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# Chapter Two: Characters <a name="characters"></a>
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Before playing Autonomous Garden, Players will have to make a character. If you
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could live in this world, who would you want to be? Try to create a character
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that you can immerse yourself in to explore the world thru. They might just be
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a more idealized version of yourself or based of your favorite fictional
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character.
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The player characters are the protagonists of the story that will be told by
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playing the game. They are the players' link to the game world, as well has
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their voice in the story. They don't need to be perfect, our world is not one
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of perfection but one of change, something that good characters do over the
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course of a story. So don't feel locked into the decisions you make in the
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beginning.
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## Character Concept <a name="characterConcept"></a>
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Start off with your character decide on a general concept, this is usually a
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job with a few adjectives, or maybe an established character with a slight
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tweak.
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Concepts might change as players figure out what they want to play, and what
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will work good in the same group and fit the setting and themes. It's on the
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players to build characters that work well with and are willing to involve
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themselves in the plot.
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## Defining Characters <a name="definingCharacters"></a>
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The following questions proved a basic background that players may wish to use.
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Players and Game Moderators can add more questions as they see fit. The answers
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to these questions can get kind of long so it is advised to use a separate
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sheet of paper for backgrounds.
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+ What is the character’s name and/or nickname?
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+ What is the character’s gender and pronouns?
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+ What is the character's race?
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+ What is the character's age?
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+ What is the character's religion and practice?
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+ What is the character’s physical appearance?
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+ What is the character’s occupation?
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+ Which organizations does the character belong to?
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+ What is the character’s lifestyle like?
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+ Where is the character from?
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+ Who are the character’s friends and rivals?
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+ What is the character’s family like, and relationship?
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+ Does the character's have romantic relationships?
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+ Does the character know other PCs and how?
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+ Does the character have any secrets?
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## Goals <a name="goals"></a>
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Goals tell us what a character wants to achieve. These might be based on that
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character's beliefs, motivation, or backstory. Motivations will help characters
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gain [plot points](#plotPoints)
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These goals shouldn't be something that is so simple that it is
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achievable in a single test, or so complex that it it would never get
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done in the campaign. It can be something like defeating the antagonist but
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but will usually be more personal, like asking out an NPC the character has had
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a crush on for months.
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Decide on one of each of the following:
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A short term goal, something achievable in a session.
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A long term goal, something achievable by the end of the campaign.
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A community goal, something that your community is working towards.
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## Values <a name="values"></a>
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A character's values will influence their decisions. These are the reasons why
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a character does what they do. If used correctly they will help build a strong,
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dynamic character. Groups should aim to have characters with compatible values
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to allowing everyone to trust one another and not need an authority to force
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them all to work together.
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Two characters might share the same goal but their values will tell you how
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they might go about achieving those goals.
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Pick 3-5 values
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+ Challenge
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+ Compitation
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+ Cooperation
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+ Creativity
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+ Equality
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+ Freedom
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+ Frendship
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+ Health
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+ Independance
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+ Integrety
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+ Interdependance
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+ Knowledge
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+ Power
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+ Responsibility
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+ Service
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+ Stability
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+ Status
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+ Wealth
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+ Wisdom
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## Moreaus
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Moreaus are genetically engineered human and other animal hybrids. The result
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of a black project dating back to at least the cold war, Moreaus were created
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to be super soldiers and used in places that drones couldn't go without loss of
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human life. Before birth the fetus has animal DNA grafted onto it's own which
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causes significant animal characteristic. They are rare but still common enough
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that people know about them.
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## Attributes <a name="attributes"></a>
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The broadest strokes of what a character is good at are displayed in their
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attributes. All characters have the same 8 basic attributes that cover their
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physical and mental abilities. Athletic characters will usually have higher
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Body while social characters will have higher charisma.
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### Picking Attributes
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Players are given a number of Attribute Points(APs) to purchase all the
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attributes that define their character. The cost of any attribute is listed
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next to the rating, a negative rating will refund a number a APs. Any APs left
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over can be used to buy more [Plot Points](#plotPoints) on a one for one
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basis.
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Your average Joe off the street has 0 APs, enough for 0s in all attributes.
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Player characters are above average, they have 30 APs. And finally Major NPCs
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have 50 APs.
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Average Joe | PC | Major NPC
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:---: | :---: | :---:
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0 | 30 | 50
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Rating | Cost | Description | Deadlift
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:---: | --- | --- | ---
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+5 | 30 | Amazing | 180 kg
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+4 | 30 | Super Human | 140 kg
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+3 | 30 | Human Limit | 115 kg
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+2 | 20 | Highly Developed | 95 kg
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+1 | 10 | Above Average | 80 kg
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0 | 0\* | Average Adult | 70 kg
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-1 | -5\* | Below Average | 60 kg
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-2 | -10\* | Undeveloped | 50 kg
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-3 | -15\* | Human Minimum | 40 kg
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\*increases an attribute to this level with experience points costs a flat 5
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points.
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The deadlift column shows the maximum weight that can be deadlifted and carried
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a few paces based on the character's body attribute. Thus, a character with a
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+2 Body can heft around 95 kg and stagger for a few steps before running into
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difficulty. A mass equal to half the deadlift capacity can be held above the
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head and a mass double the deadlift capacity can be dragged along.
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### Quick Attribute Set
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To move the character process along, players can choose to just pick out
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attributes instead of tracking the costs themselves. For a quick set of
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attributes characters can take a single +2, three +1s, two 0s, and two -1s.
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This comes out being the standard 30 points.
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### Agility
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Agility measures the character's hand eye coordination, dexterity, and
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reflexes.
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**Fumbles:** Character stumbles or trips, bumps into something, or drops what they're
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holding.
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### Body
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Body measures the character’s speed, constitution, and physical might.
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**Fumbles:** Character pulls a muscle(flesh bruise), overdose, or pass out.
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### Charisma
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Charisma measures the character’s charm, grace, and likability.
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**Fumbles:** Character coughing fit, forget an important detail, or stumble words.
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### Intuition
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Intuition measures the character's ability to perceive the world thru non
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physical means.
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**Fumbles:** Character gets distracted, misinterprets symbolism, falls asleep.
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### Logic
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Logic measures the character's ability to use linear reasoning to reach a
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conclusion.
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**Fumbles:** Character comes up with a dangerously wrong solution, or breaks
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device.
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### Manipulation
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Manipulation measures the character’s ability to convince, deceive, and gaslight.
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**Fumbles:** Character upsets other person reducing disposition, someone
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contradicts the character.
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### Perception
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Perception measures the character’s senses, alertness, and attentiveness.
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**Fumbles:** Character gets distracted, misinterprets important detail,
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equipment malfunction.
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### Psyche
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Psyche measures the character's mental health, willpower, and feelings.
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**Fumbles:** Character can't resist, gives into temptation, or too afraid to act.
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## Skills <a name="skills"></a>
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Skills measure a characters expertise in a specific area. Where as Attributes
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measure general proficiencies, Skills are more specific. Skill levels range
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from 0-5, and determine the number of six sided dice rolled in a skill test.
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This list doesn’t cover every possible Skill a character could have, but rather
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those that are used most commonly in play. Players and GMs can come up with
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additional Skills and applications, as needed for their game.
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### Picking Skills
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Player characters receive 30 Skill Points(SPs) to spend on their skills and
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specializations.
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When creating Player Characters skills can not start out higher than level 3,
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and require a *specialization* before they can be increased beyond level 3.
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Average Joe | PC | Major NPC
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:---: | :---: | :---:
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Level | Cost | Description
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:---: | :---: | ---
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0 | 0 | Little to no skill
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1 | 2 | Hobbyist or basic training
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2 | 4 | Average professional
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3 | 6 | Experienced veteran
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4 | 8 | Well known in their field for their skill
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5 | 10 | Known to the general pubic for their skill
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- | 2 | Specialization in specific domain of a skill
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### Quick Skill Set
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To move the character process along, characters can choose to just pick out
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skills instead of tracking the costs themselves. For a quick set of skills,
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characters can take one skill at lvl 3, three skills at lvl 2, and six skills
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at lvl 1. This totals the standard 30 points.
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### Skill Specialization
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A skill specialization gives more detail about a characters' skills. They
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improve the skill level by 1 under certain circumstances and allow a character
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to ignore the mishap associated with fumbling. Characters may have more than
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one specialization in a skill but the bonuses do not stack.
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Each skill specialization costs 2 skill points. A Specialization must be chosen
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before a character can advance past level 3 in a skill.
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### Skill Descriptions<a name="skillDescription"></a>
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This section contains a description of the skill and other details.
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**Attributes:** Examples of which attributes are used for a task.
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**Specializations:** Examples of Specializations for the skill.
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**Possessed by:** Examples of characters who have the skill.
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#### Astralmancy
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**Attributes:** Psyche (Casting spells), Perception (observations)
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**Specializations:** Specific spell
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**Possessed by:** Parapsychologists, Magicians, Psychics
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The Astralmancy Skill is the ability to control ones consciousness and the
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spirit world.
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#### Athletics
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**Attributes:** Agility (grabbing items), Body (physical activities), Perception (throwing items)
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**Specializations:** Break Fall, Climbing, Swimming, Throwing
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**Possessed by:** Athletes, Sports Enthusiasts, Soldiers
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The athletics skill is the ability to sports and general physical activities.
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This includes knowledge of rules and regulations along with the physical
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training.
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#### Awareness
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**Attributes:** Perception (Physical senses), Logic (observation techniques)
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**Specializations:** Ambushes, Specific sense, Wilderness
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**Possessed by:** Researchers, Soldiers, Police, Investigators
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The Awareness Skill is the ability to perceive the presence of something. This
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includes by any normal or psionic sense. This skill can also cover general
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awareness, such as fine print on a contract.
