Damaged Souls - Build: Difference between revisions
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Your third and final distinction should represent a mundane (not supernatural) '''Trait''' or '''Quirk''' unique to your character. | 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 with 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== | ||
Revision as of 17:27, 20 May 2023
< < < Return to Character Generation
Step One :: Attributes
Choose which die represents which Attribute. Attributes are Physical/Mental/Social.
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, the dwama queen, 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 the Power or Ability mods in this game, so think in low-key terms when framing this distinction.
Your third and final distinction should represent a mundane (not supernatural) Trait or Quirk unique to your character.
You automatically start play with 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
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
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