Aim to Misbehave: Traits/Chargen: Difference between revisions
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==SFX== | ==SFX== | ||
SFX are rules exceptions unique to aspects of your character. SFX guidelines may be found in the Prime handbook on pages '''61-63''' (excepting limits). Do not use the guidelines for distinctions found on pages'''191-213'''.. | SFX stands for Special Effects. These are rules exceptions unique to aspects of your character. SFX guidelines may be found in the Prime handbook on pages '''61-63''' (excepting limits). Do not use the guidelines for distinctions found on pages'''191-213'''.. | ||
===Attribute SFX=== | ===Attribute SFX=== |
Revision as of 15:27, 5 June 2023
Prime Trait Sets
Primary trait dice should be included every roll. Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.
Attributes
![](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
Attributes are the building blocks that make up what a character is before everything else. Attributes are your character's first prime set, and one Attribute die is added to every roll
Each character is ranked in three (3) Attributes
| PHYSICAL | MENTAL | SOCIAL|
Rank each Attribute at or rank one Attribute at
one at
and one at
Roles ![d6](/images/thumb/2/27/D4a.png/32px-D4a.png)
![](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
Second in the Prime Traits sets are Roles, and one Role die is added to every roll.
Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others.
Each character is ranked in seven (7) roles:
| COMMANDER | DIPLOMAT | ENGINEER | MEDIC | PILOT | SYSTEMS | TACTICAL |
Rank one (1) Role at one (1) at
four (4) at
and one (1) at
Distinctions ![d6](/images/thumb/2/24/D8a.png/32px-D8a.png)
Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. Include one Distinction die with every roll.
Each character is ranked in three (3) Distinctions:
| PRIME ROLE | AMBITION | QUIRK |
All Distinctions are ranked at
Prime Role ![d8](/images/thumb/2/24/D8a.png/28px-D8a.png)
Your Prime Role Distinction should relate back to and flesh out your ranked Role.
Command might mean you are the Captain, or the First Mate, or a retired CEO, or a Gang Leader.
Tactical might mean Gunner's Mate, or Sniper, or Duelist, etc.
Ambition ![d6](/images/thumb/2/24/D8a.png/28px-D8a.png)
Your Ambition Distinction should point to something your character hasn't achieved yet but is working towards.
Quirk ![d6](/images/thumb/2/24/D8a.png/28px-D8a.png)
Your Quirk Distinction can be just about anything that makes your character, well, a character.
Secondary Trait Sets
Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.
Knacks
![](/images/thumb/9/93/Arrow03.png/24px-Arrow03.png)
Knacks are specific specialties under a given Role that the character is just a natural at.
Starting knacks are worth an extra to the roll it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).
Each player gets to assign two free knacks at
to their Character's
role.
Each player gets to assign one free knack at
to their Character's
role.
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.
SFX
SFX stands for Special Effects. These are rules exceptions unique to aspects of your character. SFX guidelines may be found in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages191-213..
Attribute SFX
Chose one of the following SFX to apply to one of your three (3) Attributes.
- Reflexes: Spend 1 pp to step up or double Physical for an action.
- Cunning: Spend 1 pp to step up or double Mental for an action.
- Manipulation: Spend 1 pp to step up or double Social for an action.
Distinction SFX
Each of your three distinction SFX comes with the Hinder SFX
You then get to come up with two (2) more SFX to attach to Distinctions.