Damaaged Souls - Build: Difference between revisions
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Chose three distinctions. One to represent your '''Profession''', one to represent your '''Background''', and one to represent a '''Trait''' or '''Quirk''' unique to your character. | Chose three distinctions. One to represent your '''Profession''', one to represent your '''Background''', and one to represent a '''Trait''' or '''Quirk''' unique to your character. | ||
You automatically start play the SFX '''Hinder:''' ''Sometimes your distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of [[file:d8a.png|18px|d8]] for 1 PP </u> | You automatically start play the SFX '''Hinder:''' ''Sometimes your distinction works against you.'' <u>Roll [[file:d4a.png|18px|d4]] instead of [[file:d8a.png|18px|d8]] for 1 PP</u> active on each distinction. Choose two more SFX (total, not per each distinction) that are also active at start of play. | ||
==Step Three :: Skills== | ==Step Three :: Skills== | ||
''' | '''Select 6 trained Skills''' to start at [[file:d6a.png|20px|d6]] | ||
'''All the rest of your skills | '''All the rest of your skills are untrained''' and start at [[file:d4a.png|20px|d4]] | ||
'''You then have 9 points''' to | '''You then have 9 points''' to further step up your skills. Any skill already rated [[file:d6a.png|20px|d6]] or higher costs one point for each die size you bump it up - to a maximum of [[file:d12a.png|20px|d12]]. | ||
Stepping up untrained skills from [[file:d4a.png|20px|d4]] to [[file:d6a.png|20px|d6]] costs 2 points for that first step but only 1 point per step after. | |||
'''<u>Skill List</u>''' | '''<u>Skill List</u>''' | ||
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*'''Drive''' - Covers driving land vehicles and water vehicles. Covers riding animals such as horses. | *'''Drive''' - Covers driving land vehicles and water vehicles. Covers riding animals such as horses. | ||
*'''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) | *'''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 to masonry to | *'''Fix''' - Covers repairs of all kinds, from carpentry to masonry to machinery, etc | ||
*'''Fly''' - Covers piloting | *'''Fly''' - Covers piloting aircraft | ||
*'''Focus''' - | *'''Focus''' - Represents willpower. Used to resist Influence and sanity altering events. | ||
*'''Influence''' - To persuade another to believe or do a thing. | *'''Influence''' - To persuade another to believe or do a thing. | ||
*'''Know''' - Used to put together information or to check character knowledge of a thing | *'''Know''' - Used to put together information or to check character knowledge of a thing | ||
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*'''Move''' - To get from point A to point B. Usually in a timely manner, but also when the way is dangerous or uncertain. | *'''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. | *'''Notice''' - Covers seeing/hearing or otherwise . . . noticing . . . something you otherwise might not. Often used as a counter to Sneak. | ||
*'''Operate''' - To use machinery | *'''Operate''' - To use simple or complex machinery, etc (Drive/Fly always supplant Operate when applicable) | ||
*'''Perform''' - The use of grace, acting, dancing, playing, etc to influence or impress an audience | *'''Perform''' - The use of grace, acting, dancing, playing, etc to influence or impress an audience | ||
*'''Shoot''' - Guns. All the Guns. Pistols, rifles, | *'''Shoot''' - Guns. All the Guns. Pistols, rifles, scatterguns, etc. If stuff shoots out of it, it uses the Shoot skill. Bows and slingshots too. | ||
*'''Sneak''' - Covers doing things unseen/heard | *'''Sneak''' - Covers doing things unseen/heard | ||
*'''Survive''' - Covers physical survival, usually of the elements | *'''Survive''' - Covers physical survival, usually of the elements | ||
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*'''Treat''' - Covers treatment of wounds, poisons, or psychological conditions | *'''Treat''' - Covers treatment of wounds, poisons, or psychological conditions | ||
*'''Trick''' - Covers any kind of deception | *'''Trick''' - Covers any kind of deception | ||
==Step Four :: Specialties and Signature Assets== | ==Step Four :: Specialties and Signature Assets== | ||
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Examples of ''Specialties'' might be, ''Speed Demon'' for '''Drive''', or ''Trick Shot'' for '''Shoot''', or ''Knives'' for '''Fight''', or ''Misdirection'' for '''Trick''' | Examples of ''Specialties'' might be, ''Speed Demon'' for '''Drive''', or ''Trick Shot'' for '''Shoot''', or ''Knives'' for '''Fight''', or ''Misdirection'' for '''Trick''' | ||
Examples of | Examples of ''Signature Assets'' might be, '''Papa's Pistol''', or '''Rope. So Much Rope''', or '''Mama Was A Soldier''', or '''Titanium Pool Cue''', or '''Gang Tattoos''' | ||
Latest revision as of 16:39, 20 May 2023
< < < Return to Character Generation
Step One :: Attributes[edit]
Choose which die represents which Attribute. Attributes are Physical/Mental/Social.
Step Two :: Distinctions[edit]
Chose three distinctions. One to represent your Profession, one to represent your Background, and one to represent a Trait or Quirk unique to your character.
You automatically start play the SFX Hinder: Sometimes your distinction works against you. Roll instead of for 1 PP active on each distinction. Choose two more SFX (total, not per each distinction) that are also active at start of play.
Step Three :: Skills[edit]
Select 6 trained Skills to start at
All the rest of your skills are untrained and start at
You then have 9 points to further step up your skills. Any skill already rated or higher costs one point for each die size you bump it up - to a maximum of .
Stepping up untrained skills from to costs 2 points for that first step but only 1 point per step after.
Skill List
- Craft - Covers all instances of making things. Build a wall. Craft. Build a bomb. Craft. Etc
- Drive - Covers driving land vehicles and water vehicles. Covers riding animals such as horses.
- 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 to masonry to machinery, etc
- Fly - Covers piloting aircraft
- Focus - Represents willpower. Used to resist Influence and sanity altering events.
- Influence - To persuade another to believe or do a thing.
- Know - Used to put together information or to check 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.
- Operate - To use simple or complex machinery, etc (Drive/Fly always supplant Operate when applicable)
- Perform - The use of grace, acting, dancing, playing, etc to influence or impress an audience
- Shoot - Guns. All the Guns. Pistols, rifles, scatterguns, etc. If stuff shoots out of it, it uses the Shoot skill. Bows and slingshots too.
- Sneak - Covers doing things unseen/heard
- Survive - Covers physical survival, usually of the elements
- Throw - Covers the chucking of things like knives and grenades and bricks and stuff
- Treat - Covers treatment of wounds, poisons, or psychological conditions
- Trick - Covers any kind of deception
Step Four :: Specialties and Signature Assets[edit]
If your Know skill is rated or higher, you get a free specialty under that skill.
You then have 5 points to divide between your starting specialties and signature assets.
- Each Specialty is tied to a specific Skill and is always rated
- Specialties cost one point each.
- Signature Assets are rated either or
Examples of Specialties might be, Speed Demon for Drive, or Trick Shot for Shoot, or Knives for Fight, or Misdirection for Trick
Examples of Signature Assets might be, Papa's Pistol, or Rope. So Much Rope, or Mama Was A Soldier, or Titanium Pool Cue, or Gang Tattoos