Character Creation Cheat Sheet: Difference between revisions
From RPGS surrounding the Labcats
Line 4: | Line 4: | ||
; Square | ; Square | ||
: | : Lead (PC) | ||
; Circle | ; Circle | ||
: Extra (minor NPC) | : Extra (minor NPC) | ||
; Double Circle | |||
: Extra upgraded to Feature (major NPC) | |||
; Diamond | ; Diamond | ||
: Location | : Location |
Revision as of 22:42, 7 February 2012
Pathway Map Key
Symbols
- Square
- Lead (PC)
- Circle
- Extra (minor NPC)
- Double Circle
- Extra upgraded to Feature (major NPC)
- Diamond
- Location
Other Terms
- Abilities
- Super-powers. New Abilities start with one Special Effect (a thing you can do with that Ability), which you can choose at the end of Pathways. Each Ability also has a Descriptor (a keyword like magic, heat, psychic power, etc) and a Limit (a limitation that stops the Ability).
- Assets
- Distinctions and Abilities. All new Assets start at d4.
- Distinctions
- Things that make your character distinctive. Generally aspects of personality, like Smartass or Big-Hearted. Each has a die rating. Each also has three triggers that let you do things; one you can use right away when you get the Distinction at d4, one you can use when it hits d8, and one that you have to wait for d12 to use.
- Drives
- Values and Relationships. Each has a die rating and a statement.
- Extras
- A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice.
- If an Extra is upgraded to a Feature, move it from Resources to Relationships. It loses a die, but stays at the same die size (for example, a 2d8 Extra becomes a 1d8 Feature).
- Gear
- Like Abilities, but with a particular Limit: Gear can be lost, stolen, or broken.
- Heritage
- Some Abilities thematically fit together into sets associated with a Heritage Distinction. Clark Kent, for example, has a Kryptonian Heritage that has a bunch of Abilities tied to it, and a common Limit.
- Locations
- Places that provide a bonus to the people that control them. They have specialties, and are rated in dice.
- Relationships
- With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).
- Resources
- Extras and Locations
- Special Effects
- Things you can do with your Ability.
- Stress Tracks
- I don't think we have to worry about these during Character Creation.
- Traits
- Drives, Values, Relationships, and Stress Traits. Traits have die ratings.
- Values
- Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations.