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This section covers everything you’ll need to understand and make a character. Firstly it explains
the central mechanical pieces of a character, Attributes and Skills. Then it goes through character
creation and has chapters on the Backgrounds, Careers and Talents available to characters. At the
end of the section it has information on character advancement and some template example
characters, for inspiration or use in quick character generation.
Attributes
Attributes represent the raw ability and talent of a character in different areas of life. They also
represent the natural aptitude of the character to certain approaches to situations. Attributes can
also be thought of as belonging to different groups that encapsulate those sorts of approaches.
The first groups are those of physical attributes (Brawn and Agility), Intellect attributes (Brains and
Wits) and personal attributes (Will and Charm). The second group is that of power attributes
(Brawn, Brains and Will) and precision attributes (Agility, Wits and Charm). Power attributes are
more the ‘immovable object’ where as precision attributes are more the ‘irresistible force’. The six
attributes that characters have are explained quickly below:
Wits: A character’s speed of thought and awareness. Character’s with high Wits scores rarely miss
a joke or get caught in an ambush. Those with low Wits are probably described as absent minded
and might miss the glasses they’re looking for when they’re right in front of them.
Attribute scores range in value from 3 to 18 but most, at least for adult sentient beings, are
between 7 and 14. Attribute scores form the base of a character’s Action Total when making test.
Attributes also have an Attribute Modifier associated with their Attribute Score. The modifier is
used less regularly, mainly for derived statistics such as Health Points, Stress etc. If a rule or ability
refers to Attributes, it will make it clear if it is refering to an Attribute score or modifier in that rule
or ability.
5 & Under: Weak (-3) 12/13: Above-par (+1)
6/7: Poor (-2) 10/11: Average (+0) 14/15: Strong (+2)
8/9: Sub-par (-1) 16+: Excellent (+3)
Skills
Skills represent a character’s learnt and practiced abilities.
Come in three levels:
1) Skilled
2) veteran
3) Expert
Skills add their level (+1, 2 or 3) to the characters Attribute Score to make the Action Total for tests.
Specialties
- specific areas of skills that a character is particularly experienced or capable in.
- give the character advantage when making tests.
- can have up to 3 per skill, 1 per skill level.
- only one skill focus can be applied to any given test.
Specialties are areas of skills in which a character is particularly practiced or proficient. These
include swimming for the athletics skill or hacking for the computers skill, for instance. Some
example specialties have been given with each skill. These examples also serve to help
demonstrate the sorts of areas and activities that the skill covers. A character that makes a test
using a relevant speciality has a level of Advantage when taking the test. Only one specialty can
be counted toward making a test, even if multiple specialties may be relevant. Choose whichever
one seems the most appropriate.
A character can have up to three specialties for a skill, 1 per level that they have in the skill. For
example, a character with level 2 Athletics could have up to 2 specialties, i.e. swimming and
climbing, but would have to wait until they had level 3 in the skill if they also wanted the acrobatics
specialty. Regardless of skill level, a charcater does not have to have any specialties in a skill if they
wish.
A quick note on skills in your game. Depending on the setting and type of game being played, some
of the skills may not be as relevant or could be rolled in to other skills as specialties. Some games
may suit skills being further split up or larger specialties made in to their own separate skills; The
acrobatics specialty from the Athletics skill or spliting the Academics Skill in to individual skills,
history, science, linguistics etc. The GM should make it clear which skills are relevant and available
in the game and players should feel free to ask for clarity if there is any confussion. There are extra
spaces left on the character sheet for groups to fill in thier own skills, if they want an expanded skill
list or one’s that better suit their setting. In any single game, available skills should be kept
consistent across all characters, i.e. if there’s no acrobatics skill in the game, its a specialty, then
acrobatics in a specialty for all characters in the game.
Players, both GM and PC’s, should also be encouraged to change the name of the skills (and
specialties) to better suit their game and/or characters, if they wish. If this is done, just make sure
that everyone in the game is aware of the new name and which sort of skill that new name
represents, i.e. ‘smack stuff’ is the melee skill, ‘flip about’ is the acrobatics specialty etc. This is just
so everyone is on the same page.
