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Character Creation [WIP]

Overview

  1. Name & Concept
    • Non-Mechanical Reference Points
  2. Size Traits
    • d4, d6, d8, d10, d12
  3. Choose Group Advantages
    • One Advantage per Player
  4. Rank Skills
    • 1, 2, 3, 4, or 5.
  5. Rank Motives
    • 1, 2, 3, 4, or 5.
  6. Rank Assets
    • 1, 2, 3, 4, or 5.
  7. Rank Signatures
    • 1, 2, 3, 4, or 5.
  8. Rank Accomplices
    • 1, 2, 3, 4, or 5.
  9. Increase Group Advantages
    • +1 Rank per Shared Advantage
  10. Spend Bonus Points
    • +1 Point per Unique Advantage
  11. Choose Talent
    • One Talent
  12. Create Goals
    • One Minor and One Major
  13. Record Bits
    • Three Bits 

Name & Concept

These are non-mechanical points of reference to look back on during Character Creation.

Size Traits

There are five Traits; Skills, Motives, Assets, Signatures, and Accomplices. Traits are Sized between d4 and d12 and contain Advantages. When creating a dice pool; add a number of dice equal to the Advantage's Rank in the Trait's Size.

(Advantage Rank) d (Trait Size)

Skills are the answer to the question, "How do you accomplish your task?" They represent all of the training, experience, and practice your character has at doing certain actions.

Motives are the answer to the question, "Why do you want to accomplish your task?" They represent the reasons your character takes actions.

Assets are the answer to the question, "What do you have that will help you accomplish your task?" They represent the people, places, and things that aid you in your actions.

Signatures are the answer to the question, "What is the thing you always do when trying to accomplish a task?" They represent anything that your character does either willingly or habitually during your actions. 

Accomplices are the answer to the question, "Who do you work with to accomplish a task?" They represent the other characters in the Organization.

During Character Creation the Player assigns Sizes to the Traits. d4, d6, d8, d10, and d12. 

Keep in mind that higher Die Sizes aren't necessarily better. While a d12 gives a wider range of numbers, a d4 is far more reliable. Instead of looking at the array as "least to most" look at it as "precise to broad". Because of the TN Matching aspect of the game, there is no "bad" die size.

Choose Group Advantages

During Character Creation the group picks one Advantage per player to be a Group Advantage.

Rank Skills

Skill Advantages are how you accomplish tasks. They are Ranked between one (1) and five (5). When creating a dice pool; add a number of dice equal to the Skill Advantage Rank in the Skill Trait Size to the dice pool. You may only use one Skill Advantage for free, using a second Skill Advantage costs 1 Bit. Skill Advantages may be Stepped for 1 Bit.

During Character Creation the Player assigns 1, 2, 3, 4, or 5 Points to Skill Advantages. Listed below are the five suggested Skill Advantages though you can feel free to come up with your own Skills.

Advantages

Sneak: Breaking in. Sneaking around. Disabling alarms. Being unnoticed.
Notice: Seeing things. Watching people. Reading rooms. Evaluating prices.
Talk: Provoking people. Enticing people. Striking bargains. Proper etiquette.
Fight: Stabbing people. Shooting people. Punching people. Breaking things.
Move: Running away. Driving cars. Flying planes. Steering boats.

Rank Motives

Motives Advantages are why you to to accomplish tasks. They are Ranked between one (1) and five (5). When creating a dice pool; add a number of dice equal to the Motive Advantage Rank in the Motive Trait Size to the dice pool. You may only use one Motive Advantage for free, using a second Motive Advantage costs 1 Bit. Motive Advantages may be Stepped for 1 Bit.

During Character Creation the Player assigns 1, 2, 3, 4, or 5 Points to Motive Advantages. Listed below are the fifteen suggested Motive Advantages though you can feel free to come up with your own Motives.

Advantages

Authority: Because someone in power told you to.
Coercion: Because someone talked me into it.
Commitment: Because you promised that you would.
Disaffection: Because you want to burn someone or something.
Ego: Because no one else can.
Excitement: For the simple thrill of it.
Extortion: Because someone is threatening you.
Money: Because you need or want the financial gain.
Patriotism: For crown and country.
Reciprocation: Because you owe it to someone or something.
Relations: Because it’s the family business.
Religion: For God.
Scarcity: Because you need something.
Self-Importance: Because you’re the best at what you do.
Sex: Because you want to get laid.

Rank Assets

Asset Advantages are what all helps you accomplish tasks. They are Ranked between one (1) and five (5). When creating a dice pool; add a number of dice equal to the Asset Advantage Rank in the Asset Trait Size to the dice pool. You may only use one Asset Advantage for free, using a second Asset Advantage costs 1 Bit. Asset Advantages may be Stepped for 1 Bit.

During Character Creation the Player assigns 1, 2, 3, 4, or 5 Points to Asset Advantages. Listed below are a lot of suggested Asset Advantages though you can feel free to come up with your own Assets. 