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#### Biology
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**Attributes:** Logic (reasoning), Perception (observations)
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**Specializations:** Evolution, specific kingdom, Ecology
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**Possessed by:** Scientists, Permaculturists, Apothecaries
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The Biology skill is the knowledge of biologic organisms including plants,
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animals, and fungi.
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#### Craft
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**Attributes:** Intuition (abstraction creation), Logic (functional creation), Psyche (Narrative creation)
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**Specializations:** Commercial, Specific sub-category, Forgery
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**Possessed by:** Artist, Makers, Crafters
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The Craft Skill is the ability to create things, from visual art and useful
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items all the way up to a building.
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#### Deception
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**Attributes:** Manipulation (wits), Charisma (domination)
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**Specializations:** Control, Seduction, Lying
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**Possessed by:** Traders, Smugglers, Business people, Ambassadors
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The Deception skill is the ability to lie convincingly, convince others to go
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along with their ideas, or seduce others.
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#### Defense
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**Attributes:** Agility (using cover or dodging), Perception (spotting defensive positions)
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**Specializations:** Unarmed attacks, Melee attacks, Ranged attacks
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**Possessed by:** Police, Rebels, Security
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The Defense Skill is the ability to avoid attacks against them, this could be
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dodging melee and unarmed attacks or using cover to avoid bullets.
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#### Divination
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**Attributes:** Intuition (Applications)
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**Specializations:** Specific spell
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**Possessed by:** Parapsychologists, Magicians, Psychics
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The Divination Skill is the ability to precieve the world thru non physical
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senses, interpretate signs, and gain information that is otherwise unavaible.
|
|
|
|
|
|
|
|
|
|
#### Electronics
|
|
|
|
|
**Attributes:** Agility (Drone Pilot), Logic (applications)
|
|
|
|
|
**Specializations:** Computers, Drones, Electronics
|
|
|
|
|
**Possessed by:** Researchers, Drone piolets, Hackers
|
|
|
|
|
|
|
|
|
|
The Technology Skill is the ability to to use a design, maintain, and operate
|
|
|
|
|
computers, electronics, and drones.
|
|
|
|
|
|
|
|
|
|
#### Evocation
|
|
|
|
|
**Attributes:** Psyche (Casting spells), Perception (observations)
|
|
|
|
|
**Specializations:** Specific spell
|
|
|
|
|
**Possessed by:** Parapsychologists, Magicians, Psychics
|
|
|
|
|
|
|
|
|
|
The Evocation Skill is the ability to call upon and manipulate spirits.
|
|
|
|
|
|
|
|
|
|
#### Firearms
|
|
|
|
|
**Attributes:** Logic (maintenance), Perception (attacking)
|
|
|
|
|
**Specializations:** Pistols, Rifles, SMGs
|
|
|
|
|
**Possessed by:** Military, Police, Rebels
|
|
|
|
|
|
|
|
|
|
The Firearms Skill is ability to use firearms such as pistols, rifles, and
|
|
|
|
|
submachine guns. The Skill includes basic knowledge of the maintenance
|
|
|
|
|
procedures.
|
|
|
|
|
|
|
|
|
|
#### Geoscience
|
|
|
|
|
**Attributes:** Logic (reasoning), Perception (observations)
|
|
|
|
|
**Specializations:** Geology, Climatology, Oceanography
|
|
|
|
|
**Possessed by:** Scientists, Ecologists, Permaculturists
|
|
|
|
|
|
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|
|
|
The Geoscience skill is the knowledge of the planet earth.
|
|
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|
|
|
|
#### Humanities
|
|
|
|
|
**Attributes:** Intuition (theorizing), Logic (reasoning)
|
|
|
|
|
**Specializations:** Various Fields of Study
|
|
|
|
|
**Possessed by:** Professors, Students, Researchers
|
|
|
|
|
|
|
|
|
|
The Humanities skill is the ability to deal with the Social Sciences:
|
|
|
|
|
Anthropology, Economics, History, Law, Linguistics, Sociology, Political
|
|
|
|
|
Science, Philosophy, or Psychology.
|
|
|
|
|
|
|
|
|
|
#### Insight
|
|
|
|
|
**Attributes:** Psyche (empathy), Perception (reading body language)
|
|
|
|
|
**Specializations:** Emotions, Lies, Motivations
|
|
|
|
|
**Possessed by:** Social workers, Business people, Ambassadors
|
|
|
|
|
|
|
|
|
|
The Insight skill is the ability to read peoples emotions and motivations.
|
|
|
|
|
|
|
|
|
|
#### Intimidation
|
|
|
|
|
**Attributes:** Body (physical intimidation), Charisma (domination)
|
|
|
|
|
**Specializations:** Threats, Interrogation, Goading
|
|
|
|
|
**Possessed by:** Cops, Business people, Politicians
|
|
|
|
|
|
|
|
|
|
Intimidation is used for coercing people thru fear to get what one wants. It
|
|
|
|
|
doesn't change their minds, but it can change their behavior.
|
|
|
|
|
|
|
|
|
|
#### Investigation
|
|
|
|
|
**Attributes:** Logic (applications)
|
|
|
|
|
**Specializations:** Searching, Surveillance, Forensics
|
|
|
|
|
**Possessed By:** Police, Hackers, Investigators
|
|
|
|
|
|
|
|
|
|
The Investigation Skill allows the character to collect information, put
|
|
|
|
|
together clues, and solve mysteries.
|
|
|
|
|
|
|
|
|
|
#### Mechanics
|
|
|
|
|
**Attributes:** Logic (applications)
|
|
|
|
|
**Specializations:** automotive, bicycle, hvac, explosive
|
|
|
|
|
**Possessed by:** Mechanics, cyclists, repair people
|
|
|
|
|
|
|
|
|
|
The Mechanics Skill is the ability to to use a design, maintain, and operate
|
|
|
|
|
mechanical devices, and use explosives.
|
|
|
|
|
|
|
|
|
|
#### Medicine
|
|
|
|
|
**Attributes:** Logic (applications), Perception (observations)
|
|
|
|
|
**Specializations:** Combat, Neurology, Forensics, Toxicology
|
|
|
|
|
**Possessed by:** Soldiers, Medics, Acupuncturists
|
|
|
|
|
|
|
|
|
|
The Medicine skill is the ability to diagnose and treat various medical
|
|
|
|
|
conditions, diagnose diseases, perform surgery, or stabilize wounds.
|
|
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|
|
|
|
|
|
|
#### Melee
|
|
|
|
|
**Attributes:** Agility (attacking), Logic (evaluating moves)
|
|
|
|
|
**Specializations:** Knives, Clubs, Fencing
|
|
|
|
|
**Possessed by:** Martial Artists, Police, Soldiers
|
|
|
|
|
|
|
|
|
|
The Melee skill is the ability to fight using close combat weapons.
|
|
|
|
|
|
|
|
|
|
#### Negotiation
|
|
|
|
|
**Attributes:** Manipulation (wits), Charisma (domination)
|
|
|
|
|
**Specializations:** Bartering, Mediating, Persuasion
|
|
|
|
|
**Possessed by:** Traders, Smugglers, Business people, Ambassadors
|
|
|
|
|
|
|
|
|
|
The Negotiation skill is the ability to use charm, and careful arguments to
|
|
|
|
|
change minds and influence behavior.
|
|
|
|
|
|
|
|
|
|
#### Performance
|
|
|
|
|
**Attributes:** Charisma (acting), Intuition (creative process)
|
|
|
|
|
**Specializations:** Improvised, Performance, Genre
|
|
|
|
|
**Possessed by:** Sophisticates, Professionals, Youth
|
|
|
|
|
|
|
|
|
|
The Performance Skill is the ability that covers all aspects of live or
|
|
|
|
|
recorded performance. This includes the ability to produce, direct, act or
|
|
|
|
|
otherwise work in these media.
|
|
|
|
|
|
|
|
|
|
#### Physics
|
|
|
|
|
**Attributes:** Logic (practical uses), Perception (observations)
|
|
|
|
|
**Specializations:** Mathematics, Mechanical, Chemistry
|
|
|
|
|
**Possessed by:** Physicists, Electricians, Chemists
|
|
|
|
|
|
|
|
|
|
The Physics skill is the knowledge of the physical forces of the universe.
|
|
|
|
|
|
|
|
|
|
#### Pilot
|
|
|
|
|
**Attributes:** Agility (control), Logic (using onboard systems)
|
|
|
|
|
**Specializations:** Ground, Air, Boats, Space
|
|
|
|
|
**Possessed by:** Combat Crew, Joe Average, etc.
|
|
|
|
|
|
|
|
|
|
The Pilot Skill is the ability to control the movements of vehicles. While many
|
|
|
|
|
characters will know how to drive they usually don't have to do anything
|
|
|
|
|
extreme, which is what this skill covers.
|
|
|
|
|
|
|
|
|
|
#### Restoration
|
|
|
|
|
**Attributes:** Psyche (Casting spells), Perception (observations)
|
|
|
|
|
**Specializations:** Specific spell
|
|
|
|
|
**Possessed by:** Healers, Magicians, Psychics
|
|
|
|
|
|
|
|
|
|
The Restoration Skill is the ability to heal physical and mental damage.
|
|
|
|
|
|
|
|
|
|
#### Security
|
|
|
|
|
**Attributes:** Logic (defeating digital locks), Perception (defeating mechanical locks)
|
|
|
|
|
**Specializations:** Physical, Digital
|
|
|
|
|
**Possessed by:** Hackers, Burglars, OPSEC
|
|
|
|
|
|
|
|
|
|
The Security skill is the knowledge of physical, and digital security systems.
