How to Character in JauVon | World Anvil
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How to Character

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Characters are built from a few basic parts. A Seed, Stats, Specialties, and Moves.   A Seed is a starting point. Use it as a place to get an idea of who your character is and what they do.   Specialties describe who your character is and what they're good at. These are core to describing yourself and building moves.   Stats outline your basic strengths and weaknesses. Everyone has these.   Moves are what you can do, physically, in game, with rolls. There are some basic ones everyone gets(even helpers!). On top of that you can add custom built moves to reflect who your character is and what they can do that makes them special.
 

Character seeds

Character seeds are the 'classes', so to speak. A type of interesting person you’d want to tell stories about. Each one has a at least 3 specialties they excel at. Its good to go ahead and pick one to start getting a feel for your character.  

Clysterpipe

This is the healer type. They tend to fix people and/or make concoctions.
Specialty restrictions: Must start with the 'Getting Abducted' specialty (and 2 more of your choosing).

Techsavant

This is the tech type. They tend to fix things and/or make gadgets.

Rabblerouser

This is the fighter type. They can specialize in weapons and be generally badass, fancy!
(Also a catch all for anyone who isn't a Clysterpipe or Techsavant)
 

Specialties

Specialties are what your character is good at. These will be important when you make moves. Think of what your character is like and what they focus on when choosing these. You start with 3.   There are 4 pools of Specialties.
  • Basic: Specialties anyone can take
  • Clysterpipe only: Specialties only for Clysterpipes
  • Techsavant only: Specialties only for Techsavants
  • Rabblerouser only: Specialties only for Rabblerousers

Basic Specialties

Driving, Dancing, Socializing, Researching(?), Getting into trouble, Manipulation, Good Humor, Cryolidhium powers1, Performance

Clysterpipe only Specialties

Healing(mental), Healing(physical), Concoct(drugs), Concoct(medicine), Concoct(poisons), Concoct(antidotes), Inventing(healing)

Techsavant only Specialties

Programming, Fixing Machines, Hacking, Engineering, Inventing(a tech*)

Rabblerouser only Specialties

Swords, Guns2, Badassery, Dueling, Brawling, Protecting, Rage, Deceptive Arts, Pin point accuracy, Escaping
(There are all still works in progress and there will be more in every category soon)

1. to have this you must start out with one mental harm, and all cryolithium moves you make must of off of ardor.
2. Must be in the military or they count as illegal, both have game implications. And if they are illegal give the Host a good reason you have them. Ex. 'I'm a freaking pirate', 'I'm from a havocbreaker town'
Anyone can use weapons and fight but only Rabblerousers get the bonuses in move form.
 

Stats

Is your character graceful? Charismatic? Curious? Tough as nails? Well assign their stats to reflect that! Use each one of these numbers (+2,+1,+1,0,-1) on one of the below stats.
  • Poise - Reflexive, Graceful, Cool Under Fire (rational, clear thinking, calm, calculating, unfazed)
  • Glib - Persuasive, Assertive, Attractive (subtle, gracious, sexy, beautiful, inspiring, exciting)
  • Flint - Aggressive, Forceful, Hard-hearted (violent, strong-willed, mean, physically and emotionally strong)
  • Guile - Calculating, Methodical, Sharp-witted (clever, alert, smart, perceptive, educated, skilled, trained)
  • Ardor - Inquisitive, Exploratory, A Weirdo (psychic, genius, uncanny, lucky, strange, prophetic, touched)
While the basic spread is intended to be (+2,+1,+1,0,-1) you can choose to raise a stat by 1 at the cost of lowering another by 1. You can only do this once.
You can always raise a stat later through moves. Thought the max is 3.(the min is -3)
 

Player Moves

Lastly you need to build moves. Moves effect other Guests just as much as they effect the Help. You start with three moves built from the options below. Simply fill in the blanks, name it, and write it on your Guest Sheet.
• When you do something relating to (specialty), add +1.(limit 3 for the same move)
• You have the ability to (do some sort of active special power). It counts as a basic move using (stat).
• You have (some passive special power that has a constant effect).
• You have a (thing). When applicable, it adds +1 to (stat) and (stat).
• When you do (specialty), mark XP.
• Add permanent +1 to (stat)   If you are having trouble building moves, check out How to Moves.  
When you 'level' you get to build a new move and add it to your Guest Sheet.
If you already have a move that uses each of the specialties you started with, you can choose an additional specialty if you want. There is no limit to how many specialties you can gain, though your Host is encouraged to dispute them if they don't fit with what you've done so for in play.

