Post by Mark Plemmons on Jan 31, 2014 14:20:31 GMT -5
I'd like the index to include a simple one-page summary on character generation. Here's my first draft. Please let me know what changes you think are needed.
Quick Reference: Step-by-Step Character Generation
0) Ask your Director if your game will have any special requirements or restrictions. Don’t ignore them.
1) Choose an Archetype (Badge, Hacker, etc.). This section begins on page XXX. Consider what common aspects of this archetype you want your character to have.
2) Select Personality Traits (3 public and 1 private). Sample traits sorted by astrological signs begin on page XXX.
a. Option: Add 1 more private trait for an additional +1 point to spend on general Assets.
3) Choose a Core Competency to determine how you want to spread out your character points. The three options are Touched (best core value and skill ranks), Fluxed (lowest core value and skill ranks but with significant supernatural abilities), or Gifted (decent core values and skill ranks with minor supernatural abilities).
4) Define the Core Values by putting character points into STR, DFT, MTL, KNO, WIT, and MGK.
a. No core value can be lower than 1 or higher than 4 at this time.
5) Build the Skill Set by putting character points into the various skills, skill specialities, and magical disciplines.
a. At this stage, no skill can be greater than its associated Core Value +1.
b. Valor starts at 0 and cannot be purchased.
6) Choose whatever Assets you want to add to your character by spending remaining character points. Each character archetype gets a discounted price on one Asset (listed on the Assets page and in the Archetype descriptions). Apply any asset modifiers to core values and skills.
a. Hackers can hack into any device through wireless or direct access, provided the [KNO + Sciences: Computer] check reaches or exceeds the Target Number. The NT3RF4C3 asset makes this easier and opens access to virtual worlds.
b. Spellcasters can cast any sample spell (pages XXX-XXX) in disciplines they purchased, as long as the ability check reaches or exceeds the Target Number. There is no requirement to create new spells of your own, but you can work with the Director to do so.
7) Calculate Flux Points. New characters start with FP equal to their [WIT + INT + MGK]. See page XXX for how Flux Points work in gameplay.
8) Choose Weapons and Equipment. All characters receive starting equipment of: one pistol, one additional weapon, one shield and one suit of armor, an EyePhone, one augment (personal or weapon), and $10,000 starting bonus. Additional items must be purchased with the starting bonus or with the Funding asset.
9) Determine Secondary Attributes:
a. Maximum Wound Levels [MTL x2]
b. Movement (calculate movement based on Athletics)
10) Decide on your character’s Appearance and Name (if you haven’t already).
Quick Reference: Step-by-Step Character Generation
0) Ask your Director if your game will have any special requirements or restrictions. Don’t ignore them.
1) Choose an Archetype (Badge, Hacker, etc.). This section begins on page XXX. Consider what common aspects of this archetype you want your character to have.
2) Select Personality Traits (3 public and 1 private). Sample traits sorted by astrological signs begin on page XXX.
a. Option: Add 1 more private trait for an additional +1 point to spend on general Assets.
3) Choose a Core Competency to determine how you want to spread out your character points. The three options are Touched (best core value and skill ranks), Fluxed (lowest core value and skill ranks but with significant supernatural abilities), or Gifted (decent core values and skill ranks with minor supernatural abilities).
4) Define the Core Values by putting character points into STR, DFT, MTL, KNO, WIT, and MGK.
a. No core value can be lower than 1 or higher than 4 at this time.
5) Build the Skill Set by putting character points into the various skills, skill specialities, and magical disciplines.
a. At this stage, no skill can be greater than its associated Core Value +1.
b. Valor starts at 0 and cannot be purchased.
6) Choose whatever Assets you want to add to your character by spending remaining character points. Each character archetype gets a discounted price on one Asset (listed on the Assets page and in the Archetype descriptions). Apply any asset modifiers to core values and skills.
a. Hackers can hack into any device through wireless or direct access, provided the [KNO + Sciences: Computer] check reaches or exceeds the Target Number. The NT3RF4C3 asset makes this easier and opens access to virtual worlds.
b. Spellcasters can cast any sample spell (pages XXX-XXX) in disciplines they purchased, as long as the ability check reaches or exceeds the Target Number. There is no requirement to create new spells of your own, but you can work with the Director to do so.
7) Calculate Flux Points. New characters start with FP equal to their [WIT + INT + MGK]. See page XXX for how Flux Points work in gameplay.
8) Choose Weapons and Equipment. All characters receive starting equipment of: one pistol, one additional weapon, one shield and one suit of armor, an EyePhone, one augment (personal or weapon), and $10,000 starting bonus. Additional items must be purchased with the starting bonus or with the Funding asset.
9) Determine Secondary Attributes:
a. Maximum Wound Levels [MTL x2]
b. Movement (calculate movement based on Athletics)
10) Decide on your character’s Appearance and Name (if you haven’t already).