|
|
|
|
|
|
|
|
|
|
#### Stealth
|
|
|
|
|
**Attributes:** Agility(sneaking), Intuition(hiding)
|
|
|
|
|
**Specializations:** Specific terrain type, Nighttime, Winter
|
|
|
|
|
**Possessed by:** Military, Rebels, Scavengers
|
|
|
|
|
|
|
|
|
|
The Stealth skill is the ability to remain undetected.
|
|
|
|
|
|
|
|
|
|
#### Streetwise
|
|
|
|
|
**Attributes:** Charisma (interactions)
|
|
|
|
|
**Specializations:** Black Market, Organized Crime, Rumors
|
|
|
|
|
**Possessed by:** Drug dealer, Undercover cop, Urban Residents
|
|
|
|
|
|
|
|
|
|
The Streetwise skill is the ability to interact with the underworld and
|
|
|
|
|
streets. This can be obtaining illegal items or services, and find out out
|
|
|
|
|
information through non standard means.
|
|
|
|
|
|
|
|
|
|
#### Survival
|
|
|
|
|
**Attributes:** Logic (applications), Perception (Navigating)
|
|
|
|
|
**Specializations:** Foraging, Hunting, Shelter
|
|
|
|
|
**Possessed by:** Soldiers, Rebels, Survivalists
|
|
|
|
|
|
|
|
|
|
The Survival skill is the ability to survive wilderness environments. This
|
|
|
|
|
includes hunting, making a shelter, finding and purifying water, navigating,
|
|
|
|
|
and foraging for food.
|
|
|
|
|
|
|
|
|
|
#### Unarmed
|
|
|
|
|
**Attributes:** Agility (Blocking), Body (attacking)
|
|
|
|
|
**Specializations:** Striking, Grappling, Tripping, throwing
|
|
|
|
|
**Possessed by:** Martial Artists, Military, Rebels
|
|
|
|
|
|
|
|
|
|
The unarmed skill is the ability to fighter using nothing but their body.
|
|
|
|
|
Characters without the unarmed skill can only deal bruising damage.
|
|
|
|
|
|
|
|
|
|
#### Wrangle
|
|
|
|
|
**Attributes:** Agility(riding), Psyche (training), Logic (animal care)
|
|
|
|
|
**Specializations:** Specific animal, Training, Herding
|
|
|
|
|
**Possessed by:** Horseback riders, Permaculturists, Veterinarians
|
|
|
|
|
|
|
|
|
|
The Wrangle skill is the ability to care for, ride, and train animals. This can
|
|
|
|
|
include signs of disease, but the Medicine skill is still needed to treat the
|
|
|
|
|
disease.
|
|
|
|
|
|
|
|
|
|
## Traits <a name="traits"></a>
|
|
|
|
|
Traits provide extra detail for characters that don't map well to attributes
|
|
|
|
|
and skills, or define useful social relationships. Traits are broken up into
|
|
|
|
|
two groups, *Perks* and *Flaws*, Perks being positive Traits while Flaws being
|
|
|
|
|
negative.
|
|
|
|
|
|
|
|
|
|
Each Perk *costs* a certain amount of Trait Points (TPs) and each Flaw
|
|
|
|
|
*refunds* a certain number of TPs. Perks and Flaws can also be acquired later
|
|
|
|
|
on during the game, either by role play or bought during [downtime](#downtime).
|
|
|
|
|
Any unspent Trait Points can be spent on [Wealth](#wealth) or [Plot
|
|
|
|
|
points](#plotPoints).
|
|
|
|
|
|
|
|
|
|
Player Characters receive 5 trait points to spend on perks, they can take up to
|
|
|
|
|
7 points of flaws to gain additional points to spend.
|
|
|
|
|
|
|
|
|
|
Average Joe | PC | Major NPC
|
|
|
|
|
:---: | :---: | :---:
|
|
|
|
|
0 | 5 | 10
|
|
|
|
|
|
|
|
|
|
### Perk List
|
|
|
|
|
Name | TP Cost
|
|
|
|
|
--- | :---:
|
|
|
|
|
Accelerated Healing | 4
|
|
|
|
|
Ally | 3-7
|
|
|
|
|
Ambidextrous | 2
|
|
|
|
|
Animal Companion | 2-8
|
|
|
|
|
Animal Kinship | 3
|
|
|
|
|
Anonymity | 2/Rank
|
|
|
|
|
Common Sense | 4
|
|
|
|
|
Contact | 2
|
|
|
|
|
Cool Under Pressure | 3
|
|
|
|
|
Double Jointed | 3
|
|
|
|
|
Fake Identity | 3 per
|
|
|
|
|
Familiar | 1+
|
|
|
|
|
Fast | 2/Rank
|
|
|
|
|
Forgettable | 3
|
|
|
|
|
Helpful | 3
|
|
|
|
|
Influence | 2/Rank
|
|
|
|
|
Immunity | 1
|
|
|
|
|
Inheritance | 2/Rank
|
|
|
|
|
Language | 1 per
|
|
|
|
|
Perfect Pitch | 3
|
|
|
|
|
Photographic Memory | 3
|
|
|
|
|
Quick Draw | 3
|
|
|
|
|
Radiation Resistance | 2
|
|
|
|
|
Military Rank | 2/Rank
|
|
|
|
|
Safe House | 2+
|
|
|
|
|
Sense of Direction | 1
|
|
|
|
|
Sense of Time | 1
|
|
|
|
|
Strong Immune System | 3
|
|
|
|
|
Subordinates | 1+
|
|
|
|
|
Toughness | 3
|
|
|
|
|
**Psi Perks** |
|
|
|
|
|
Animal Communication | 5
|
|
|
|
|
Astral Projection | 6+
|
|
|
|
|
Aura sight | 3
|
|
|
|
|
Channeling | 4
|
|
|
|
|
Clairsentience | 5
|
|
|
|
|
Empathy | 5
|
|
|
|
|
Hunch | 4
|
|
|
|
|
Ghost Sight | 4 or 6
|
|
|
|
|
Precognition | 7
|
|
|
|
|
Psychokinesis | 3-5
|
|
|
|
|
Psychometry | 7
|
|
|
|
|
Telepathy | 8 or 12
|
|
|
|
|
Wraith Sight | 2
|
|
|
|
|
|
|
|
|
|
### Perk descriptions <a name="perks"></a>
|
|
|
|
|
|
|
|
|
|
#### Accelerated Healing
|
|
|
|
|
**Cost:** 4TP
|
|
|
|
|
The character [recovers](#recovery) from wounds 25% faster than normal.
|
|
|
|
|
|
|
|
|
|
#### Ally
|
|
|
|
|
**Cost:** 3-7TP/Per
|
|
|
|
|
The character knows someone who is willing to help the character even in dire
|
|
|
|
|
circumstances. They wont usually ask for much in return. This can be an
|
|
|
|
|
individual, organization, community, etc.
|
|
|
|
|
|
|
|
|
|
#### Anonymity
|
|
|
|
|
**Cost:** 2TP per rank max 3
|
|
|
|
|
The character lives off grid, pays in cash, avoids social media etc.
|
|
|
|
|
Investigation tests against the character suffer a -1 penalty per rank.
|
|
|
|
|
|
|
|
|
|
#### Ambidextrous
|
|
|
|
|
**Cost:** 2TP
|
|
|
|
|
The character can fully use either of their hands for any task, they never
|
|
|
|
|
suffer from an off hand penalty to tests.
|
|
|
|
|
|
|
|
|
|
#### Animal Companion
|
|
|
|
|
**Cost:** 2-8TP
|
|
|
|
|
The character has a well trained and emotionally bonded pet, steed, or
|
|
|
|
|
companion. These companion stay by their caretaker's side instead of wondering
|
|
|
|
|
off and doing their own thing.
|
|
|
|
|
|
|
|
|
|
Cost | Description
|
|
|
|
|
:--: | ---
|
|
|
|
|
1 | Small such as a house cat
|
|
|
|
|
2 | Medium such as a dog
|
|
|
|
|
4 | Large such as a bear
|
|
|
|
|
+1 | Untrainable
|
|
|
|
|
+2 | Basic training
|
|
|
|
|
+4 | Advanced training
|
|
|
|
|
|
|
|
|
|
#### Animal Kinship
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The character is naturally gifted with animals, they receive a +1 bonus on
|
|
|
|
|
wrangle rolls to deal with animals, in addition wild animals are less likely to
|
|
|
|
|
attack them and may respond to basic commands.
|
|
|
|
|
|
|
|
|
|
#### Common Sense
|
|
|
|
|
**Cost:** 4TP
|
|
|
|
|
The character is considerate of their actions. The Game Moderator will warn the
|
|
|
|
|
player if their action would be foolish.
|
|
|
|
|
|
|
|
|
|
#### Contact
|
|
|
|
|
**Cost:** 2TP/Per
|
|
|
|
|
The characters knows someone who will provide information or a service to a
|
|
|
|
|
character, but they will not put themselves at risk.
|
|
|
|
|
|
|
|
|
|
#### Cool Under Pressure
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The Character can always [take average](#testsWithoutRolls).
|
|
|
|
|
|
|
|
|
|
#### Double Jointed
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The character can contort and flex their body in unusual ways, allowing the
|
|
|
|
|
character to fit into spaces half the size for someone of their build. This
|
|
|
|
|
also provides a +1 on tests to escape restrains unless special precautions are
|
|
|
|
|
taken.
