Aim to Misbehave: Traits/Chargen

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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 d6 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 d8 or rank one Attribute at d10 one at d8 and one at d6

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Roles d6Arrow03.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 d10 one (1) at d8 four (4) at d6 and one (1) at d4

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Distinctions d6

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 d8


Prime Role d8

Your Prime Role Distinction should relate back to and flesh out your d10 ranked Role.

d10 Command might mean you are the Captain, or the First Mate, or a retired CEO, or a Gang Leader.

d10 Tactical might mean Gunner's Mate, or Sniper, or Duelist, etc.


Ambition d6

Your Ambition Distinction should point to something your character hasn't achieved yet but is working towards.


Quirk d6

Your Quirk Distinction can be just about anything that makes your character, well, a character

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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 d6 Arrow03.png

Knacks are specific specialties under a given Role that the character is just a natural at.

Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).

D0a.png Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.

D0a.png Each player gets to assign one free knack at D6a.png to their Character's D8a.png role.

D0a.png Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png 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 D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

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SFX

SFX are rules exceptions unique to your character. SFX guidelines may be fount in the Prime handbook on pages 61-63 (excepting limits). Do not use the guidelines for distinctions found on pages 191-213.

Attribute SFX

Chose one of the following attribute 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.


Signature Assets

Signature Asset SFX