alle englischen Texte aus Tribe 8 Regelwerk, Seiten 114-122

Tribe 8 is a game about community as much as individualism. The Fallen, while seeking freedom from the Seven Tribes, also trying to build a new nation and fulfill the Prophecy of Joshua. The Player Circle will portray a cell of Fallen, a group of like-minded outcasts working toward some common goals and aiding each other. They will be sisters, brothers and lovers. To help forge this sense of community, the first step in character creation is to make some decisions about the tribal cell itself. This will allow Players, when they make their individual characters, to design PCs that work well as a group.

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Step One: The Tribal Cell

Step Two: Character Concept

This step allows the Players to decide what type of character they want without worrying about game statistics or other external considerations. The only real limits on the character at this stage are that she (or he) must fit in with the concept for the tribal cell the Player Circle has just defined and be able to work with the other characters. Although some conflict between the characters can be very rewarding, there needs to be a common bond that will keep them together.

Step Three: Tribal Origins and First Eminence

With very rare exceptions, all the Fallen are outcasts, people expelled from one of the Seven Tribes for an offensive ranging from a depraved crime to happening to be in the wrong political faction during a leadership struggle. Player Characters are special in that they retain a connection to the Goddess when they are cast out. Nevertheless, your character will have been raised within a tribe and still carries many of the tribe´s traditions with her. Each of the Seven Tribes implies different things in terms of character creation. Most obviously, each tribe has two Eminences (areas of natural proficiency) attached to it. You must choose one of these two for your character. Some of your character´s personality may reflect her former tribe´s outlook, which is summarized below. Each tribe has typical reasons for banishing its members.

Für eine ausführliche Beschreibung siehe The Fatimas und The Seven Tribes.


Step Four: Outlook and Second Eminence

The Fallen are a young people, but four general factions have formed among them. These are not so much political units that gather for power, but loose groups based on general outlook. Although there are cells composed of members of a single outlook, most cells have members from several. Players should feel free to choose any of these outlooks. The Fallen have a special relationship to Synthesis and have developed new Eminences. Each outlook holds two, just like a tribe. Players should choose one of these for their characters.

Für eine ausführliche Beschreibung siehe The Fallen und [[Outlooks?|The Outlooks]].


Step Five: Tribal Life & Banishment

Your character´s past will help to define her future, so you should have some idea of what her life was like when she was still in the good graces of the Fatimas. There is no requirement to go into every last detail of her life, but you should give some thought to her immediate family, her position in the tribe, and her relationship with the Fatima. The actual circumstances of a character´s banishment are also very important. You should give some thought to the specific events that resulted in the Fatima and tribe casting your character out.

Possible reasons for banishment include:

Step Six: Vision Quest / Goal

The transition from a child of the Fatimas to a free agent of destiny is long and complex, but it is epitomized in the relevatory vision that members of the Eighth Tribe experience when they are banished. During the ceremony (sometimes in absentia), the fatima withdraws all the love and power she had granted to the outcasts, theoretically leaving her souls to wither and die. The true fallen, however, are strong enough to survive and even thrive without their Fatima. Their powerful souls flare in the direct contact with the Goddess.

During this traumatic and wonderful time, the outcast experiences a powerful vision that guides her towards her destiny. Ideally, this vision should set the stage for your character´s whole development. Decide what your own goals for your character are, then incorporate them in into a symbolic dream. Because the visions are highly subjective, you can decide on a few rough ideas or images, and let the Weaver (Spielleiter) translate them into story elements at a later date.

Visions often include the folowing elements:

Step Seven: Choose Attributes

With the character concept worked out, you can now define her abilities precisely enough for game purposes. The first part of this process is to choose Attributes. Attributes are zero-average ratings used to describe a character´s innate mental, physical and social strengths and weaknesses.

Attributes are purchased with Character Points (CPs). Beginning characters start with 30 CPs that are used to purchase a level in all ten Attributes.

AgilityAGIPhysical prowess and coordination
AppearanceAPPPhysical beauty
BuildBLDPhysical size and mass
CreativityCREMental innovation and quick thinking
FitnessFITPhysical conditioning
InfluenceINFCharisma and persuasiveness
KnowledgeKNOEducation and logical thinking
PerceptionPERAlertness and ability to discern details
PsychePSYMental health and empathy
WillpowerWILMental endurance and conviction

Die Kosten eines Attributes sind in folgender Tabelle aufgelistet. Für jedes Attribut wird ein Wert gekauft. Ein Attribut mit dem Wert +2 kostet also 9 CPs. Negative Kosten für negative Werte bedeuten, dass der Spieler die aufgeführten CPs zurückbekommt. Ein Attribut mit dem Wert -3 bedeutet also, dass der Spieler 4 CPs auf sein Konto erhält.

Attribute Rating-4-3-2-10+1+2+3+4
Character Point Cost-9-4-101491625

Although the points can be spent in any way a Player wishes, 30 CPs typically allows a character to be very good in one area (+2) and quite good (+1) in four others. Any left over CPs become [[Emergency_Dice?]].

Step Eight: Choose Skills

Skills represent a character´s learned abilities, and are gained over a lifetime through experience, study and observation. They are purchased with Skill Points (SPs) much in the same way as Attributes are with CPs. Unlike Attributes, however, Skills are not zero-average. Each Skill is also tied to an Attribute and cannot be purchased during character creatio at a level higher than that Attribute plus 2. The cost of a Skill level is determined by Skill´s complexity. This is a measure of how difficult it is to learn.

