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=DISTINCTIONS= Each player must choose three distinctions for their character. One '''Ancestry''' distinction, one '''Profession''' Distinction, and one '''Unique''' distinction. Each distinction is valued at [[file:d8a.png|24px|d8]] ==Ancestry Distinctions== Ancestry defines features of your character's people. ===Caryatid - People of Stone=== Caryatid resemble living statues. Roughly the size and shape of human men and women, they can often pass as human at a distance, but up close their appearance is unmistakable. Caryatid skin runs the gamut of opaque stone: jade, turquoise, alabaster, sandstone, granite, onyx, etc. ---- '''SFX''' [[File:Check002.png|24px]] '''Hinder:''' ''Sometimes your distinction works against you.'' Gain 1 plot point when you roll a [[File:d4a.png|24px]] instead of a [[File:d8a.png|24px]] [[File:Check002.png|24px]] '''Rocky Exterior:''' ''Your skin is tough as native stone.'' When defending vs physical damage (an attack or a fall, etc), you may spend 1 PP to reroll any dice that come up 1. Any dice that come up 1 again cannot be rerolled. :[[File:d0a.png|18px]] '''One with the Earth:''' ''You have an almost transcendent connection to the land around you.'' When you spend a PP to create an asset by revealing something about the surrounding terrain, step that asset up to [[File:d8a.png|24px]] :[[File:d0a.png|18px]] '''Enduring Stone:''' ''You don't go down easy.'' When you spend a PP to avoid being taken out, step back '''Resolve''' instead of taking a '''Complication'''. :Note: You cannot step back any die below [[File:d4a.png|24px]] '''Highlighted Skills:''' Fight | Labor | Survive '''Highlighted Knacks:''' Unarmed Strike (Fight) [[File:d6a.png|24px]] ---- ==APPROACH [[file:d4a.png|32px|d4]][[File:Arrow03.png|24px]]== SAVAGERY [[file:d10a.png|24px|d10]] | CUNNING [[file:d8a.png|24px|d8]] | EMPATHY [[file:d6a.png|24px|d6]] | RESOLVE [[file:d4a.png|24px|d4]] ==SKILLS AND KNACKS== DECIEVE | FIGHT | FOCUS | HEAL | INVESTIGATE | LABOR | KNOW* | MOVE | NOTICE | PERFORM | PERSUADE | SHOOT | SNEAK | STEAL | SURVIVE | TINKER | THROW | TRAVEL | ---- DECEPTION | HEALING | INVESTIGATION | LABOR | LORE | MECHANISMS | MELEE | MOVEMENT | PERCEPTION | PERFORMANCE | PERSUASION | RANGED | STEALTH | SURVIVAL | THEFT | TRAVEL | WYRD | ---- Know* | Labor | Move* | Notice | Patch | Perform | Persuade | Scrap | Sneak | Steal | Survive | Track | Tinker | Trick | ---- '''ROLES''' Fixer | Runner | Scrapper | Skulker | Tracker | Trickster [[file:d10a.png|24px|d8]] [[file:d8a.png|24px|d8]] [[file:d6a.png|24px|d6]] [[file:d6a.png|24px|d6]] [[file:d6a.png|24px|d6]] [[file:d4a.png|24px|d4]] '''Knacks''' Each Character's [[file:d10a.png|24px|d10]] Role gets either one free [[file:d8a.png|24px|d8]] knack or two free [[file:d6a.png|24px|d6]] knacks Each Character's [[file:d8a.png|24px|d8]] Role gets one free [[file:d6a.png|24px|d6]] knack Characters may purchase [[file:d6a.png|24px|d6]] knacks as normal for their [[file:d6a.png|24px|d6]] Roles. Characters may not purchase knacks for their [[file:d4a.png|24px|d4]] Role ==Heirlooms and Keepsakes [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]== Each Urchin begins play with one Heirloom and one Keepsake. Additional keepsakes can be created in play by spending XP on a character created asset and making it permanent. Keepsakes, in turn, can become Heirlooms by spending XP to declare the item has become more meaningful to the character, bumping its die rating up to [[file:d8a.png|24px|d8]] :'''Heirloom''' [[file:d8a.png|24px|d8]] Heirloom is a hidden treasure from someone important to the Urchin from before they wee orphaned, a gift from a parent or sibling or other relative or a piece of family property that the urchin managed to sneak away with. :'''Keepsake''' [[file:d6a.png|24px|d6]] Keepsake is a small memento, a gift from another urchin or a minor found treasure since they became an orphan.
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