|
|
|
|
|
|
|
|
|
|
#### Fake Identity
|
|
|
|
|
**Cost:** 3TP/Identity
|
|
|
|
|
The character has an extra fully detailed life, this includes a place to live,
|
|
|
|
|
job, and identification. This extra identity is hard to trace back to the
|
|
|
|
|
character's main identity. The downside of this perk is that it requires time
|
|
|
|
|
to maintain.
|
|
|
|
|
|
|
|
|
|
#### Familiar
|
|
|
|
|
**Cost:** 1 per 5 CP/SP/TP
|
|
|
|
|
The magician has a friendly spirit or a [servitor](#servitors), to help them
|
|
|
|
|
magickally. These spirits come instantly when summoned but may have something
|
|
|
|
|
they want in return.
|
|
|
|
|
|
|
|
|
|
#### Famous
|
|
|
|
|
**Cost:** 1-7TP
|
|
|
|
|
The character well known, they may be an artist, athlete, or political figure.
|
|
|
|
|
Disposition of NPCs are likely to be higher based on the NPCs values.
|
|
|
|
|
|
|
|
|
|
Rank | Description
|
|
|
|
|
:---: | ---
|
|
|
|
|
1 | Stand out in local community
|
|
|
|
|
2 | Known throughout your town/city
|
|
|
|
|
3 | Known provincially
|
|
|
|
|
4 | Known nationally
|
|
|
|
|
5 | Famous in multiple countries
|
|
|
|
|
6 | Well know on multiple continents
|
|
|
|
|
7 | World famous
|
|
|
|
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#### Fast
|
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|
|
**Cost:** 2/Rank, max of 4 ranks
|
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|
|
The character gains +5 to their sprint speed per rank. Adjust run speed
|
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|
accordingly.
|
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|
|
#### Forgettable
|
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|
|
**Cost:** 3TP
|
|
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|
|
The Character is average build and height, unremarkable looks and run of the
|
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|
|
mill dress. This causes the character's description to not really be remembered
|
|
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|
|
well by other characters unless the character interacted with them for a while.
|
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|
|
#### Helpful
|
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|
|
**Cost:** 3TP
|
|
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|
|
The character is good at being able to help others, they can
|
|
|
|
|
[assist](#specialAction) others without having the relevant skill.
|
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|
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|
|
#### Immunity
|
|
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|
|
**Cost:** 1TP
|
|
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|
|
The Character is immune to a single specific disease, drug, or poison in the story.
|
|
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|
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|
|
#### Influence
|
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|
|
**Cost:** 3TP/Rank max of 2 Ranks
|
|
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|
|
The character has recognized privileges within a group. They gain a +1 to all
|
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|
|
Charisma tests, throughout there area of influence. Areas of influence are
|
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|
|
usually: business, media, military, and politics.
|
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The potential downside of influence is the character might become a target.
|
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|
|
#### Inheritance
|
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|
|
**Cost:** 2TP/Rank
|
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|
|
Inheritance is treated as an additional wealth rating. Because it is outside
|
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|
|
of the character's income using Inheritance doesn't accrue debt but lowers the
|
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|
|
Inheritance rating permanently.
|
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|
Rank | Value
|
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|
|
:---: | ---
|
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|
1 | Hundreds
|
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2 | Thousands
|
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3 | 10 Thousands
|
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4 | 100 Thousands
|
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5 | Millions
|
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|
6 | 10 Millions
|
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|
7 | 100 Millions
|
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8 | Billions
|
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|
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|
|
#### Language
|
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|
|
**Cost:** 1TP/Language
|
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|
|
The character knows an additional language beyond their native tongue, they can
|
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|
|
read, write, and speak this chosen language.
|
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|
|
#### Military Rank
|
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|
|
**Cost:** 2TP/Rank
|
|
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|
|
The character is a member of the state military, or police force. They
|
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|
|
generally have immunity for many consequences as the hand of the state.
|
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|
|
The character has access to additional resources, and equipment.
|
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|
|
The downside of this perk is having to obey a strict hierarchy.
|
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|
|
Rank | Military Rank
|
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|
|
:---: | :---:
|
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|
|
1 | Enlisted
|
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|
|
2 | Non-Comissioned Officer
|
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|
3 | Junior Commissioned Officer
|
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4 | Senior Commissioned Officer
|
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5 | Flag Commissioned Officer
|
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|
#### Perfect Pitch
|
|
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|
|
**Cost:** 2TP
|
|
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|
|
The character can hear absolute pitch and know if an instrument is in tune.
|
|
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|
|
They gain a +1 bonus to any musical or sound related test related to
|
|
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|
|
identifying it.
|
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|
|
#### Photographic Memory
|
|
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|
|
**Cost:** 3TP
|
|
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|
|
The character has an ability to commit things they've seen, heard, or read
|
|
|
|
|
memory. Passwords can be memorized instant, page of information takes a round
|
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|
|
etc.
|
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|
|
#### Quick Draw
|
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|
|
**Cost:** 3TP
|
|
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|
|
The character can draw an object as a free action.
|
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|
|
#### Radiation Resistance
|
|
|
|
|
**Cost:** 2TP
|
|
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|
|
The character is more resistant than normal to radiation poisoning. They gain a
|
|
|
|
|
+1 bonus on body tests against radiation.
|
|
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|
|
#### Safe house
|
|
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|
|
**Cost:** 2TP+
|
|
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|
|
The character has a place that is unattached to their identity, or has
|
|
|
|
|
some kind of security, making it a ideal place to hide out if needed.
|
|
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|
|
Cost | Example
|
|
|
|
|
:---: | ----
|
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|
|
2 | Small, such as basement apartment
|
|
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|
|
3 | Average Size, Family home
|
|
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|
|
4 | Large, Mansion
|
|
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|
|
+1 | Location
|
|
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|
|
+1 | Luxury
|
|
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|
|
+1 | Secret Exit
|
|
|
|
|
+1 | Security System
|
|
|
|
|
+1 | Weapon cache
|
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|
|
+1 | Work Equipment
|
|
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|
|
|
|
|
|
#### Sense of Direction
|
|
|
|
|
**Cost:** 1TP
|
|
|
|
|
The character has an internal compass. They always know where they are and seem
|
|
|
|
|
to not get lost.
|
|
|
|
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|
|
|
|
#### Sense of Time
|
|
|
|
|
**Cost:** 1TP
|
|
|
|
|
The character has an internal clock, and can accurately estimate how
|
|
|
|
|
much time passes from event to event.
|
|
|
|
|
|
|
|
|
|
#### Strong Immune System
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The character's body is especially resistant to ailments. They gain a +1 on
|
|
|
|
|
body tests to resist drugs and toxins, and diseases.
|
|
|
|
|
|
|
|
|
|
The downside to Strong immune system is that it also effects beneficial drugs.
|
|
|
|
|
|
|
|
|
|
#### Subordinates <a name="subordinates"></a>
|
|
|
|
|
**Cost:** 1 per 5 CP/SP/TP
|
|
|
|
|
The character has a professionally bound servant. The subordinate should have a
|
|
|
|
|
developed identity, and condition of subordination. Example subordinates
|
|
|
|
|
include: servants, bodyguards, and assistants.
|
|
|
|
|
|
|
|
|
|
The downside of this perk is that, subordinates don't always have perfect
|
|
|
|
|
loyalty.
|
|
|
|
|
|
|
|
|
|
#### Toughness
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The character is tougher than normal. They gain +1 to their Flesh wound level and
|
|
|
|
|
adjust all other thresholds accordingly.
|
|
|
|
|
|
|
|
|
|
#### Wealth <a name="wealth"></a>
|
|
|
|
|
**Cost:** 4TP/rank
|
|
|
|
|
The character has access to money in a market economy. This can be cash on hand
|
|
|
|
|
or how good an investment a bank thinks they are, its also a recurring income.
|
|
|
|
|
|
|
|
|
|
Rank | Credit
|
|
|
|
|
:---: | ---
|
|
|
|
|
10 | 100 Billions
|
|
|
|
|
9 | 10 Billions
|
|
|
|
|
8 | Billions
|
|
|
|
|
7 | 100 Millions
|
|
|
|
|
6 | 10 Millions
|
|
|
|
|
5 | Millions
|
|
|
|
|
4 | 100 thousands
|
|
|
|
|
3 | 10 thousands
|
|
|
|
|
2 | Thousands
|
|
|
|
|
1 | Hundreds
|
|
|
|
|
0 | Poverty
|
|
|
|
|
|
|
|
|
|
### Psi descriptions
|
|
|
|
|
Psi abilities give a character access to special abilities that most people
|
|
|
|
|
don't have or even believe exist. They usually take the form an extra sense but
|
|
|
|
|
the user does usually have control over when they are active. Psi abilities can
|
|
|
|
|
become active at any point in someones life, common trigger events are
|
|
|
|
|
experiencing an ADE, being abducted by aliens, meditation, etc.
|
|
|
|
|
|
|
|
|
|
All Psi abilities have the downside that everyone could think you have mental
|
|
|
|
|
health problems.
|
|
|
|
|
|
|
|
|
|
#### Animal Communication
|
|
|
|
|
**Cost:** 5TP
|
|
|
|
|
The character is able to communicate with non-human animals.
|
|
|
|
|
|
|
|
|
|
#### Astral Projection
|
|
|
|
|
**Cost:** 8TP
|
|
|
|
|
**Near Physical:** The character is able to shift their consciousness to leave
|
|
|
|
|
their body and freely travel around the near physical plane, they see things
|
|
|
|
|
mostly as they are normally except that furniture might be different, there
|
|
|
|
|
might be a new room in their house, or rarely other spirits.
