SOTDL: Chargen: Difference between revisions
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Your character's birthright distinction outlines both nationality and social standing and determines three of your initial skill bumps. | |||
*[[SOTDL:_Birthright|PC Birthright Options]] | |||
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]] | [[Shadow_of_the_Dry_Lands| < < < Back to Main Page]] |
Revision as of 18:45, 12 October 2023
Primary Traits
The first things to select and rank are your primary traits. Primary traits for this game are Attributes, Distinctions, and Skills. These represent the core of your character, and one of each primary trait is used in every dice pool, making up the foundation of each action.
Attributes
Attributes represent your character's innate potential separate and apart from training. Each character is ranked in 6 attributes:
| Charm | Endurance | Finesse | Power | Reason | Will |
Rank one (1) at two (2) at and three (3) at
Add one (1) Attribute to your dice pool for every action
- Charm: How well you interact with people socially
- Endurance: Physical stamina
- Finesse: Agility and manual dexterity
- Power: Strength and raw physical force
- Reason: General breadth of knowledge and ability to discern and absorb information
- Will: Tenacity and strength of mind
Distinctions
Distinctions represent specific facets of your character. Each character has three distinctions and each is ranked at or depending on whether the player feels a given distinction will help or hinder the character in that situation. A player who opts to use their distinction at a earns a plot point (that may be used immediately if desired).
| Birthright | Profession | Wyrd |
Add one (1) Distinction to your dice pool at either or for each action.
Birthright
Your character's birthright distinction outlines both nationality and social standing and determines three of your initial skill bumps.
Profession
Wyrd
Skills
Skills represent specific training your character has undergone and how good they are at particular actions. All skills start out ranked as Untrained. Then your distinctions each grant you raises to certain skills - no skill may be raised above
After that, distribute an additional 9 points among your skills as desired - again, no skill may be raised above
Add one (1) Skill to your dice pool for every action
- Craft: Covers all instances of making things. Forge a sword. Craft. Build a wall. Craft. Write a sonnet. Craft. Etc
- 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 weapons and armor
- Influence: To persuade another to believe or do a thing
- Know: Used to put together information or to check existing 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
- Perform: The use of grace, acting, dancing, playing an instrument, etc to influence or impress an audience
- Pilot: To operate or assist in operating watercraft or gliders
- Ride/Drive: To ride a beast or operate simple land vehicles (wagons, carriages, chariots, etc)
- Shoot/Throw: Covers accurately firing or throwing projectiles with tools, weapons, or by hand
- Sneak: Covers doing things unseen/heard
- Survive: Covers physical survival, usually of the elements, obtaining sustenance, and finding shelter
- Track: Following quarry by the markings and leavings of their passage
- Treat: Covers treatment of wounds, poisons, sickness, or psychological conditions
- Trick: Covers any kind of deception from lies to slight of hand, etc