BDH: Chargen

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Prime Trait Sets

Building your Big Damned Hero starts with selecting their Primary Traits. One die from each primary trait should be included every roll. Add one die each from Role, Attribute, and Distinction sets to form the base of every dice pool.

Distinctions d6

Distinctions are the first set of Prime Traits and thematically define aspects of each character to paint a clear picture of who they are as a whole. Distinctions determine whether a particular facet of who they are helps or hinders the character in accomplishing a chosen action. Include one (1) Distinction die with every roll either rated at d8 (helps) or d4 (hinders).

Each character is ranked in three (3) Distinctions:


| PROFESSION | BACKGROUND | QUIRK |


Profession d8

What does your character do for a living? Captain? Medic? Gambler? Independently Wealthy Playthey?


Background d6

Where does your character come from? Former Soldier? Gang Member? Companion? Reader? Alliance Refugee?


Quirk d6

What thing makes your character stand out from the crowd? Fine Gorramn Hat? Fidgety Dust Addict? Dead Shot? Eidetic Memory? Barfly?

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Attributes d4

Attributes are the second set of Prime Traits and define your character's abilities outside any specific training. Attributes are your character's second prime set, and one (1) Attribute die is added to every roll

Each character is ranked in four (4) Attributes.


| GUILE | NERVE | REFLEXES | SAVVY |


Guile: Guile rates a character's innate facility with charm, persuasion, and trickery.

Nerve: Sometimes you just gotta white-knuckle your way through. Nerve defines how adroit the character is at holding their grit in tense and stressful situations.

Reflexes: How quick are you? How accurate? Reflexes are all about agility, dexterity, balance, and aim.

Savvy: Savvy is a solid measure of a character's knowledge and understanding of the verse around them, its peoples, places, laws, customs, and etiquette.


Rank two (2) attributes at d8 and two (2) at d6


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Roles d6

Roles make up the third and final Prime Trait set, and one (1) 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. Roles basically replace a specific list of individual skills with categorized skill blocks.

Each character is ranked in seven (7) roles:


CROWD CONTROL AND TACTICAL RESPONSE: Dealing with masses of people in stressful situations, riots, or panic, or armed, military, or security problems. Soldiers and Police often rank high in this role.
DIPLOMACY AND COMMAND: Understanding psychology and social triggers and being able to manipulate, organize, and inspire others to action. Ship Captains, CEOs, Companions, Diplomats, etc, all benefit from high ranking in this role.
ENVIRONMENTAL THREATS: Facing and overcoming hazardous environmental conditions such as fire, chem spills, hostile atmosphere, treacherous terrain, vacuum and more. Firemen, Asteroid Miners, HazMat Crews, and Survivalists all tend to rank high in this role.
MECHANICS AND ENGINEERING: Using, repairing, modifying, and understanding machines, engines, vehicles, generators, and appliances with a comprehension of design and fabrication. Mechanics, Engineers, and General Craftsmen tend to rank high in this role.
NETWORKS AND SYSTEMS: Resolving issues connected to or involving information or computer networks and systems. Programmers, Hackers, and System Admins rank high in this role.
PILOTING AND NAVIGATION: Operating craft of every sort, both in and out of atmo, including surface craft, aquatic craft, and manual or animal powered vehicles and/or mounted riding. Fighter Pilots, Hoverracers, Commercial Pilots, and Station Navigators are obvious candidates for high ranking in this role, but Grav-Link Drivers, Asteroid Mappers, Exploratory Engineers and countless other professions and backgrounds also benefit.
TRAUMA AND MEDICINE: First response medical assistance, triage, and paramedic treatment with an understanding of disease and pharmacological treatments. Doctors, Medics, and Nurses make up thr bulk of high ranked persons in this role.

Rank one (1) Role at d10 two (2) at d8 three (3) at d6 and one (1) at d4


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Secondary Trait Sets

Building your Big Damned Hero continues with selecting their Secondary Traits. 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.

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Knacks d6

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

Knacks can only be used in conjunction with the role they are assigned to. Knacks can never be ranked higher than their associated Role.

Assign three (3) Knacks to your Character's Role. Rank two (2) at and one (1) at

Assign one (1) Knack to each of your Character's Roles, ranked at

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SFX

SFX stands for Special Effects. These are rules exceptions unique to certain aspects of your character.

Distinction SFX

Each of your three (3) Distinctions come with the Hinder SFX: Hinder: Sometimes a distinction works against you. Roll d4 instead of d8 to gain 1 PP

Additionally, write two (2) more custom SFX, each associated with one of your Distinctions.

Each Distinction may accumulate up to three (3) SFX including Hinder.

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.

Big Damned Hero SFX

Once per scene, step up or double one attribute die for an action. Ones (1s) and twos (2s) count as hitches.



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Signature Assets d6

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