SOTDL: Chargen

From RPGnet
Jump to: navigation, search

WOTWS0002.png



Primary Trait Sets[edit]

The first things to select and rank are your primary traits. Primary traits for this game are Attributes, Distinctions, and Skills. These represent the core of your character, and one of each primary trait is used in every dice pool, making up the foundation of each action.

Attributes[edit]

Attributes represent your character's innate potential, separate and apart from training. Each character is ranked in 6 attributes:

| Charm | Endurance | Finesse | Power | Reason | Will |

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

Add one (1) Attribute die to your dice pool for every action

Charm: How well you interact with people socially
Endurance: Physical stamina
Finesse: Agility and manual dexterity
Power: Strength and raw physical force
Reason: General breadth of knowledge and ability to discern and absorb information
Will: Tenacity and strength of mind


< < < Back to Main Page

Distinctions[edit]

Distinctions represent specific facets of your character. Each character has three distinctions, and each is ranked at d8

| Birthright | Role | Wyrd |

Add one (1) Distinction die to your dice pool for each action.


Birthright[edit]

You are an unlikely thing in the world. A hero out of time. Ages after the paragons of legend walked the earth, you find yourself unexpectedly face to face with an ancient darkness struggling free of the crumbling wards that once bound it to the deep places.

Your character's birthright distinction should tie them to the setting while at the same time suggesting a singular notable thing about them couched in the style of a heroic title.

Examples might include things like: Red Sword of Bar Kesh, Fisher King of Rune, Master of Wolf Gate, First Scout of the Druidan, or Warden of the Ferrous Waste.

< < < Back to Main Page


Role[edit]

What do you do? How are you known?

Your character's role describes how they make their way in society and their primary area of expertise as a nascent hero.

There are seven (7) distinct roles to choose from. Click here to see PC Role Options.

< < < Back to Main Page


Wyrd[edit]

Your character's wyrd distinction reveals the sort of magic that lingers in their bloodlines, struggling to awaken.

There are seven (7) distinct wyrds to choose from. Click here to see PC Wyrd Options.

< < < Back to Main Page


Skills[edit]

Skills represent specific training your character has undergone. All skills start out ranked as d4 Untrained.

Distribute fifteen (15) points among your skills as desired. Each point bumps a skill up by one die type. No skill may be raised above d12

Add one (1) Skill die to your dice pool for every action


Craft: Covers all instances of making things. Forge a sword. Craft. Forge a document. Craft, etc
Fight: Covers all instances of physically attacking another being with fists, feet, or melee weapons or touching someone who might not be willing (hugs, handshakes), etc
Fix: Covers repairs of all kinds, from carpentry and masonry to weapons and armor, etc
Focus: Primarily used to resist Influence (persuasion, intimidation, etc)
Influence: To persuade another to believe or do a thing. Used for persuasion, haggling, etc
Know: Used to put together information or to check existing character knowledge of a thing
Labor: Covers general muscling/sweating/activitying, etc
Move: To get from point A to point B. Usually in a timely manner, but also when the way is dangerous or uncertain
Notice: Covers seeing/hearing or otherwise . . . noticing . . . something you otherwise might not. Often used as a counter to Sneak
Perform: The use of acting, dancing, singing, playing an instrument, etc, to move or impress an audience
Pilot: To operate or assist in operating watercraft
Ride/Drive: To ride a beast or operate simple land vehicles (wagons, carriages, chariots), etc
Shoot/Throw: Covers accurately firing or throwing projectiles with tools, weapons, or by hand
Sneak: Covers doing things unseen/heard
Survive: Covers physical survival, usually of the elements, obtaining sustenance, finding or making shelter, etc
Track: Following quarry by the markings and leavings of their passage
Treat: Covers treatment of wounds, poisons, sickness, or psychological conditions
Trick: Covers any kind of deception from lies to slight of hand, etc


< < < Back to Main Page


Hob0002.jpg

Secondary Trait Sets[edit]

The next things to select are your secondary traits. Secondary traits for this game are Knacks, SFX, and Signature Assets. These represent optional specializations and resources you might be able to bring to bear on an action. Secondary traits are not automatically added to every roll, but if one or more applies to an action, it adds to the dice pool for that action.