|
|
|
|
|
|
|
|
|
|
**Cost:** 10TP
|
|
|
|
|
**Dreaming:**
|
|
|
|
|
The character is able to shift their consciousnesses to where people do their
|
|
|
|
|
dreaming, it includes ones memory, imagination, and belief constructs. This
|
|
|
|
|
focus will reflect back ones own beliefs about what it really is. Everything
|
|
|
|
|
here including all inhabitants are part of the persons own mind. It's landscape
|
|
|
|
|
is malleable just like any lucid dream, because it is.
|
|
|
|
|
|
|
|
|
|
**Cost:** 12TP
|
|
|
|
|
**Astral Plane:** The character is able to shift their consciousnesses to a
|
|
|
|
|
common area, where consciousnesses can interact. It contains all the Heavens,
|
|
|
|
|
Hells and everything in between.
|
|
|
|
|
|
|
|
|
|
**Cost:** 14TP
|
|
|
|
|
**Eternity:** The character is able to shift their consciousnesses to a place
|
|
|
|
|
of pure subjective energy. There is no time here, no past, no present, no
|
|
|
|
|
future, it just is.
|
|
|
|
|
|
|
|
|
|
#### Aura sight
|
|
|
|
|
**Cost:** 3TP
|
|
|
|
|
The character can see auras of other characters and magickal energy. The
|
|
|
|
|
initial action does don't require a roll but rolls may be required to utilize
|
|
|
|
|
any information gathered.
|
|
|
|
|
|
|
|
|
|
#### Channeling
|
|
|
|
|
**Cost:** 4TP
|
|
|
|
|
The character is opened up in a way that allows ghosts to easily take over
|
|
|
|
|
their body.
|
|
|
|
|
|
|
|
|
|
#### Clairsentience
|
|
|
|
|
**Cost:** 5TP
|
|
|
|
|
The character has extrasensory perception of an event, location, object, or
|
|
|
|
|
person.
|
|
|
|
|
|
|
|
|
|
If the character also has Precognition they can see a remote even that
|
|
|
|
|
will happen in the future.
|
|
|
|
|
|
|
|
|
|
#### Empathy
|
|
|
|
|
**Cost:** 5TP
|
|
|
|
|
The character can sense the emotions of others around them, in the way one
|
|
|
|
|
feels the wind or hears a sound. This doesn't tell the character what emotion
|
|
|
|
|
it is but the character can make an *Insight + Intuition* TN 3 test, to figure
|
|
|
|
|
it out.
|
|
|
|
|
|
|
|
|
|
#### Hunch
|
|
|
|
|
**Cost:** 4TP
|
|
|
|
|
The character gets uncanny hunches, and the Game Moderator can allow the player
|
|
|
|
|
to make a creativity test whenever the character might get a burst of
|
|
|
|
|
inspiration even if there are no obvious clues.
|
|
|
|
|
|
|
|
|
|
#### Ghost sight <a name="ghostSight"></a>
|
|
|
|
|
**Cost:** 4TP
|
|
|
|
|
The character perceives the full spectrum of the near physical plane as normal.
|
|
|
|
|
Any spirits appear like any other person to the character.
|
|
|
|
|
|
|
|
|
|
**Cost:** 6TP
|
|
|
|
|
The character perceives spirits but is aware that they are not physical. The
|
|
|
|
|
exact detail that discerns this is up to the player and Game Moderator.
|
|
|
|
|
|
|
|
|
|
#### Precognition
|
|
|
|
|
**Cost:** 7TP
|
|
|
|
|
The character can sense future events of a location, object, or person as if
|
|
|
|
|
they were in the present while in physical contact with the subject of the
|
|
|
|
|
event.
|
|
|
|
|
|
|
|
|
|
#### Psychometry
|
|
|
|
|
**Cost:** 7TP
|
|
|
|
|
The character gains sensory information about important evens that happened in
|
|
|
|
|
the objects presence while in physical contact with the object.
|
|
|
|
|
|
|
|
|
|
#### Psychokinesis
|
|
|
|
|
**Cost:** 3-5TP
|
|
|
|
|
The character is able to move objects with their mind. The maximum weight of
|
|
|
|
|
object(s) is 1kg(3 TP), 2kg(4 TP), 3kg(5 TP). The character can throw objects
|
|
|
|
|
using Psyche instead of Body for range and power.
|
|
|
|
|
|
|
|
|
|
#### Telepathy
|
|
|
|
|
**Cost:** 8TP
|
|
|
|
|
The character can focus to be able to send and receive surface thoughts and
|
|
|
|
|
images.
|
|
|
|
|
|
|
|
|
|
**Cost:** 12TP
|
|
|
|
|
The character is able to probe a target for specific information in the
|
|
|
|
|
target's mind.
|
|
|
|
|
|
|
|
|
|
#### Wraith Sight
|
|
|
|
|
**Cost:** 2TP
|
|
|
|
|
The character can see the apparition of recently dead characters that they were
|
|
|
|
|
close to. These apparitions do little more than let the character know that
|
|
|
|
|
they died.
|
|
|
|
|
|
|
|
|
|
### Flaw List
|
|
|
|
|
Name | TP Refund
|
|
|
|
|
--- | :---:
|
|
|
|
|
Absent-minded | 4
|
|
|
|
|
Addiction | Potency/4
|
|
|
|
|
Animal Antipathy | 2
|
|
|
|
|
Bad luck | 5
|
|
|
|
|
Babyface | 1
|
|
|
|
|
Beliefs | 1-3
|
|
|
|
|
Bigot | 3
|
|
|
|
|
Code of Honor | 1-4
|
|
|
|
|
Curse | 2-5
|
|
|
|
|
Dependency | Potency/4
|
|
|
|
|
Faint of Heart | 1/Rank
|
|
|
|
|
Frail | 3
|
|
|
|
|
Guardian | 5
|
|
|
|
|
Impaired Sense | 1+
|
|
|
|
|
Infamous | 1-7
|
|
|
|
|
Lofty Goal | 3
|
|
|
|
|
Medical Condition | 1-7
|
|
|
|
|
Mistaken Identity | 1/Rank
|
|
|
|
|
Nemesis | 1 per 10 CP/SP/TP
|
|
|
|
|
Obligation | 1-3
|
|
|
|
|
Secret | 2-3
|
|
|
|
|
Slow healing | 4
|
|
|
|
|
Wanted | 5
|
|
|
|
|
Weak Immune System | 2
|
|
|
|
|
|
|
|
|
|
### Flaw descriptions
|
|
|
|
|
|
|
|
|
|
#### Absent-minded
|
|
|
|
|
**Refund:** 4TP
|
|
|
|
|
The character forgets small details such as names, addresses, and codes.
|
|
|
|
|
In order to remember more than the character's own name and address they need
|
|
|
|
|
to make a TN 3 Logic test.
|
|
|
|
|
|
|
|
|
|
#### Addiction
|
|
|
|
|
**Refund:** Potency/4 TP
|
|
|
|
|
The character has a physical addiction to a substance or activity. This could
|
|
|
|
|
be drugs, adrenaline, or tech, etc but they need it regularly. Anytime the
|
|
|
|
|
character misses a daily dose they need to make a Body test against (1/2
|
|
|
|
|
Potency + 1).
|
|
|
|
|
Dangerous activities or tech have a TN of 5 and refunds 2 TP.
|
|
|
|
|
|
|
|
|
|
MoS | Effect
|
|
|
|
|
--- | ---
|
|
|
|
|
<= -1 | Action penalty equal to MoS
|
|
|
|
|
<= -5 | Incapacitated for -(MoS) - 4 days
|
|
|
|
|
<= -9 | Life threatening fevers or convulsions for -(MoS) - 8 days
|
|
|
|
|
Fumble | Treat as MoS -9
|
|
|
|
|
|
|
|
|
|
#### Animal Antipathy
|
|
|
|
|
**Refund:** 2TP
|
|
|
|
|
The character is disturbing to animals. Domestic animals are treated as
|
|
|
|
|
unfriendly with the character and wild animals antagonistic. This flaw has no
|
|
|
|
|
effect on the character's animal companion if they have one.
|
|
|
|
|
|
|
|
|
|
#### Bad luck
|
|
|
|
|
**Refund:** 5TP
|
|
|
|
|
The character is constantly plagued by bad luck. Once per session, the Game
|
|
|
|
|
Moderator can choose make the player roll as unskilled on a single test.
|
|
|
|
|
|
|
|
|
|
#### Babyface
|
|
|
|
|
**Refund:** 1TP
|
|
|
|
|
The character looks a lot younger than they are, this might mean that they may
|
|
|
|
|
be on the receiving end of ageism and not allowed to do somethings or be
|
|
|
|
|
treated differently from their perceived youth.
|
|
|
|
|
|
|
|
|
|
#### Beliefs
|
|
|
|
|
**Refund:** 1-3TP
|
|
|
|
|
The character has a non mainstream belief, that could cause ridicule. The only
|
|
|
|
|
upside is that characters may attract allies who share their beliefs.
|
|
|
|
|
|
|
|
|
|
Cost | Example
|
|
|
|
|
:---: | ---
|
|
|
|
|
1 | They saw a local cryptid
|
|
|
|
|
2 | The earth is flat
|
|
|
|
|
3 | Aliens run the world from the shadows
|
|
|
|
|
|
|
|
|
|
#### Bigot
|
|
|
|
|
**Refund:** 3TP
|
|
|
|
|
The character carries negative views about a group of people. No matter what
|
|
|
|
|
anyone tells them, they know that that group is lesser than them.
