Shadowwalkers: Trait Sets and Mods

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Revision as of 15:06, 19 September 2022 by Brahnamin (talk | contribs) (Objectives)
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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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Roles

Second in the Prime Traits sets are Roles. If Objectives define the primary goal of a character's action. Roles give scope to the means by which those goals are achieved.

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, becoming top tier skilled in one, highly skilled in another, competent in most of the rest, and abysmally less competent at that one role that just eludes them.

Each character is ranked in six roles:


CRAFTER | FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER


Crafter: Crafters create things from raw materials, be it physical objects such as furniture or computer chips or dinner, or more esoteric craftsmanship, like a manager who builds a sales force from the raw potential of other people or a sergeant who whips a platoon into fighting shape.
Fixer: Fixers are skilled at setting a messed up situation right. Political scandal? Didn't happen. Messy murder behind the Dean's office? You would not believe what this solvent can make go gone.
Runner: Runners move things - information, people, cargo, etc. They are the smugglers, the digital pirates, and the traffickers of the new world. Need a ward bound demon? Runner can get you a greqt price.
Scrapper: Scrappers get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc, for those that have need of their professional talent.
Skulker: Skulkers excel at getting things done in such a way that no one is the wiser, whether it be physically moving unseen, accessing systems via unknown back doors, or hiding a cache in plain sight.
Tracker: Trackers are skilled at hunting down things that don't want to be found, locating people, resources, and rumors as needed, dogging them relentlessly until their quarry is in hand.
Tricksters: Tricksters are experts at misdirection, be it sleight of hand or the clever turn of phrase that changes the subject or the explosion at the old factory that keeps the cops busy while someone deals with the demonic familiar masquerading as a python at the local animal shelter.

Assign one of the following dice to each Role: d10 d8 d8 d6 d6 d6 d4


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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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