Knacks[edit]

Knacks are player defined facets of a particular skill that they have chosen to specialize in. For example, a player with a high Fight skill might have a knack for wielding Improvised Weapons and get to add the die for that knack for using something that is not specifically designed to be a weapon (like a mug or a bench) as a weapon in a fight.

Knacks are only eligible to be used with the skill they are associated with. So a character with the Anatomy knack associated with their Treat skill cannot use it for an advantage when using the Fight skill (unless they also bought it for Fight).

Players begin with three (3) points to spend on knacks. Each point either buys a new knack at d6 or steps up an existing knack one step. Untrained d4 skills cannot have knacks associated with them, and no knack can be ranked higher than the skill it is associated with.

Special: Characters with Know ranked d6 or higher may purchase the Tongues Knack. This has two (2) effects.
First, the character is fluent in one additional language per (tongues) die step, starting at d6 without needing to roll.
Second, they may roll Reason/Know to understand or communicate roughly in languages they are not fluent in.

< < < Back to Main Page

SFX[edit]

SFX stands for special effects. These are rules exceptions unique to certain aspects of your character.

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, players get to add two (2) custom SFX to one (1) or two (2) of their distinctions during chargen. More may be added later by spending XP during play.

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. (Those are for Powers, which is not a trait this particular game uses).

If you do not have access to the book, just tell me what you want an SFX to do and I can write one up for you.


< < < Back to Main Page

Signature Assets[edit]

Signature assets are permanent assets recorded on the character sheet rather than the Complications and Assets table, and as such they don't drop off at the end of a scene or a story arc.

They might represent a piece of gear or equipment or a meaningful personal contact. For this game, signature assets should not represent innate qualities or skills but only things external to the character.

Signature assets are always rated either d6 or d8 and may never be raised beyond d8

Each player starts the game with two (2) points to spend on signature assets. Each point either buys a new signature asset at d6 or steps up an existing asset to d8

Optionally, players may opt to spend these points on additional knacks (or knack upgrades) instead of assets. The rules that d4 Untrained skills may not have knacks and that no knack may be ranked higher than the skill it is associated with (of course) still apply.

Some clever Signature Assets I've seen in past games include a Boneweaver with the Fingerbone of a Warlord that he regularly used to get tactical advice, a Harbinger who made one of her Summoned Spirit Weapons a signature asset for the bonus attack die, and a Sidhekin with a pet Crow that came to her call so she always had a creature close at hand to merge with..

Note: It is possible for other characters to use another's signature asset within the fiction, but when they do they do not get to add that asset's die to their pool.

Note: d8 signature assets may have up to two (2) associated SFX, and d6 may have one (1). These, however, cannot be purchased during chargen. They are only available through the expenditure of XP during game play.

< < < Back to Main Page

Background/Bio[edit]

When you are done with traits, the rest is all story stuff rather than mechanical. Name. Description. Short backstory, etc.

While you are writing your Backstory, be sure it answers the following questions:

  • How did you come to be known by the title of your Birthright Distinction?
  • What people were you born to? Corsair? Druidan? Islander? Kindred? Or from folk farther afield?
This last option will require a little more description about your people.
  • Where are you from?
Again this will require a little more description if you are from off the established map.

< < < Back to Main Page

When You Are Finished[edit]

Link your character sheet to your character's name on the character table at the top of the main page. If you use a wiki page, (with the supplied template or otherwise), there is nothing else to do. If you would rather use a google document or some other off-site format, just be sure to set your permissions so I can see the document with a single click, no sign in requirements, etc. (I do not need editing privileges).


Wiki Edits

If you are waiting for moderation on your character wiki, go HERE to get put on the pre-approved list. They will need to know your handle here on the wiki to complete the request.

< < < Back to Main Page