Damaged Souls - Build
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Step One :: Attributes[edit]
Choose which die represents which Attribute. Attributes are Physical/Mental/Social.
Step Two :: Distinctions[edit]
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[edit]
Select 6 trained Skills to start at Additionally, Focus starts at by default.
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.You will not need this skill in this game.- 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/non-play-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 - Airguns, bows, slingshots, pepperspray, etc. If it mechanically expels a projectile, it requires the Shoot skill. Note: The PCs are kids. You might stumble across an actual gun in play but shouldn't expect to have regular access.
- Sneak - Covers doing things unseen/heard
- Survive - Covers physical survival, usually of the elements
- Throw - Covers the chucking of things like knives and pudding and bricks and stuff
- Treat - Covers treatment of wounds, toxins, or psychological conditions
- Trick - Covers any kind of deception
Step Four :: Specialties and Signature Assets[edit]
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 may only be attached to skills rated or higher.
- Specialties cost one point each.
- Signature Assets are rated either or
Examples of Specialties might be, Bicycle for Drive, or Suckerpunch for Fight, or Puppy Eyes for Influence, or Misdirection for Trick
Examples of Signature Assets might be, Battered Teddybear, or Rope. So Much Rope, or Mama Raised Me Right, or Handy Pocket Knife, or Wisdom of a Drunk Uncle