2. Choose and develop the characters

There will be two kinds of Players in the game session:

- the role player, who acts as the character during the story;
- the conscience player, who takes notes of all the character’s actions during the session and twice per session can give advice to the role player.

Each player character (PC) will be controlled by a role-player who will be assisted by the conscience player during the game session. In the Fast Rules System of Incorporeal, each duo of players will receive a PC template with some predefined characteristics:

- Type: each setting has a series of “typical characters” for the stories to be played. In Witchcraft Tales these types are based on the fiction of the time or set in the second half of the XIX century. The types are adventurer; journalist; inventor; ocultist; physician; naturalist.

- Behavior and Demeanor: showing basic traits of the character personality.

After receiving their PCs template, the role player and the conscience player will work together to customize it. Character customization consists of 2 steps:

Step one: each role player receives a deck of 64 cards consisting on 20 Elementals and 44 Numerals.

The Elementals consist of 5 cards of each of the 4 elements (fire, water, air, earth). The role player must organize the Elemental Deck into 4 groups of 5 cards: one group per element. Then, he or she must randomly select one card from each element to form a cross-like diagram in the character’s journal/diary. The 5 cards diagram represent a sketch of the PC´s personality: fire-spiritual; water-emotional; air-mental; earth-material.
Step two: the role player must randomly choose three cards from the relationships deck . Each card presents one of the Brazilian non-player characters (NPCs) that the role player will use to sketch relationships in the CHARACTER’S RELATIONS Chart of the PC.  Vladimir Propp proposed 7 character functions in his essay “Morphology of Marvelous Tales”. The NPC´s relation to the PC must be based in one from 6 of the 7 functions proposed by Vladimir Propp (the hero being the PC): donor – gives information or special items; helper -actively helps the character; victim – suffers a damage that the PC will try to remedy; antagonist – opposes the character; false hero – tries to take credit for the PCs actions; dispatcher – sends the hero on his or her quest.

Elemental Deck

Elemental Deck

NPCs Deck

NPCs Deck

Ready to print PDF files: player/character journals, cards charts and cards:
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournaladventurer.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournalinventor.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournaljournalist.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournalnaturalist.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournaloccultist.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournalphysician.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtcardschartplayer.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtnpcdeck.pdf

 

 

Game Master’s Journal:

The Game Master (GM) may use the elemental cards during the creation of the story plot and the cards of the relationship deck to create NPCs.

MOOD & EVENT Master’s Chart
GM may choose or randomly pick the Elemental Cards to determine key events and moods of the story.

CHARACTER’S RELATIONS Master’s Chart
The GM should consider the NPCs’ relations to the PCs while preparing the plot and during the RPG session. Other NPCs created can also be based in 6 of the 7 functions proposed by Vladimir Propp (the hero being the PCs): donor – gives information or special items; helper -actively helps the characters; victim – suffers a damage that the PCs will try to remedy; antagonist – opposes the characters; false hero – tries to take credit for the PCs actions; dispatcher – sends the heroes on their quests.

Ready to print PDF files: master’s journal, cards charts and cards
http://www.historias.interativas.nom.br/incorporais/pdfs/wtjournalmaster.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtcardschartmaster.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/incfastdeck.pdf
http://www.historias.interativas.nom.br/incorporais/pdfs/wtnpcdeck.pdf

Experience Points

After the events of the story are finished, the character will receive experience points from the GM in accordance with Incorporeal rules. These value interpretation of the PCs by the role players, solving key challenges of the story, cooperation among the members of the group, and production or creation by the role player and conscience player from the experiences during the RPG session. This production can be in terms of characters, plot, setting or rules.

These experience points can be used to increase Competency levels or Health points. As Competency levels increase, characters can acquire more Knowledge.

The experience points represent the quantitative aspect of the character´s growth after the adventure. To portray the qualitative aspect, each role player must pick one card from the Elemental Deck and interpret its message in relation to the character´s lessons and development from the story. After the workshop you can develop your character and go on playing using the Incorporeal Basic Rules System.

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