|
|
|
|
|
|
|
|
|
|
**This flaw needs to be cleared with the GM and all players, and shouldn't be
|
|
|
|
|
used to excuse real world bigotory**
|
|
|
|
|
|
|
|
|
|
#### Code of Honor
|
|
|
|
|
**Refund:** 1-4TP
|
|
|
|
|
The character has some kind of code or restrictive rules that they live by. The
|
|
|
|
|
player and GM should work out the details of this.
|
|
|
|
|
|
|
|
|
|
#### Dependency
|
|
|
|
|
**Refund:** Potency/4 TP
|
|
|
|
|
The character has a mental dependency to a substance or activity. This could be
|
|
|
|
|
drugs, adrenaline, or tech, etc but they need it regularly. Anytime the
|
|
|
|
|
character is presented with their habit they must make a Psyche test against
|
|
|
|
|
(1/2 potency +1). If they fail and choose not to indulge they take an action
|
|
|
|
|
penalty.
|
|
|
|
|
Dangerous activities or adrenaline have TN of 5 and refunds 1 TP.
|
|
|
|
|
|
|
|
|
|
MoS | Effect
|
|
|
|
|
--- | ---
|
|
|
|
|
<= -1 | -1 action penalty for 1 hour
|
|
|
|
|
<= -5 | -2 action penalty, reduces by 1 per hour
|
|
|
|
|
<= -10 | -3 action penalty, reduces by 1 per hour
|
|
|
|
|
Fumble | Treat as MoS -10
|
|
|
|
|
|
|
|
|
|
#### Faint of Heart
|
|
|
|
|
**Refund:** 1TP/Rank, max of 3 Ranks
|
|
|
|
|
The character has an aversion to blood and gore; anytime they see it they need
|
|
|
|
|
to make a body test against a Target Number of 2 + rank to avoid becoming
|
|
|
|
|
nauseous for the rest of the scene taking a -1 action penalty.
|
|
|
|
|
|
|
|
|
|
#### Frail
|
|
|
|
|
**Refund:** 3TP
|
|
|
|
|
The character has a low pain Threshold, putting them out of commission on even
|
|
|
|
|
the lightest injuries. They take -1 to their flesh wound threshold and
|
|
|
|
|
recalculate their other thresholds accordingly.
|
|
|
|
|
|
|
|
|
|
#### Guardian
|
|
|
|
|
**Refund:** 5TP
|
|
|
|
|
The character has to take care of someone, who keeps getting caught up in the
|
|
|
|
|
plot, and often targeted by the antagonists for their association with the
|
|
|
|
|
character.
|
|
|
|
|
|
|
|
|
|
#### Impaired Sense
|
|
|
|
|
**Refund:** 1TP
|
|
|
|
|
The character has a lower than average basic sense(hearing, sight, smell/taste,
|
|
|
|
|
touch), subtle sensations become hard to make out and the character will suffer a
|
|
|
|
|
-1 penalty to all Perception tests with that sense if they don't have an
|
|
|
|
|
appropriate device to assist them.
|
|
|
|
|
|
|
|
|
|
Characters who are blind or deaf long term develop coping techniques that allow
|
|
|
|
|
them to participate.
|
|
|
|
|
|
|
|
|
|
Cost | Effect
|
|
|
|
|
:---: | ---
|
|
|
|
|
1 | -1 to Perception tests with sense, unless using an aiding device
|
|
|
|
|
2 | -1 to Perception tests with sense
|
|
|
|
|
2 | Character cant perform actions that require sense, but it is curable
|
|
|
|
|
8 | Character cant perform actions that require sense
|
|
|
|
|
|
|
|
|
|
#### Infamous
|
|
|
|
|
**Refund:** 1-7TP
|
|
|
|
|
The character has a bad reputation, whether they deserve it or not. Disposition
|
|
|
|
|
of NPCs are likely to be lower based on the NPCs values.
|
|
|
|
|
|
|
|
|
|
Rank | Description
|
|
|
|
|
:---: | ---
|
|
|
|
|
1 | Stand out in local community
|
|
|
|
|
2 | Known throughout your town/city
|
|
|
|
|
3 | Known provincially
|
|
|
|
|
4 | Known nationally
|
|
|
|
|
5 | Infamous in multiple countries
|
|
|
|
|
6 | Well know on multiple continents
|
|
|
|
|
7 | World infamous
|
|
|
|
|
|
|
|
|
|
#### Lofty Goal
|
|
|
|
|
**Refund:** 3TP
|
|
|
|
|
The character has a powerful, all consuming goal to which they are dedicated to
|
|
|
|
|
the point of obsession. The player and Game Moderator should define this goal,
|
|
|
|
|
making sure that it is largely unattainable, giving the character a strong
|
|
|
|
|
motivation. This is mostly a roleplaying Flaw, but Game Moderators may request
|
|
|
|
|
Psyche tests if a character wishes to do something that would hinder reaching the
|
|
|
|
|
goal (such as letting a bad guy go free to help a friend).
|
|
|
|
|
|
|
|
|
|
#### Medical Condition
|
|
|
|
|
**Refund:** 1-7TP
|
|
|
|
|
The character has some illness or medical condition that needs to be treated
|
|
|
|
|
regularly.
|
|
|
|
|
|
|
|
|
|
Total up the cost from the following table based on the Frequency and Severity
|
|
|
|
|
of the symptoms.
|
|
|
|
|
|
|
|
|
|
Refund | Description
|
|
|
|
|
:---: | ---
|
|
|
|
|
| **Frequency**
|
|
|
|
|
0 | Specific circumstance or environment
|
|
|
|
|
1 | Few times a month
|
|
|
|
|
2 | Few times a week
|
|
|
|
|
3 | Daily
|
|
|
|
|
| **Severity**
|
|
|
|
|
1 | -1 to actions
|
|
|
|
|
2 | Flesh wound
|
|
|
|
|
3 | Deep wound
|
|
|
|
|
4 | Death
|
|
|
|
|
|
|
|
|
|
#### Mistaken Identity
|
|
|
|
|
**Refund:** 2TP
|
|
|
|
|
The character looks similar in description to someone else. These situations
|
|
|
|
|
can be awkward or even dangerous, especially if the character's "twin" has a
|
|
|
|
|
bed reputation or is wanted for a crime.
|
|
|
|
|
|
|
|
|
|
#### Nemesis
|
|
|
|
|
**Refund:** 1TP/Per 10 CP/SP/TP
|
|
|
|
|
The character has enemy who is out to get them. The player and GM should
|
|
|
|
|
workout how the rivalry started and how far the characters are willing to take
|
|
|
|
|
it. The cost depends on how strong the Nemesis is.
|
|
|
|
|
|
|
|
|
|
#### Obligation
|
|
|
|
|
**Refund:** 1-3TP
|
|
|
|
|
The character is has something they need to do on the regular. The cost is
|
|
|
|
|
based on how hard and often it must be done.
|
|
|
|
|
|
|
|
|
|
Cost | Example
|
|
|
|
|
:---: | ---
|
|
|
|
|
1 | Easily finished or monthly
|
|
|
|
|
2 | Moderate difficulty, or once every week or 2
|
|
|
|
|
3 | Difficult or dangerous task, Multiple times a week
|
|
|
|
|
|
|
|
|
|
#### Secret
|
|
|
|
|
**Refund:** 2-3TP
|
|
|
|
|
The character has a secret that they wish to keep hidden. This could be
|
|
|
|
|
something embarrassing or more serious.
|
|
|
|
|
|
|
|
|
|
#### Slow healing
|
|
|
|
|
**Refund:** 4TP
|
|
|
|
|
The character heals takes 50% longer to heal.
|
|
|
|
|
|
|
|
|
|
#### Wanted
|
|
|
|
|
**Refund:** 5TP
|
|
|
|
|
The character is activity being searched for by an armed organization. The
|
|
|
|
|
character's usual hangouts are being monitored. The player and GM should
|
|
|
|
|
workout the details of the organization and why they're pursuing the character.
|
|
|
|
|
|
|
|
|
|
#### Weak Immune System
|
|
|
|
|
**Refund:** 2TP
|
|
|
|
|
The character's body is especially weak to ailments. They suffer a -1 on
|
|
|
|
|
body tests to resist drugs and toxins, and diseases.
|
|
|
|
|
|
|
|
|
|
The upside to Weak Immune System is that it also effects beneficial drugs.
|
|
|
|
|
|
|
|
|
|
## Secondary Attributes <a name="secondaryAttributes"></a>
|
|
|
|
|
Secondary Attributes are labeled that way because they are not selected like
|
|
|
|
|
the basic Attributes, but are derived on the latter. They represent facets of
|
|
|
|
|
the character’s physical abilities but are never rolled.
|
|
|
|
|
|
|
|
|
|
The character’s Secondary Attributes are calculated using the following
|
|
|
|
|
formulas. Although the formulas appear involved, most of them are simply an
|
|
|
|
|
addition of a number to a multiple on an Attribute. All secondary attributes
|
|
|
|
|
have a minimum value of 1.
|
|
|
|
|
|
|
|
|
|
Attribute | Formula
|
|
|
|
|
--- | ---
|
|
|
|
|
**Wound Threshold** |
|
|
|
|
|
Flesh Wound Level | 3 + Body
|
|
|
|
|
Deep Wound Level | 2x Flesh Wound Level
|
|
|
|
|
Critical Wound Level | 2x Deep Wound Level
|
|
|
|
|
**Movement Rates** |
|
|
|
|
|
Walk | 10m per round
|
|
|
|
|
Run | 1/2 Sprint speed, rounded up to nearest increment of 5
|
|
|
|
|
Sprint | 30 + 5x Body
|
|
|
|
|
|
|
|
|
|
### Wound Levels
|
|
|
|
|
Wound levels represent how much damage a character can take before becoming
|
|
|
|
|
injured. If damage dealt does not beat the flesh would level it does no damage
|
|
|
|
|
worth recording but it still hurts the Character.