Advantages

Bandages, Battle Ax, Blackjack, Bow, Buckler, Candle, Club, Crossbow, Dagger, Dark Cloak, Disguise, Donkey, Fashionable Gown or Robes, Fine Jewelry, Hand Ax, Hardened Leather Cuirass, Hard-Soled Shoes\Boots, Helm, Holy Relic, Horse, Javelin, Kite Shield, Knife, Ladder, Lamp, Leather Jerkin, Lockpicks, Longbow, Mace, Mail Hauberk, Pry Bar, Quiver, Razor, Rope, Round Shield, Rowboat, Salve, Scale Coat, Short Spear, Short Sword, Sling, Snare Trap, Soft-Soled Shoes\Boots, Spear, Surgeons Kit (scalpel, needle, and thread), Sword, Throwing Ax\Knife, Torch, War Hammer, Watch Dog, Wirecutter, Wrench

Rank Signatures

Signature Advantages are what you always do when trying to accomplish tasks. They are Ranked between one (1) and five (5). When creating a dice pool; add a number of dice equal to the Signature Advantage Rank in the Signature Trait Size to the dice pool. You may only use one Signature Advantage for free, using a second Signature Advantage costs 1 Bit. Signature Advantages may be Stepped for 1 Bit.

During Character Creation the Player assigns 1, 2, 3, 4, or 5 Points to Signature Advantages. Listed below are some example Signature Advantages though you can feel free to come up with your own Signatures.

Advantages

Smoking, Drinking, Catchphrases, Calling Cards,

Rank Accomplices

Accomplice Advantages are who else helps you accomplish tasks. They are Ranked between one (1) and five (5). When creating a dice pool; add a number of dice equal to the Accomplice Advantage Rank in the Accomplice Trait Size to the dice pool. You may only use one Accomplice Advantage for free, using a second Accomplice Advantage costs 1 Bit. Accomplice Advantages may be Stepped for 1 Bit.

During Character Creation the Player assigns 1, 2, 3, 4, or 5 Points to Accomplice Advantages. There are no listed example Accomplice Advantages, since they are always the other Characters in the group.

Increase Group Advantages

During Character Creation add +1 Rank to any Group Advantage for every other Character that put at least one Rank into the Group Advantage.

Spend Bonus Points

During Character Creation earn one Bonus Point for every Advantage that no other Character in the group has.

During Character Creation spend Bonus Points on a 1:1 basis.

Choose Talent

Talents are the answer to the question, "What sets you apart from others in your field?" They represent all the unique abilities or training your character has accumulated. There is a list of sample Talents but you may create your own as well. 

Talents are not Ranked and do not add to your dice pool. Instead the provide the character the ability to do something at a price. This price is often spending a Bit but there are other options for some Talents. Talents are typically written as an If - Then statement indicating that when something happens something else occurs.

During Character Creation the Player gets one Talent.

Create Goals

Goals are the answer to the question, "What do you want?" They represent both your immediate desires and your long-term wishes. There is a list of sample Goals but you may create your own as well. 

Goals are not Ranked and do not add to your dice pool. Instead the provide the character with the ability to improve and change. 

During Character Creation the Player picks at least one Minor and one Major Goal. 

Minor = Able to accomplish in a session, results in small character change. Earns 1 xp.
Major = Able to accomplish after several sessions, results in significant character change.  Earns 5 xp.

You can have as many Goals as you like, but you can only accomplish one Minor every session and one Major every 4 sessions.

Record Bits

Bits are Earned and Spend for various mechanical effects.

During Character Creation the Player starts with 3 Bits.

Earning

Unused Dice: On a Success or Partial Success the player earns one Bit for every two dice they didn't use to beat a Target Number.

Failing Rolls: On a Failure the player earns one Bit for every original, unbroken dice, in the pool.

Spending

Stepping: Before rolling a player may spend a Bit to Step Up or Down an Advantage size.

Adding Dice: Before rolling a player may spend a Bit to add an additional Trait to the pool. The same Trait can not be added twice.

Avoiding Setback: Whenever a roll would result in a Partial Success the player may spend a Bit, Forfit their Intent, and avoid a Setback.

Using Talents: Most Talents cost a bit to activate.

Setbacks

Setbacks are the answer to the question, "What works against you?" They represent anything disadvantageous that your character has to deal with. There is a list of sample Setbacks but you may create your own as well. 

Setbacks are Ranked between one (1) and five (5) and have a Duration. After the dice pool is rolled remove a number of dice equal to the total Setback Ranks that would apply to the action. Any number of Setback could apply to a roll. After removing dice from a pool, reduce the Setback Duration by one for any Setback used.

During Character Creation the Player has no Setbacks. 

Partial and Failures create Setbacks. 
Applicable Setbacks remove one die per Rank after rolling.
Setbacks last for a number of uses equal to the TN difference.