BDH: Chargen

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No power in the verse can stop me.[edit]

Prime Trait Sets[edit]

Building your Big Damned Hero starts with selecting their Primary Traits. One die from each primary trait should be included every dice pool.

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Distinctions d6[edit]

Distinctions are the first set of Prime Traits and thematically define aspects of each character to paint a clear picture of who they are as a whole. Distinctions determine whether a particular facet of a character helps or hinders them in accomplishing a chosen action. Include one (1) Distinction die with every roll

Each character is ranked in three (3) Distinctions:


| PROFESSION | BACKGROUND | QUIRK |


Ffmac0002.jpg

Profession d8[edit]

What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?


Background d6[edit]

Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?


Quirk d6[edit]

What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?


All Distinctions are ranked at d6


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Attributes d4 Arrow03.png[edit]

Attributes are the second set of Prime Traits. They define your character's innate potential outside any specific training. One (1) Attribute die is added to every roll

Each character is ranked in four (4) Attributes.


| GUILE | NERVE | REFLEXES | SAVVY |


Guile: Guile rates a character's innate facility with charm, persuasion, and trickery.

Nerve: Sometimes you just gotta white-knuckle your way through. Nerve defines how adroit the character is at holding their grit in tense and stressful situations.

Reflexes: How quick are you? How accurate? Reflexes are all about agility, dexterity, balance, and aim.

Savvy: Savvy is a solid measure of a character's knowledge and understanding of the verse around them, its peoples, places, laws, customs, and etiquette.


Rank one (1) Attribute at d10 one (1) at d8 and two (2) at d6


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Roles d6Arrow03.png[edit]

Roles make up the third and final Prime Trait set, and one (1) Role die is added to every roll.

Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others. Roles basically replace a specific list of individual skills with categorized skill blocks.

Each character is ranked in seven (7) roles:


CROWD CONTROL AND TACTICAL RESPONSE: Dealing with masses of people in stressful situations, riots, or panic, or confronting military or security obstacles. Soldiers and Police often rank high in this role.
DIPLOMACY AND COMMAND: Understanding psychology and social triggers and being able to manipulate, organize, and inspire others to action. Ship Captains, CEOs, Companions, Diplomats, etc, all benefit from high ranking in this role.
ENVIRONMENTAL THREATS: Facing and overcoming hazardous environmental conditions such as fire, chem spills, hostile atmosphere, treacherous terrain, vacuum and more. Firemen, Asteroid Miners, HazMat Crews, and Survivalists all tend to rank high in this role.
MECHANICS AND ENGINEERING: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances with a comprehension of design and fabrication. Mechanics, Engineers, and General Craftsmen tend to rank high in this role.
NETWORKS AND SYSTEMS: Resolving issues connected to or involving information or computer networks and systems. Programmers, Hackers, and System Admins rank high in this role.
PILOTING AND NAVIGATION: Operating craft of every sort, both in and out of atmo, including surface craft, aquatic craft, and manual or animal powered vehicles and/or mounted riding. Fighter Pilots, Hoverracers, Commercial Pilots, and Station Navigators are obvious candidates for high ranking in this role, but Grav-Link Drivers, Asteroid Mappers, Exploratory Engineers and countless other professions and backgrounds also benefit.
TRAUMA AND MEDICINE: First response medical assistance, triage, and paramedic treatment with an understanding of disease and pharmacological treatments and psychology/psychiatry. Doctors, Medics, and Nurses make up the bulk of high ranked persons in this role.

Rank one (1) Role at d10 one (1) at d8 three (3) at d6 and two (2) at d4


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Secondary Trait Sets[edit]

Building your Big Damned Hero continues with selecting their Secondary Traits. Secondary traits represent character abilities or assets that may or may not apply to an action.

Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

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Knacks d6 Arrow03.png[edit]

Knacks are specific specialties under a given Role that the character is just a natural at.

Knacks can only be used in conjunction with the role they are assigned to. Knacks can never be ranked higher than their associated Role.

D0Ba.png Assign two (2) Knacks to your Character's D10a.png Role. Rank one (1) at D8a.png and one (1) at D6a.png

D0Ba.png Assign one (1) Knack to your Character's D8a.png Role, ranked at D6a.png

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SFX[edit]

SFX stands for Special Effects. These are rules exceptions unique to certain aspects of your character.

Big Damned Hero SFX[edit]

Every Big Damned Hero has the Big Damned Hero Attribute SFX. Once per scene, step up or double one Attribute die for an action. Ones (1s) and twos (2s) count as hitches for the roll.

Distinction SFX[edit]

Each of your three (3) Distinctions come with the Hinder SFX: Hinder: Sometimes a distinction works against you. Roll d4 instead of d8 to gain 1 PP

Additionally, write two (2) more custom SFX, each associated with one of your Distinctions.

Each Distinction may accumulate up to three (3) SFX including Hinder.


SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.


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Signature Assets d6 Arrow03.png[edit]

Signature Assets are assets that are fixed on the character sheet. They don't drop off at the end of a scene or an episode.

You have two (2) points to spend on Signature Assets. You may spend both on the same asset to get one (1) Signature Asset ranked at d8 or separately to get two (2) ranked at d6

Signature Assets might represent a piece of gear or equipment or a meaningful personal contact outside of the crew. Signature Assets should not represent innate qualities or skills.

Signature Assets are always rated either d6 or d8 They may not be raised beyond that.

OPTION: Instead of taking one or more Signature Asset, you may instead buy new Knacks or step up existing Knacks. One Signature Asset point buys one (1) d6 Knack or steps up an existing Knack one (1) step. Your d4 Role is not eligible for Knacks, and no Knack may be ranked higher than its associated Role.

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Description and Backstory[edit]

Building your Big Damned Hero concludes with giving them a name, (if you haven't already), describing their appearance and personality, and filling in details of their backstory. Most of this bit of chargen is completely freeform, but I have outlined a couple questions to answer, as much meant to help me anchor your Big Damned Hero to the broader story as to provide structure for you to RP them.

Answering these questions is 100% optional.

Bound by Law[edit]

The authorities are looking for you. They just want to talk. Promise. What do they think you are guilty of? Did you do what they think you did?

Friends in Low Places[edit]

You know a guy. Who are they? Describe a GMC your character knows well enough to call on for the occasional favor. This contact is a purely narrative asset with no die ranking. (Ranked contacts, if you want them, should appear as Signature Assets or SFX).

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