|
|
|
|
|
|
|
|
|
|
**Flesh wound:** Half 3 + Body
|
|
|
|
|
|
|
|
|
|
**Deep wound:** Double Flesh Wound
|
|
|
|
|
|
|
|
|
|
**Death:** Tripple Deep Wound
|
|
|
|
|
|
|
|
|
|
### Movement Rates
|
|
|
|
|
There are a few movement rates the characters have, however for simplicity some
|
|
|
|
|
of them are not shown on character sheets.
|
|
|
|
|
|
|
|
|
|
**Crawl:** 5m per round.
|
|
|
|
|
|
|
|
|
|
**Walk:** 10m per round.
|
|
|
|
|
|
|
|
|
|
**Run:** 15 + 5x Body per round.
|
|
|
|
|
|
|
|
|
|
**Sprint:** 30 + 10x Body per round.
|
|
|
|
|
|
|
|
|
|
## Plot Points<a name="plotPoints"></a>
|
|
|
|
|
Eventually protagonists will be down on their luck, but for the story to go on
|
|
|
|
|
something needs to happen outside the normal rules, that's where *Plot Points*
|
|
|
|
|
come in. Plot points are a pool of resource for players to have more narrative
|
|
|
|
|
agency in game, while still giving challenge to their characters. Points are
|
|
|
|
|
spent on various effects listed below.
|
|
|
|
|
|
|
|
|
|
Newly created Player characters start with 3 Plot Points and will gain 1 for an
|
|
|
|
|
especially good narration. Antagonists can use PPs as well, though in general
|
|
|
|
|
henchmen shouldn’t.
|
|
|
|
|
|
|
|
|
|
Average Joe | PC | Minor Antagonists | Major Antagonists
|
|
|
|
|
:---: | :---: | :---: | :---:
|
|
|
|
|
0 | 3 | 1-3 | 5+1/PC
|
|
|
|
|
|
|
|
|
|
### Deus Ex Machina
|
|
|
|
|
**Cost:** 3 PP
|
|
|
|
|
When the group is in a no win situation, something happens to save the day.
|
|
|
|
|
Such as an unknown faction appearing to distract the antagonists.
|
|
|
|
|
|
|
|
|
|
### Emergency Dice
|
|
|
|
|
**Cost:** 1-5 PP
|
|
|
|
|
For each plot point add a die to a single test.
|
|
|
|
|
|
|
|
|
|
### Donate Point
|
|
|
|
|
**Cost:** 1+donated PP
|
|
|
|
|
The charcter donates some of their plot point(s) to another character if they
|
|
|
|
|
don't have enough.
|
|
|
|
|
|
|
|
|
|
### Downgrade Wound
|
|
|
|
|
**Cost:** 3 per Wound Level PP
|
|
|
|
|
When taking a wound something lucky happens, the character's clothing absorbs
|
|
|
|
|
the flames, bullets deflect off something, etc. Wounds are downgraded by wound
|
|
|
|
|
level, if a wound is reduced below a flesh wound it's negated.
|
|
|
|
|
|
|
|
|
|
### Immediate Action
|
|
|
|
|
**Cost:** 1 PP
|
|
|
|
|
the character gains a free action, that does not count towards penailites which
|
|
|
|
|
can interrupt other character's actions.
|
|
|
|
|
|
|
|
|
|
### Malfunction
|
|
|
|
|
**Cost:** 2 PP
|
|
|
|
|
A specific device stops working for a short period of time.
|
|
|
|
|
|
|
|
|
|
### Reroll
|
|
|
|
|
**Cost:** 2 PP
|
|
|
|
|
The player chooses wether thier own or another NPC rerolls their dice. The new
|
|
|
|
|
result is the one that counts.
|
|
|
|
|
|
|
|
|
|
## Equipment
|
|
|
|
|
Characters are assumed to have transportation, a place to live, enough money to
|
|
|
|
|
pay the bills, and any equipment necessary for their job. The exact specifics
|
|
|
|
|
will vary by profession and are up to the player and GM to work out.
|
|
|
|
|
|
|
|
|
|
## Example Characters <a name="exampleCharacters"></a>
|
|
|
|
|
|
|
|
|
|
### Anish Kumar
|
|
|
|
|
|
|
|
|
|
**Gender:** Man He/Him
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Indian
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 28
|
|
|
|
|
**Religion:** Practicing Hindu
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Occupation:** Community Mediator
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Goals:** Find romance
|
|
|
|
|
**Values:** Inner harmony, Caring, Loyalty
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | -1 || Body | 0 || Charisma | 0 || Intuition | -1
|
|
|
|
|
Logic | +1 || Manipulation | +2 || Perception | 0 || Psyche | 0
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Awareness | 2
|
|
|
|
|
Deception | 1
|
|
|
|
|
Defense | 1
|
|
|
|
|
Humanities | 2
|
|
|
|
|
Insight | 2
|
|
|
|
|
Medicine | 1
|
|
|
|
|
Negotiation | 3
|
|
|
|
|
Streetwise | 1
|
|
|
|
|
Unarmed | 1
|
|
|
|
|
Wrangle | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Cool Under Pressure, Language(Spanish)
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 25
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Restraints, Smart phone, First Aid Kit
|
|
|
|
|
|
|
|
|
|
### Bobbie Chalakatha
|
|
|
|
|
|
|
|
|
|
**Gender:** Enby They/Them
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Shawnee
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 23
|
|
|
|
|
**Religion:** Questioning atheist
|
|
|
|
|
**Occupation:** Musician
|
|
|
|
|
**Goals:** Find out the fate of sister
|
|
|
|
|
**Values:** Aesthetic, Family happiness, Freedom
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | 0 || Body | -1 || Charisma | +1 || Intuition | +2
|
|
|
|
|
Logic | 0 || Manipulation | 0 || Perception | +1 || Psyche | -1
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Awareness | 2
|
|
|
|
|
Craft | 1
|
|
|
|
|
Deception | 1
|
|
|
|
|
Defense | 1
|
|
|
|
|
Electronics | 1
|
|
|
|
|
Insight | 2
|
|
|
|
|
Negotiation | 1
|
|
|
|
|
Performance | 3
|
|
|
|
|
Streetwise | 1
|
|
|
|
|
Unarmed | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Perfect Pitch, Ambidextrous
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 25
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Smart phone, Muscial instrument
|
|
|
|
|
|
|
|
|
|
Weapon | DM | ACC | Range | Mag | Traits
|
|
|
|
|
--- | :---: | :---: | :---: | :---: | :---:
|
|
|
|
|
Knife | 1+BOD | 0 | 5+BOD | - |
|
|
|
|
|
|
|
|
|
|
### Isabel Maldonado
|
|
|
|
|
|
|
|
|
|
**Gender:** Woman She/Her
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Spanish/Chinese
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 37
|
|
|
|
|
**Religion:** Serious Pagan(Baphomet)
|
|
|
|
|
**Occupation:** Psychologist
|
|
|
|
|
**Goals:** Better herself
|
|
|
|
|
**Values:** Responsibility, Leisure, Inner harmony
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | -1 || Body | -1 || Charisma | 0 || Intuition | +1
|
|
|
|
|
Logic | +1 || Manipulation | 0 || Perception | 0 || Psyche | +2
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Astralmancy | 2
|
|
|
|
|
Awareness | 1
|
|
|
|
|
Biology | 1
|
|
|
|
|
Evocation | 2
|
|
|
|
|
Insight | 1
|
|
|
|
|
Investigate | 1
|
|
|
|
|
Negotiation | 2
|
|
|
|
|
Divination | 3
|
|
|
|
|
Survival | 1
|
|
|
|
|
Wrangle | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Familiar
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 25
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Backpack, Sleeping bag, Tent
|
|
|
|
|
|
|
|
|
|
Weapon | DM | ACC | Range | Mag | Traits
|
|
|
|
|
--- | :---: | :---: | :---: | :---: | :---:
|
|
|
|
|
Knife | 1+Body | 0 | 5+Body | - |
|
|
|
|
|
|
|
|
|
|
**Servitor**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | - || Body | - || Charisma | 0 || Intuition | +1
|
|
|
|
|
Logic | +0 || Manipulation | 0 || Perception | 0 || Psyche | +1
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Astralmancy | 1
|
|
|
|
|
Awareness | 1
|
|
|
|
|
Insight | 1
|
|
|
|
|
Investigate | 1
|
|
|
|
|
|
|
|
|
|
**Flaws**
|
|
|
|
|
Frail
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 25
|
|
|
|
|
|
|
|
|
|
### Joeanna Carlson
|
|
|
|
|
|
|
|
|
|
**Gender:** Women She/Her
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Sweedish
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 27
|
|
|
|
|
**Religion:** non practicing Christan
|
2024-05-09 19:06:16 +02:00
|
|
|
|
**Occupation:** Liberation Martial Arts trainer
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Goals:** Protect their community
|
|
|
|
|
**Values:** Achievement, Health, Recognition
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | +1 || Body | +2 || Charisma | 0 || Intuition | -1
|
|
|
|
|
Logic | 0 || Manipulation | -1 || Perception | +1 || Psyche | 0
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Athletics | 2
|
|
|
|
|
Awareness | 2
|
|
|
|
|
Defense | 2
|
|
|
|
|
Humanities | 1
|
|
|
|
|
Intimidate | 1
|
|
|
|
|
Medicine | 1
|
|
|
|
|
Melee | 1
|
|
|
|
|
Negotiation | 1
|
|
|
|
|
Stealth | 1
|
|
|
|
|
Unarmed | 3
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Toughness
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 5/6, Deep 10/11, Death 20/21
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 20, Sprint 40
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Leather Jacket(+1), First aid kit, XSTAT, Flashlight, Rope
|
|
|
|
|
|
|
|
|
|
Weapon | DM | ACC | Range | RoF | Mag
|
|
|
|
|
--- | :---: | :---: | :---: | :---: | :---:
|
|
|
|
|
Knife x2 | 1+Body | 0 | 5+Body | - |
|
|
|
|
|
|
|
|
|
|
### Juan Romero
|
|
|
|
|
|
|
|
|
|
**Gender:** Man He/Him
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Mexican
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 26
|
|
|
|
|
**Religion:** Satanist
|
|
|
|
|
**Occupation:** Computer Programmer
|
|
|
|
|
**Goals:** Be the greatest hacker
|
|
|
|
|
**Values:** Competition, Creativity, Leisure
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | 0 || Body | 0 || Charisma | -1 || Intuition | +1
|
|
|
|
|
Logic | +2 || Manipulation | -1 || Perception | +1 || Psyche | 0
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Awareness | 1
|
|
|
|
|
Craft | 2
|
|
|
|
|
Deception | 1
|
|
|
|
|
Electronics | 3
|
|
|
|
|
Humanities | 1
|
|
|
|
|
Investigate | 2
|
|
|
|
|
Negotiation | 1
|
|
|
|
|
Physics | 1
|
|
|
|
|
Security | 2
|
|
|
|
|
Stealth | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Anonymity, Fake ID
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 30
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Smart Phone, Laptop, Electronics and mechanical tool kits, Drone, Throat/eat
|
|
|
|
|
comm set.
