Damaged Souls - Build: Difference between revisions

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==Step Two :: Distinctions==
==Step Two :: Distinctions==
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 to define your character in broad strokes.  
 
Your first distinction should represent your character's '''Role'''. Are they the brainy kid, the outcast, the athlete, etc?
 
Your second distinction should represent your character's '''Affinity''' for the supernatural. Do they sense spirits, or have premonitions, or read residual psychic impressions, etc? Note: While you may opt to have SFX attached to this distinction to add mechanical weight to the fiction, we will not be using Power or Ability in this game, so think of this in low-key terms.
 
Your third and final distinction should represent a mundane (not supernatural) '''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> active on each distinction. Choose two more SFX (total, not per each distinction) that are also active at start of play.
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.

Revision as of 17:22, 20 May 2023

< < < Return to Main Page

< < < Return to Character Generation

Step One :: Attributes

Choose which die represents which Attribute. Attributes are Physical/Mental/Social.

  • Either set all three at d8
  • Or set one at d6 one at d8 and one at d10

Step Two :: Distinctions

Chose three distinctions to define your character in broad strokes.

Your first distinction should represent your character's Role. Are they the brainy kid, the outcast, the athlete, etc?

Your second distinction should represent your character's Affinity for the supernatural. Do they sense spirits, or have premonitions, or read residual psychic impressions, etc? Note: While you may opt to have SFX attached to this distinction to add mechanical weight to the fiction, we will not be using Power or Ability in this game, so think of this in low-key terms.

Your third and final distinction should represent a mundane (not supernatural) Trait or Quirk unique to your character.

You automatically start play the SFX Hinder: Sometimes your distinction works against you. Roll d4 instead of d8 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

Select 6 trained Skills to start at d6

All the rest of your skills are untrained and start at d4

You then have 9 points to further step up your skills. Any skill already rated d6 or higher costs one point for each die size you bump it up - to a maximum of d12.

Stepping up untrained skills from d4 to d6 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

If your Know skill is rated d6 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 d6
    • Specialties cost one point each.
  • Signature Assets are rated either d6 or d8
    • d6 Assets cost one point each.
    • 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 Signature Assets might be, Papa's Pistol, or Rope. So Much Rope, or Mama Was A Soldier, or Titanium Pool Cue, or Gang Tattoos



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