Character Creation Cheat Sheet: Difference between revisions
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(Created page with "== Pathway Map Key == === Symnbols=== ; Square : Feature (PC, major NPC) ; Circle : Extra (minor NPC) ; Diamond : Location ==== Other Terms ==== : Abilities ; Super-powers. ...") |
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== Pathway Map Key == | == Pathway Map Key == | ||
=== | === Symbols=== | ||
; Square | ; Square | ||
: | : Lead (PC). | ||
; Circle | ; Circle | ||
: Extra (minor NPC) | : 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 | ; Diamond | ||
: Location | : Location. | ||
==== Other Terms ==== | ==== 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 | ; Assets | ||
: Distinctions and | : Distinctions, Abilities, and Gear. All new Assets start at d4. | ||
; Distinctions | ; 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. | : 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. Also see Heritages. | ||
; Drives | ; Drives | ||
: 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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; Heritage | ; 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. | : 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. | ||
: Heritages are Distinctions, and can be stepped up by anything that lets you step up a generic Distinction, but you can't take a new Heritage as a generic new Distinction. You can only acquire a new Heritage at the Origin (Alien) and Life-Changing Event (First Contact or Destiny) stages of the Pathway. | |||
; 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]] |
Latest revision as of 01:04, 9 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. Also see Heritages.
- 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.
- Heritages are Distinctions, and can be stepped up by anything that lets you step up a generic Distinction, but you can't take a new Heritage as a generic new Distinction. You can only acquire a new Heritage at the Origin (Alien) and Life-Changing Event (First Contact or Destiny) stages of the Pathway.
- 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.