|
|
|
|
|
|
|
|
|
|
### Keyanna Smith
|
|
|
|
|
|
|
|
|
|
**Gender:** Woman She/Her
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** African-American
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 24
|
|
|
|
|
**Religion:** Non practicing christan
|
|
|
|
|
**Occupation:** Forest Ranger
|
|
|
|
|
**Goals:** Resolve guilt
|
|
|
|
|
**Values:** Power, Friendship, Autonomy
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | +1 || Body | +1 || Charisma | -1 || Intuition | 0
|
|
|
|
|
Logic | 0 || Manipulation | -1 || Perception | +2 || Psyche | 0
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Athletics | 1
|
|
|
|
|
Awareness | 3
|
|
|
|
|
Defense | 1
|
|
|
|
|
Firearms | 2
|
|
|
|
|
Medicine | 1
|
|
|
|
|
Pilot | 1
|
|
|
|
|
Stealth | 1
|
|
|
|
|
Survival | 2
|
|
|
|
|
Unarmed | 1
|
|
|
|
|
Wrangle | 2
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Strong Immune System, Sense of Direction 2D
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3, Deep 6, Death 12
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 20, Sprint 35
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
patrol vehicle, comm gear, flashlight, restraints, Flairs, medical kit,
|
|
|
|
|
Binoculars, Flare x10, Gogles, Survival Kit, Tent
|
|
|
|
|
|
|
|
|
|
Weapon | DM | ACC | Range | Mag | Traits
|
|
|
|
|
--- | :---: | :---: | :---: | :---: | :---:
|
2024-11-17 04:59:33 +01:00
|
|
|
|
Assult Rifle | 5 | 0 | 60 | 30 | RoF 3
|
2024-04-16 01:21:24 +02:00
|
|
|
|
Knife | 1+Body | 0 | 5+Body | - |
|
|
|
|
|
|
|
|
|
|
### Maia Ngyun
|
|
|
|
|
|
|
|
|
|
**Gender:** Woman She/Her
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Vietnamese
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 16
|
|
|
|
|
**Religion:** Questioning aethist
|
|
|
|
|
**Occupation:** Scavenger
|
|
|
|
|
**Goals:** Explore the unexplored
|
|
|
|
|
**Values:** Advenutre, Autonomy, Alone time
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | +2 || Body | 0 || Charisma | -1 || Intuition | 0
|
|
|
|
|
Logic | +1 || Manipulation | 0 || Perception | +1 || Psyche | -1
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Athletics | 1
|
|
|
|
|
Awareness | 2
|
|
|
|
|
Defense | 2
|
|
|
|
|
Electronics | 3
|
|
|
|
|
Firearms | 1
|
|
|
|
|
Geoscience | 1
|
|
|
|
|
Medicine | 1
|
|
|
|
|
Melee | 1
|
|
|
|
|
Stealth | 2
|
|
|
|
|
Survival | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Animal Companion(Dog, basic intelligence), Language
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 3/4, Deep 6/7, Death 12/13
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 30
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
Pickup truck, Comm gear, Flashlight, Restraints, Metal Detector, Leather
|
|
|
|
|
Jacket(+1)
|
|
|
|
|
|
|
|
|
|
Weapon | DM | ACC | Range | Mag | Traits
|
|
|
|
|
--- | :---: | :---: | :---: | :---: | :---:
|
|
|
|
|
Police Taser | 1 | 0 | 1 | 2 | Stun
|
|
|
|
|
Knife | 1+Body | 0 | 5+Body | - |
|
|
|
|
|
|
|
|
|
|
**Dog**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | +2 || Manipulation | +2 || Instinct | +2 ||
|
|
|
|
|
Perception | +2 || Body | +1 || Psyche | +1
|
|
|
|
|
|
|
|
|
|
### Aferin Guli
|
|
|
|
|
|
|
|
|
|
**Gender:** Enby she/her
|
2024-10-29 22:36:18 +01:00
|
|
|
|
**Ethnicity:** Kurdish
|
2024-04-16 01:21:24 +02:00
|
|
|
|
**Age:** 35
|
|
|
|
|
**Religion:** Islam
|
|
|
|
|
**Occupation:** Radio Host
|
|
|
|
|
**Goals:** Make the world safer
|
|
|
|
|
**Values:** Family, Integrity, Social Justice
|
|
|
|
|
|
|
|
|
|
**Attributes**
|
|
|
|
|
Attribute | Value || Attribute | Value || Attribute | Value || Attribute | Value
|
|
|
|
|
--- | :---: | --- | --- | :---: | --- | --- | :---: | --- | --- | :---:
|
|
|
|
|
Agility | -1 || Body | -1 || Charisma | +2 || Intuition | 0
|
|
|
|
|
Logic | 0 || Manipulation | +1 || Perception | +1 || Psyche | 0
|
|
|
|
|
|
|
|
|
|
**Skills**
|
|
|
|
|
Skill | Lvl
|
|
|
|
|
--- | :---:
|
|
|
|
|
Awareness | 1
|
|
|
|
|
Deception | 2
|
|
|
|
|
Defense | 1
|
|
|
|
|
Insight | 1
|
|
|
|
|
Investigation | 2
|
|
|
|
|
Medicine | 1
|
|
|
|
|
Negotiation | 2
|
|
|
|
|
Performance | 3
|
|
|
|
|
Streetwise | 1
|
|
|
|
|
Unarmed | 1
|
|
|
|
|
|
|
|
|
|
**Perks**
|
|
|
|
|
Famous 3, Language(Kurdish, Spanish)
|
|
|
|
|
|
|
|
|
|
**Wound Levels**
|
|
|
|
|
Flesh 2, Deep 4, Death 8
|
|
|
|
|
|
|
|
|
|
**Movement**
|
|
|
|
|
Walk 10, Run 15, Sprint 25
|
|
|
|
|
|
|
|
|
|
**Equipment**
|
|
|
|
|
|
|
|
|
|
## Downtime and Experience <a name="downtime"></a>
|
|
|
|
|
Characters gain 1 xp at the end of each session and an additional 1 at the end
|
|
|
|
|
of an arc.
|
|
|
|
|
|
|
|
|
|
In between sessions PCs go about their day to day lives, take time to recover,
|
|
|
|
|
and prepare for things to come. This is where PCs will spend their experience
|
|
|
|
|
points.
|
|
|
|
|
|
|
|
|
|
+ Acquire
|
|
|
|
|
+ Long term project
|
|
|
|
|
+ Make things
|
|
|
|
|
+ Train
|
|
|
|
|
|
|
|
|
|
### Acquire
|
|
|
|
|
The character can set up favors to temporarily gain the benefits of one of the
|
|
|
|
|
following:
|
|
|
|
|
|
|
|
|
|
+ A special item
|
|
|
|
|
+ An ally
|
|
|
|
|
+ A vehicle
|
|
|
|
|
+ A service
|
|
|
|
|
|
|
|
|
|
### Long Term Project
|
|
|
|
|
Long term projects cover a verity of activities, such as starting/improving a
|
|
|
|
|
food forest, establishing someone's trust, making a new friend, doing research
|
|
|
|
|
on a target, etc.
|
|
|
|
|
|
|
|
|
|
Based on the project, the GM will set the cost for the activity.
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Project | Cost
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Food forest | 4
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Establish trust | 3
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New friend | 2
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### Make Things
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Characters with the right skills can often produce items and goods themselves,
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which reduces the cost to buy and item by 1. The character will have to make a
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TN 4 craft test. Obviously only items that can reasonably be crafted in a week
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can be made, anything longer than that is better modeled with long term project
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event. A failed test leaves the project unfinished and a fumble destroys the
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project, and the player will have to acquire new components to try again.
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### Train
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Most players will want to improve their character's abilities ether by
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improving their skills or attributes. Most perks can aquired and flaws paid off
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during downtime, however it might be worth checking with the GM first.
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