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<blockquote data-quote="Jeph" data-source="post: 3317909" data-attributes="member: 6738"><p><strong>Beliefs</strong> are exactly what they sound like. Write down three things that your character believes. Typically, you have one representing your character's past, one tying you into the situation at hand, and one to act as a flag for how you want the story and your character to develop. When your beliefs cause interesting things to happen -- for instance, if your "I am the rightful heir to the throne" belief leads you to throw down in a duel against another contender -- you get Artha, which is kinda analogous to Action Points in some d20 games.</p><p></p><p><strong>Instincts</strong> are three things that your character does, even when you don't specify them. You don't have to tell the GM your character is doing their instinct. It is assumed that they always do. Examples: "I always carry enough coin to buy room and board for a few nights at a good in," "I always start combat in aggressive stance," or "if I'm surprised, I cast Blade Bind at the enemy." They're usually I Always, I Never, or If/Then deals. They can also help you get around roadblock actions in combat. For instance, if an instinct says that you draw your sword whenever you detect a threat, you don't need to spend an action getting out your weapon. When Instincts make trouble for you -- say, you end up casting Blade Bind on the maid when catches you off guard and the master of the house kicks you out as a result -- you get a slightly-less-kickass type of Artha.</p></blockquote><p></p>
[QUOTE="Jeph, post: 3317909, member: 6738"] [b]Beliefs[/b] are exactly what they sound like. Write down three things that your character believes. Typically, you have one representing your character's past, one tying you into the situation at hand, and one to act as a flag for how you want the story and your character to develop. When your beliefs cause interesting things to happen -- for instance, if your "I am the rightful heir to the throne" belief leads you to throw down in a duel against another contender -- you get Artha, which is kinda analogous to Action Points in some d20 games. [b]Instincts[/b] are three things that your character does, even when you don't specify them. You don't have to tell the GM your character is doing their instinct. It is assumed that they always do. Examples: "I always carry enough coin to buy room and board for a few nights at a good in," "I always start combat in aggressive stance," or "if I'm surprised, I cast Blade Bind at the enemy." They're usually I Always, I Never, or If/Then deals. They can also help you get around roadblock actions in combat. For instance, if an instinct says that you draw your sword whenever you detect a threat, you don't need to spend an action getting out your weapon. When Instincts make trouble for you -- say, you end up casting Blade Bind on the maid when catches you off guard and the master of the house kicks you out as a result -- you get a slightly-less-kickass type of Artha. [/QUOTE]
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