Useful Terms

Host: Runs the game
Guest: Player character
The Help: Non player character
On top of your slowly building arsenal of custom moves there are a few basic moves that everyone gets
(including the help)   When you roll a 6 or under using one of these moves things get Bad.
(but you gain an exp!)
Elegant Decorum
Roll+poise to do something 'under fire'
  • On a 10+, you do it.
  • On a 7–9, you flinch, hesitate, or stall: the Host can offer you a worse outcome, a hard bargain, or an ugly choice.
  • On a miss, be prepared for the worst.
Artful Eloquence
Roll+glib to seduce or manipulate someone.
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll.
For The Help:
  • on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them.
  • On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first.
  • On a miss be prepared for the worst.
For Guests:
  • on a 10+, you offer them both.
  • On a 7–9, you choose 1 to offer them.
  • On a miss be prepared for the worst.
The options are: If they go along with you, they mark experience. If they refuse, their favor with you(on their sheet) goes down by one. What they do then is up to them.
Vexing Hooliganism
Roll+flint to attack on someone or do something aggressive to them like threaten them.
Make it clear what you want them to do and what you’ll do to them.
  • On a 10+, they have to choose: Force your hand and suck it up, Cave and do what you want.
  • On a 7–9, they can choose 1 of the previous, or 1 of the following: Get the hell out of your way, Barricade themselves securely in, Give you something they think you want, or tell you what you want to hear, Back off calmly, hands where you can see.
  • On a miss, be prepared for the worst.
Astute Perception
Roll+guile to read a person or read a situation
When reading a person: On a hit, you can ask the Host(or other players) questions. Whenever you act on one of the Host/Player’s answers, take +1.
  • On a 10+, hold 3.
  • On a 7–9, hold 1.
  • On a miss, hold 1 anyway, but be prepared for the worst.
Use your hold to ask one of these questions, 1 for 1:
Is your character telling the truth?, What’s your character really feeling?, What does your character intend to do?, What does your character wish I’d do?, How could I get your character to —?
Your Host may offer you alternative questions to choose from, if need be.
When reading a situation: On a hit, you can ask the Host questions. Whenever you act on one of the Host’s answers, take +1.
  • On a 10+, hold 3.
  • On a 7–9, hold 1
  • On a miss, hold 1 anyway, but be prepared for the worst.
Where’s my best escape route / way in / way past?, Which enemy is most vulnerable to me?, Which enemy is the biggest threat?, What should I be on the lookout for?, What’s my enemy’s true position?, Who’s in control here?
Your Host may offer you alternative questions to choose from, if need be.
Eccentric Intensity
Roll+ardor to 'intensify' or become inspired.
On a hit, the Host tells you something new and interesting about the current situation, and might ask you a question or two; answer them.
  • On a 10+, the Host gives you good detail.
  • On a 7–9, the Host gives you an impression. If you already know all there is to know, the Host will tell you that.
  • On a miss, be prepared for the worst.
Foul Play
When you attack someone unsuspecting or helpless.
When you do this ask the Host if you could miss.
  • If you could, treat it as using Vexing Hooliganism, but your victim has no choice to cave and do what you want.
  • If you couldn’t, you simply inflict harm as established.
Spend Favor
Help or interfere with someone.
When you help or interfere with someone who’s making a roll, roll+favor.
  • On a 10+, they take +2 (help) or -2 (interfere) to their roll.
  • On a 7–9, they take +1 (help) or -1 (interfere) to their roll.
  • On a miss, be prepared for the worst.


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Cover image: Game Cover by Lengna(Paper)