Step by Step Chargen: Difference between revisions
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'''You then have 5 points''' to divide between your starting specialties and signature assets. | '''You then have 5 points''' to divide between your starting specialties and signature assets. | ||
*Each Specialty is tied to a specific | *Each ''Specialty'' is tied to a specific '''Skill''' and is always rated [[file:d6a.png|24px|d6]]. Specialties cost one point each. | ||
*Signature Assets are rated either [[file:d6a.png|24px|d6]] or [[file:d8a.png|24px|d8]] | *'''Signature Assets''' are rated either [[file:d6a.png|24px|d6]] or [[file:d8a.png|24px|d8]] - [[file:d6a.png|24px|d6]] Assets cost one point each - [[file:d8a.png|24px|d8]] Assets cost two points each. | ||
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''' | ||
Revision as of 03:34, 7 September 2019
Step One :: Attributes
Choose which die represents which Attribute. Attributes are Physical/Mental/Social.
Either set all three at
or set one at
one at
and one at
Step Two :: Distinctions
Choose Three Distinctions. The list of distinctions from the core book can be found HERE.
There are other distinctions listed in published material. The Ghosts in the Black PDF (available on DriveThruRPG) has the complete published list.
You may also make up your own distinctions. To do this, use the following guidelines:
- Name your Distinction.
- Choose three Highlighted Skills to go with your distinction. These should make sense as to how they relate to the distinction.
- You automatically get the Trigger Step Back: Roll
instead of
for 1 PP - Craft Two more Triggers to go with the distinction. These can be re-skinned from existing triggers (or ported over whole cloth), but they should do something similar to an existing trigger.
Step Three :: Skills
First, list your Highlighted Skills. You will have a minimum of 3 and a maximum of 9 such skills. If a highlighted skill is listed once, it starts at
If it is listed twice it starts at
And if it is listed three times it starts at
All the rest of your skills start at
You then have 9 points to bump up your skills. Any dice that starts at
or higher costs one point for each die size you bump it up - to a maximum of
.
Bumping skills from
to
costs 2 points.
Skill List
| Craft | Drive | Fight | Fix | Fly | Focus | Influence | Know | Labor | Move |
| Notice | Operate | Perform | Shoot | Sneak | Survive | Throw | Treat | Trick |
Step Four :: Specialties and Signature Assets
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
-
Assets cost one point each -
Assets cost two points each.
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, Military Grade Cortex Unit, or Rope. So Much Rope, or Mama Was A Soldier, or Tungsten/Titanium Pool Cue, or Triad Tattoos