From Robin's Wiki

DivisionSeven: HouseRules

Character CreationExperienceCreating Devices

Character Creation

I, Bruno, the Controller of the Division Seven game, have been corrupted by Ars Magica and its good ideas for character creation. As a result the current system is a bit of a mish-mash as I work towards my ideals. It works like this:

Characters divide thirteen dots among their attributes. This is in addition to the initial dot in each attribute. It is not expected that characters will increase their attributes through the expenditure of experience points. They may increase through role-playing.

The character's abilities are purchased with experience points. Characters are given 67 experience points for the purposes of determining their abilities. Standard experience costs apply (see Chart).

The character recieves seven levels of backgrounds, distributed as the player wishes.

The character recieves two levels of Enlightenment (Arete) if they are Enlightened (Awakened).

The character recieves six levels of Spheres, at least one of which must be in its Specialty Sphere, distributed as the player wishes.

If Enlightened, the character recieves 27 more Experience Points.
If Unenlightened, the character recieves 42 Experience Points instead.

TopCreationGoal

Experience Point Costs

AttributesNew rating x4This is unlikely to be allowed.
Ability, intial level3 
Ability, later levelsNew rating x2 
First specialisationNew number of specializations for this abilityRequires four levels in the ability
BackgroundNew rating x1 
WillpowerNew rating x1 
EnlightenmentNew rating x6 
New Sphere8 
Sphere, generalNew rating x6 
Sphere, favouredNew rating x5 

Supplementing Experience Points: The Mentor and Library backgrounds and the Research ability can provide supplementary Experience Points for Knowledges and Spheres. They can also affect some skills (this should be analysed on a case-by-case basis).
Research + Intelligence (difficulty 7) yields only one experience point towards a specific goal for every two successes. The roll may be made multiple times, however each roll takesa fortnight.
Mentor or Library may be rolled (difficulty 7), provided the character has a week to spend in study. Research may be addded to the roll for Library. Each success grants one experience point in a specific knowledge, Sphere or (approved) skill. To use both a Mentor and a Library requires at least two weeks.
Each can only contribute to any given level of knowledge once. Thus the character who uses her Library to get three experience points towards her first level of Entropy cannot study Entropy in that library again until she has achieved the first level of Entropy. She may then study there for experience points to contribute to level two Entropy.

Note on specialisations: some abilities, especially Science and Academics, have several branches. For these abilities the rating runs from one to three. The fourth and fifth levels are bought seperately for each branch.
--> For instance, with Science 3 and Science: Biology 1, a character has four levels of biology. A rating of one in Science: Xenobiology to complement this will cost 8 Experience Points. Specialisations may be dictated for each branch of the knowledge.

Top

Creating Enlightened Devices (Enchantment)

The following system supplants that found in the Mage rulebook:

A character who wishes to create a Device (Talisman) must posess at least three ranks of Prime. A character who wishes to create a Device and does not have access to a Technocracy Primium-rich Device Creation Box (P-R DCB) must have at least four ranks of Prime.

Preparation of Base Materials

The character must allow the physical structure of the device store Primal Energy (Quintessence). This can be done by

having another person (or the P-R DCB) use a vulgar fourth-rank Prime effect, or
using a third-rank Prime vulgar effect oneself.

Either way, 10 successes are required from an extended roll.

Working the Materials

The character must infuse the Device with 10 pawns* of Prime Energy for every level of Enlightenment (Arete) it will have. A further 10 pawns of Primal Energy must be instilled for every Sphere level required to produce the desired effects.
Thus a Device that emmulated a Spirit 2 Life 1 effect would require at least 50 pawns of Primal Energy (having the minimum two levels of Enlightenment and three Sphere levels).

While this energy is being instilled in the device, the character works the effects into the device. The character must succeed on an Enlightenment roll (difficulty 8) every day for a number of days equal to the Device's Sphere levels. The example device would require three successfull rolls.
If the roll fails, the project is not lost, but that day's work proves useless and must be made up for by an extra day. The extra day's roll is at one greater difficulty, in the normal manner.

The character loses one tempory Willpower level per day that they work on the project. This is not to be regained until the project is completed.
If the number of sphere levels contained in a device exceeds its creator's Willpower rating, the creator must first lose all of her temporary Willpower levels and then lose a permanent point of Willpower. The same is true if repeated failure forces a project to take more days than the character has temporary Willpower points and the character does not give it up.
Note that a character with a Willpower rating less than five cannotuse Enlightened Science (Magic).

Fuelling

The Device must be given a supply of Prime Energy. It is created with no charge, and must have Prime Energy transferred to its stores before it can use that energy for effects. The third-rank Prime efect used for recharging items is used for this.
The amount of Primal Energy that a device can contain is five times its Enlightenment rating.

*This term is borrowed from Ars Magica. I have no better term for a unit of Quintessence.

Top

Retrieved from http://www.kallisti.net.nz/DivisionSeven/HouseRules
Page last modified on January 12, 2005, at 02:50 AM