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Character Creation Rules
Character Creation Rules
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.
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".
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.)
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Step 2: Attributes
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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.
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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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.
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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.
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.
Location: A location is a place in the gamesetting that may be used to set scenes
orprovide valuable resources.
Prop: A prop is a tool, object, or item that helps a PC broaden the scope of what
they can achieve in specific situations.
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.
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