Shadowwalkers: Trait Sets and Mods: Difference between revisions

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==Power Sets==
==Power Sets==


[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to Main Page]]
==Knacks==
==Knacks==
Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen or advancement as outlined below.
Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra [[file:d6a.png|24px]] to the roll it applies to but can be stepped up during chargen or advancement as outlined below.
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[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to the Top]]
[[Shadowwalkers:_Cortex_Prime_by_Night#Charcter_Files.2FMeta_Currencies | < < < Back to Main Page]]

Revision as of 15:04, 19 September 2022

Prime Trait Sets

Objectives

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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Secondary Trait Sets

Secondary traits represent character abilities that may apply to a roll or may not and can be added to a pool as appropriate.

Power Sets

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Knacks

Knacks are specific specialties under a given role that the Urchin is just a natural at. Starting knacks are worth an extra 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 to their Character's role.

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

Each player gets to assign two additional knacks at to any role rated 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 role.

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


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