Shadowwalkers: Trait Sets and Chargen

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Masks.png

Character Generation[edit]

You are welcome to use the following Template for your character sheet or replace it with your own format. Just make sure everything is clearly labeled with their appropriate die notations.


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Prime Trait Sets[edit]

Primary trait dice should be included every roll. Add one die each from Objective, Role, and Distinction sets to form the base of every dice pool.

Objectives d6 Arrow03.png[edit]

The first Prime Trait set we will be using is Objectives, broad goals that a given action is aimed at achieving. Each character is ranked in four Objectives:


INFILTRATION | INVESTIGATION | NEGOTIATION | SABOTAGE


Chosing the Infiltration Objective means a character is trying to insert themselves into a given place or headspace or situation.
Chosing the Investigation Objective means a character is trying to learn something about a given situation either in the moment or via research or interrogation, etc.
Chosing the Negotiation Objective means a character is trying to get someone to alter their thinking or action via intimidation or reason or misdirection or compromise.
Chosing the Sabotage Objective means a character is just trying to fuck up a given situation.

Set one Objective value at d10 one at d8 and two at d6

If none of the objectives above would apply to the action at hand and the GM determines that the stakes are such that a roll is still required, the player may roll a d6 as their objective die, indicating that completing the task is, in and of itself, the charcter's primary motivation. Sometimes stuff just needs to get done.

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Roles d6Arrow03.png[edit]

Second in the Prime Traits sets are Roles. If Objectives define the primary goal of a character's action. Roles give scope to the means by which those goals are achieved.

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, becoming top tier skilled in one, highly skilled in another, competent in most of the rest, and abysmally less competent at that one role that just eludes them.

Each character is ranked in seven roles:


CRAFTER | FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER


Crafter: Crafters create things from raw materials, be it physical objects such as furniture or computer chips or dinner, or more esoteric craftsmanship, like a manager who builds a sales force from the raw potential of other people or a sergeant who whips a platoon into fighting shape.
Fixer: Fixers are skilled at setting a messed up situation right. Political scandal? Didn't happen. Messy murder behind the Dean's office? You would not believe what this solvent can make go gone.
Runner: Runners move things - information, people, cargo, etc. They are the smugglers, the digital pirates, and the traffickers of the new world. Need a ward bound demon? Runner can get you a greqt price.
Scrapper: Scrappers get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc, for those that have need of their professional talent.
Skulker: Skulkers excel at getting things done in such a way that no one is the wiser, whether it be physically moving unseen, accessing systems via unknown back doors, or hiding a cache in plain sight.
Tracker: Trackers are skilled at hunting down things that don't want to be found, locating people, resources, and rumors as needed, dogging them relentlessly until their quarry is in hand.
Tricksters: Tricksters are experts at misdirection, be it sleight of hand or the clever turn of phrase that changes the subject or the explosion at the old factory that keeps the cops busy while someone deals with the demonic familiar masquerading as a python at the local animal shelter.

Assign one of the following dice to each Role: d10 d8 d8 d6 d6 d6 d4

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Distinctions d6[edit]

Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. All Distinctions are rated at d8

Each character is loosely defined by three Distinctions:


ECHO | PROFESSION | WILDCARD


Echo[edit]

Echo describes where your character's life intersected with the supernatural and how that changed them. Echo also determines your character's Power Set.

Bloodless - An encounter with vampires left you half in and half out of their world. You have access to the Bloodless power set.
Changeling - An encounter with a specific species of lycanthrope left you infected or cursed to share their form and appetites. You have access to the Changeling power set.
Fallen - An encounter with disposessed angelic beings branded you, searing your soul to your flesh and claiming you as a soldier in their fight. You have access to the Fallen power set.
Mystic - An encounter with elemental forces opened you to worlds beyond the mortal realm, enabling you to call forth powers from one realm to another. You have access to the Mystic power set.
Null - Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human throughout. You have access to the Null power set.
Revenant - An encounter with literal ghosts nearly drew you entirely over to the other side, but you fought your way back. Changed. But alive. Sort of. You have access to the Revenant power set.
Touched - An encounter with creatures of the Fae realms marked you as one of their own. You have access to the Touched power set.
Unfettered - An encounter with beings from beyond time and space has left you seriously disconnected from what most folk consider to define reality, to the point that your mind reverberates with a near constant sense of cognative dissonance. You have access to the Unfettered power set.

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Profession[edit]

A character's Profession is what they do outside their place in the supernatural world, though Profession and Lineage are often a hand in glove prosopect, the one supporting and enhancing the other.

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Wildcard[edit]

The Wildcard distinction represents something truly unique about your character that sets them apart from their fellows.

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Secondary Trait Sets[edit]

Secondary traits represent character abilities that may or may not apply to an action and dice from these sets can be added to an action's dice pool as appropriate.

Power Sets[edit]

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Knacks[edit]

Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up during chargen or advancement as outlined below.

Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.

Each player gets to assign one free knack at D6a.png to each of their Character's D8a.png roles.

Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png or higher or step up an existing knack (or two) at a one-for-one exchange rate.

Knacks cannot be assigned to a character's D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

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Game Mods[edit]

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