Boons
- Additional piece of tangentially useful information.
- Know where to go to get more information. This possibly allows a further attempt at the same
test (if failed) as the character can create new circumstance. Alternatively, it’s an opportunity to
gain further knowledge (if passed).
Crafts tend to be learnt with a vocational rather than academic approach. Many spend years as an
apprentice before striking out on their own, and some never finish the apprenticeship. This may
also affect the way in which the character interacts and expresses the knowledge that they gain
from their craft. Example crafts include: blacksmithing, carpentry, jewellery crafting, fine art,
builder, leather working, tailoring.
Most crafting actions in game will be extended actions. The DPen. will be set by the complexity of
the object being made. The number of successful attempts needed will usually be set to represent
the number of processes or stages the job will need to go through. It may also be set by how fiddly
or involved the process may be, the final decision is up to the GM.
- Melee (Brawn, Agility, Wits. See the Combat section, pg. xxx)
Specialities: light weapons, improvised weapons
- Persuasion (
Specialities: barter, deception, seduction)
Costs
- a little truth is needed
- a choice between
Fantasy skills
Animal handling is a measure of a characters ability to interact with animals. This may be
everything from making friends with them, calming them or stopping them from attacking the
character to training them for work or display.
Sci-Fi Skills
- Astronavigation (Brains, Wits)
Specialities: long-haul, short-haul, hazard mitigation
Character Creation
1) Concept
2) Attributes and Backgrounds
3) Skills and Career
4) Talents
5) Equipment and Additional XP
6) Extra touches (Derived Stats, traits & limit break, connections)
1) Concept
Come up with a strong concept. The concept will help you with the rest of the character creation
process. Look through some off the options available if that helps. Choose a favourite character
from media.
Attribute Selection
Standard array: (14, 12, 11, 10, 9, 7)
or
Point buy: 15 points from a base of attribute score of 8 (from base 8: 6, -1, 4, 3, 2, 1 = 15 points)
Backgrounds
Choose two backgrounds.
Choose a Career
A character has a career
Careers
The Soldier
Weapon Master (Core Soldier Talent)
You have trained in the most effective use of weapons. Pick one of the following options. You can
use it whenever you use an applicable weapon and action in combat.
- Eye to Eye: You gain a +1 equipment bonus whenever you use a melee weapon to make an
Attack, Flurry or Combat Maneuver action.
- Eagle Eyed: You gain a +1 equipment bonus whenever you use a ranged weapon to make an
Attack, Burst or Combat Maneuver action.
- Brutal: When you use a melee weapon in combat to take an Attack or Flurry action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
- Deadeye: When you use a ranged weapon in combat to take an Attack or Burst action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
Extra
A soldier with this talent can spend an additional X Xp to purchase a second option from those
presented above. The same option can not be chosen multiple times. This extra can be taken once.
Soldier Professions
Commander
Marine
Vanguard
The Psion
- Invoking (core): gain the invoking skill at level 1. gain two spells known.
- Rote Spells: well practiced spell. Cost 1 less focus to use.
- Signature Spells: Favourite spells that come easy. Reduce DP of spell by one.
Mancer
- Core: Choose a tradition. +1 Power level for free when Invoking a spell from their chosen
tradition. Stacks with benefit of signature spell, if they have it for the spell being Invoked.
Weaver
- Core: Metamagic
- Optional: Free extra spell choice daily. Has to be of a level they could cast (i.e. equal or under
thier Invoking Skill level)
Ritualist
- Core: Can extend the casting time of any spell they Invoke to 1 scene, don’t need to spend focus
to cast the spell. Still take stress damage on a failure.
Character Advancement
- Attributes: 20XP * times purchased
- Skills: 5XP per level
- Specialties: 10XP
- Skill Talents: 10XP per skill level
- General & Career Talents: as shown with talent