Player Characters start with 40 SPs, allowing characters to get a wide variety of Skills. Note, that these SPs are also used to purchase Synthesis abilities.

Skill Costs
Skill LevelSimple Skill CostsComplex Skill CostsMinimum Attribute

Die Werte symbolisieren natürlich eine gewisse Fertigkeitsstufe. Diese werden wie folgt ausformuliert:

Skill LevelTraining QualityDescription
0UntrainedLittle or no Skill.
1RookieBasic Training. Common Skill level for amateurs.
2QualifiedStandard Skill level for anyone who earns her living using the skill.
3VeteranThe truly gifted and old professionals. Represents years of experience.
4EliteThe best of the best. Individuals whose Skill commands fear, respect or even envy from all in their occupation. Most people never achieve this Skill level, even at their peak. Characters with this skill are very, very rare - those with more than one Skill at this level are almost unknown.
5+LegendaryThe best of the best. Living legends and heroes from the great sagas.

Die Skills sind in einfach und komplex aufgeteilt. In der nachfolgenden Tabelle sind die Skills entsprechend der zugeordneten Attribute aufgelistet.

Master Skill List
AttributAbbr.Simple SkillsComplex Skill
AgilityAGIAgility, Archery, Dance, Dodge, Hand-to-Hand, Melee, Sleight-of-Hand, ThrowingSneak
AppearanceAPPGrooming, Seduction
CreativityCREAnimal Handling, Camouflage, Cooking, Craft, Disguise, Interrogation, Music, Survival, Tactics, TeachingForgery
FitnessFITAthletics, Swimming
InfluenceINFEtiquette, Haggling, Leadership, Streetwise, Theatrics
KnowledgeKNOHealing, SpeakAgriculture, Animal Care, Herbalism, Law, Lore, Mythology, Navigation, Read/Write, Ritual, Trade
PerceptionPERCombat Sense, Gambling, NoticeBoating, Investigation
PsychePSYRidingDreaming, Human Perception

Step Nine: Synthesis

All Fallen have an affinity for Synthesis reflected by their use of eminences, but some achieve a special ability and enlightenment that allows them to tap more directly into the River of Dream. This is reflected in the Synthesis Skill. Players wishing can spend Skill Points to buy one or more levels in Synthesis. Those who achieve Synthesis Level 2 can also purchase an Aspect - a special ability - associated with their birth tribe for an additional 7 SPs.

Summary of Aspects

YagansCurse of DreamDream Travel
DahliansMetamorphosisPuppet Show

Synthesis Trait Costs

Synthesis Level1234567Aspect
Costs in SPs310234063901237

Step Ten: Calculate Secondary and Other Derived Traits

The Secondary Traits are a group of five ratings that are neither Attributes nor Skills but are derived from them. All Secondary Traits are computed from Attribute and Skill ratings.

Secondary Traits

StrengthSTRRaw physical strength(Build+Fitness)/2(round towards zero)
HealthHEAPhysical well-being(Fitness+Psyche+Willpower)/3(round off)
StaminaSTAPhysical endurance25+5*(Build+Health)(minimum 10)
Unarmed DamageUDDamage inflicted in hand-to-hand combat3+HTH skill + Strength + Build(min 1)
Armed DamageADBase damage in melee combat3 + Melee skill + Strength + Build(min 1)
Flesh Wounding Score-Threshold to receive a Flesh WoundStamina/2(round up)
Deep Wounding Score-Threshold to receive a Deep WoundStamina
Instant Death Score-Threshold for Instant KillStamina*2
System Shock-Ability to withstand shock and trauma5+Health(min1)

Step Eleven: Final Details

With your character concept complete and your game-statistics established, all that is left is for you to add a few finishing details. These will include naming your character, describing her physically and any other details you whish to add. You should also choose your character´s equipment at that stage.

It can be rewarding to take the background and vision notes you took during character creation and write out a longer history and a full vision quest for your character. Even if you wish to do so, we suggest waiting to play a session or two with the character first. This will allow you to get a feel for the character “in action” and see if there are any little changes you would like to do to the concept or even the Skills and Attributes. Any changes should be undertaken with the approval of the Weaver and Player Circle.

Tribal & Fallen Names

Full names among the Seven Tribes include a given name, a family name, a clan name, and a tribal affiliation.

given namesusually slightly archaic soundingLuther, Abigail, Mordechai, Lea, Hannah, Godehard, Friedgard, Pandora, August, …
family namesfamily head´s name with “kin”-endingMarakin, Dornkin, Alaskin, …
Clan namefounder´s name with “on”-endingAria´on, …
tribal affiliationof tribe´s nameof Eva, of Baba Yaga, of Joan, …

Beispielname: Abigail Marakin Aria´on of Eva.

The Fallen often forego the full family, clan and tribe names that they were given before their exile. They often maintain their given name and add an honorific given either by their companions or that they choose themselves. These honorific can change through a character´s life as her reputation and demeanor do. Fallen also typically take on a new clan name based on their new tribal cell.

honorificoccupation, totemic animal, descriptionthe Judge, the Hawk, the Stern, …
clan namesometimes with “on”-endingBeren´on, …

Beispielname: Luther the Swift Beren´on.

Define external redirect: Emergency Dice Outlooks