Character Creation.   Posted by GM.Group: public
GM
 GM, 1 post
 The Game Master.
 The Story Narrator.
Sun 27 Nov 2016
at 17:03
Character Creation
Step 1: Character Summary
Who is your character? Summarize your character concept information into a descriptive paragraph that gives a brief impression of what your character is all about. It should tell me a lot about who your character is, what they are capable of, and what they can do.

Step 2: Attributes
These are innate statistics that every character has, and basically tell how strong, smart, and fast your character is.

Basic Attributes
  • Strength (physical): This is a measure of a character's raw, physical brawn. Strength is not just arm strength, but power generalized across the entire body.
  • Agility (physical): Agility is a character's "foot dexterity." This measures general grace.
  • Reflex (physical): Reflex is a character's "twitch speed." This measures how quickly they can react physically. Reflex is very important for the development of combat skills.
  • IQ (mental): This is exactly what it says, intelligence. IQ does not measure a character's base of knowledge, but how quickly he can think and process information. The higher the IQ, the quicker and more completely a character can figure problems out.
  • Intuition (mental): This is a catchall attribute for a character's general awareness. Intuition can be used to detect if someone is lying to you, or to notice a sniper nestled high in a tree.
  • Willpower (mental): This is a character's mental strength. The higher the willpower, the more things the character can make himself do that lesser wills break at. Willpower is also very important for the development of future skills and abilities.
  • Toughness (physical and mental): Toughness is a character's overall measure of their ability to withstand punishment. The higher the toughness, the harder it is to hurt, knock unconscious and kill the character. Toughness is both a physical and mental attribute. It is a combination of strength and willpower, and should generally be somewhere in between those attributes, although it can be higher. A character may have great strength, but unless they also have great willpower, their resolve will crumble long before their muscle gives way. The same is true of a character with great willpower. No matter how strong their will to live is, they can only push the boundaries of their body so far.


Determine how potent your character is in each attribute by selecting their ranks for each attribute based on what would be in character for them according to the character summary you wrote, trying to come as close to that as you can. The ranks are:

Ranks
  • Superhuman 2+
  • Superhuman
  • Awesome
  • Incredible
  • Exceptional
  • High
  • Above Average
  • Average
  • Below Average
  • Low
  • Weak
  • Minuscule
  • Minuscule 2+


For the purposes of scaling, an average in an attribute is relative to the typical average human in the game world.

Step 3: Abilities
Abilities are additional talents that the character has developed and/or skills that the character has learned. Abilities can also be powers and supernatural capabilities. