Character Creation Rules

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Character Creation Rules:

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Step 1: Distinctions

Each player chooses an Origin Distinction and then fleshes out their character with
two more custom distinctions that describe who their character is.

Distinctions can represent roles, relationships, quirks, personality types,


character histories, or any other descriptor that helps to flesh out who the PC is
in
the game.

For example, you might have been a member of a cult who escaped and could take the
"Apocalyptic Cult Survivor" distinction to reflect that, or if you are an Engineer
of some kind you might take the distinction "The World Is My Workshop".

If you think you want your character to be very curious about the world around them
you might take something like "Boundless Curiosity" or if you want to be a
character who never stays in place for very long and keeps themself busy you could
take "Can’t Stay Long, Too Much To Do".

Use these to flesh your character out.

After doing this, choose a special effect for each distinction from the following:
(except the Origin which is already part of the distinction.)

The Exchange: Step up or double one useful die for the scene but step down one
other die in exchange until you do a recovery action.

The Price: Step up one useful die for the scene, but also take a d8 complication.

The Burst: Spend a PP to double a single die in the next roll you make. (Doubling a
die means adding another die of the same size to the dice pool before the dice are
rolled.)

The Negation: Shut down a Prime trait set (Attributes/Skills/Specialties) making it


unavailable for rolls to Step up a Prime trait set until you do a recovery action.

The Purchase: Earn a PP but create a D8 complication until you do a recovery


action.

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Step 2: Attributes

All characters start with a d8 in each attribute.

You may step down an attribute to step up a different attribute. No starting


characters have an attribute lower than a
d6 or higher than a d10 at character creation.

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Step 3: Skills
You have nine skill points to step up skills. Each point steps a skill up by one
step. As with Attributes, you cannot begin the game with higher than a d10 in any
one skill.

All skills begin at d4 which represents being untrained.

d4: Untrained. You have no idea what you’re doing, and you’re likely to create
trouble when you try it, but who knows.

d6: Competent. Sufficient training to get by. You’re comfortable doing this.

d8: Expert. Able to do this for a living. This is second nature to you.

d10: Master. One of the best in the field. Likely known to others who possess the
skill.

d12: Grandmaster. One of the best in the world. Known even to those outside the
field.

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Step 4: Signature Assets and Specialties:

A specialty is a narrow area of concentration or focus within a skill.

Some characters have iconic weapons, gear, or pet robots that contribute to their
dice pools in tests and contests.
These are signature assets that the character doesn’t have to create during play as
they “belong” to the character and act much like any other trait.
Signature assets work like regular temporary assets—they give players an extra die
to include in their dice pools when they’re able to justify their use. Unlike
skills or attributes, they’re about things a PC has or people they know, not about
qualities innate to them.

You five points to assign to specialties and signature assets at character


creation.

Each point may be used to:


• Add a specialty to a skill rated at a d6 or higher.
• Create a signature asset at a d6.
• Step up a d6 signature asset to a d8.

With your five points you might:


• Assign 5 specialties and create no signature assets.
• Assign 4 specialties and create one d6 signature asset.
• Assign 3 specialties and create one d8 signature asset.
• Assign 2 specialties and create three d6 signature assets.
• Assign 1 specialty and create one d8 and two d6 signature assets.

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Step 5: Relationships

You start with a one PC at a rating of d10, another at d8, and the rest at d6.

A relationship’s die rating indicates the intensity of the character’s feelings or


attachment to the subject of the relationship. A high die rating doesn’t mean you
neces sarily like the subject more than a low one; in fact, your d10 relationship
might be a really intense hatred, or a particularly strong jealousy.

d4: I don’t feel anything for this person.


d6: This person matters, but so do a lot of people.
d8: I’m invested in this person.
d10: This person matters more than most.
d12: There’s nobody who matters more than they do.

Work out the details of these relationships with the other players creating a group
dynamic and ties to each other.

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Step 6: Resources

There are four types of resource: extras, locations, organizations, and props.

Resources are usually represented by two or more dice of the same size, which may
be used to aid a test or contest where that resource is helpful or significant.

Extra: An extra is a type of GMC, but when it’s attached to a PC it represents a


contact or ally the player may draw on for help.

Location: A location is a place in the gamesetting that may be used to set scenes
orprovide valuable resources.

Organization: An organization is a group of people who function under a specific


ideology, structure, or goal. An organization resource may open channels that the
PC doesn’t have alone.

Prop: A prop is a tool, object, or item that helps a PC broaden the scope of what
they can achieve in specific situations.

Starting characters choose 1 resource rated at 2d6

These dice are separate and each time you activate a resource you have used one of
those d6 for the entire session. These dice refresh at the beginning of each new
session.

Only one die may be added to a role at a time from a resource.


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Step 7 - Last, but certainly not least, add a few details:

Your Name

Background: Where were you born? Where did


you grow up? What is your family like?

What you look like: Got a telltale birthmark?


Blonde hair? Tall and stout? Short and thin?

To further flesh out your character background, look at


the distinctions you’ve chosen and think about:
Where you’ve been the last few years.
Where you’re going in the near future.
What you’re doing to keep your head above water.
How you feel about the politics of the world.

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