breadth of customization and ability to our skill system, it’s only part of how we’ve incorporated the ideal of customization and value into the game. Another element of this is our Character Traits system, which allows players to buy various traits/buffs for their characters, using trait points.
So, with the playtest on hold until we hammer out the Beta version of the game it’s become all the more important to power thru what we’ve got to edit, as such we’ve decided to move our work Sundays from one dwelling or another, to the public library. This does mean a significantly lower quantity of feline input, but hopefully also a significantly lower quantity of distractions… aside from Tumblr. That’s everywhere.
Currently the main mechanics behind all of Pyron are in place, but there’s plenty left to do in fleshing out the weapons and equipment lists before we’ll be able to playtest.