Below is an excerpt from the work on Piecemeal 1e from the section on group templates and relationships.
When a new group of characters is built, it is important to have a group template. This gives the characters a reason to band together beyond meeting in a tavern. Each character must have at least two relationships to other party members; these cannot be both to the same character. You cannot alter another character’s history without the other player’s consent. Thus if you chose 'Romance', you could not declare the two character’s had dated. You could declare that your character had a crush on the other character. Likewise if you chose 'Family' it does not mean their character consider your character family or that there is a blood relation, it may simply be that for some reason your character considers them ‘like family’ (perhaps your character knew their parents). Each relationship has a slight mechanical benefit. A set of example relationships is listed below:
Gain: +1 fate
Example: This relationship represents a blood relation, adoption or a strong friendship or sense of obligation resembling family. For example, you could be the child of a close family friend to the other character. Either way, your character feels a familial bond.
Gain: Target gains +1 fate
Example: This relationship represents a sense of strong protectiveness. A parent, a bodyguard or a trusted lady-in-waiting is examples of a protector. A character could feel protective of a character they have only recently met and it does not need to imply a long history. Never the less the relationship is strong not merely a passing sensation.
Gain: Target gains +1 luck point
Example: This relationship covers everything from long-term marriages to unrequited love. This is a romance beyond minor attraction or infatuation and is unlikely to ever fully leave the mind of the character.
Example: This represents any financial relationship; the character has been paid and has a job to do. This could be that your character was paid by the target, or paid by a third party to watch over the target or perform some other action. This relationship also requires a dedication to reputation and work ethic that this is a major impact on behaviour.
Relationship: Higher Calling
Gain: 50 Piety
Example: This represents a sense of divine duty. Perhaps your character believes the other is a chosen one, or simply part of a wayward flock. Either way your character sees their destiny as dependant on the safety of the target.
Relationship: Life Debt
Example: This represents a deep sense that the character owes their life to the target. Perhaps the target saved their village, spared their life or saved them personally. This could also represent a debt that the character feels he owes to the target’s bloodline, nation or species. Either way, the character feels an unshakable debt to the target.
These are only some examples, feel free to create other relationships with GM approval, they should always be generic however to leave room for both parties to determine exactly what they mean to each character.
These rules are meant to quickly and easily build a group and bypass the cliche of meeting in a tavern. They work very well with "Schrodinger's Character" to quickly build a new party of character without needing a two hour session of prepwork. Simply pick up a pencil and go.
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