Character Creation Cheat Sheet: Difference between revisions

From RPGS surrounding the Labcats
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; Abilities  
; 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). You can leave off choosing the Special Effect till you're done with the Pathway.  
: 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). You can leave off choosing the Special Effect till you're done with the Pathway. New Abilities start at d4.  
; Assets  
; Assets  
: Distinctions, Abilities, and Gear. All new Assets start at d4.  
: Distinctions, Abilities, and Gear. All new Assets start at d4.  
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: Values and Relationships. Each has a die rating and a statement.   
: Values and Relationships. Each has a die rating and a statement.   
; Extras  
; Extras  
: A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice.  
: A minor NPC. Extra can usually only do a couple of things, and those things are called specialties, and rated in dice. New Extras start at 2d4.  
: 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).  
: 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
; Gear
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: 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.  
: 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  
; Locations  
: Places that provide a bonus to the people that control them. They have specialties, and are rated in dice.  
: Places that provide a bonus to the people that control them. They have specialties, and are rated in dice. New Locations start at 2d4.  
; Relationships  
; Relationships  
: With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).  
: With other Features. Relationships start at d4 (though if your group is larger than four players you get to upgrade one of them).  
; Resources  
; Resources  
: Extras and Locations  
: Extras and Locations. New Resources (or either type) start at 2d4.
; Special Effects  
; Special Effects  
: Things you can do with your Ability.  
: Things you can do with your Ability.  
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: Drives, Values, Relationships, and Stress Traits. Traits have die ratings.  
: Drives, Values, Relationships, and Stress Traits. Traits have die ratings.  
; Values  
; Values  
: Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations.
: Duty, Glory, Justice, Love, Power, Truth. These are your character's motivations. They all start at d4.  


[[Category:Smallville Brownies]]
[[Category:Smallville Brownies]]

Revision as of 22:34, 8 February 2012

Pathway Map Key

Symbols

Square
Lead (PC).
Circle
Extra (minor NPC). When a second Lead draws a Relationship arrow to an Extra, that Extra gets upgraded to a Feature.
Double Circle
Feature (major NPC). Features generally start out as Extras.
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). You can leave off choosing the Special Effect till you're done with the Pathway. New Abilities start at d4.
Assets
Distinctions, Abilities, and Gear. 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. New Extras start at 2d4.
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. New Locations start at 2d4.
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. New Resources (or either type) start at 2d4.
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. They all start at d4.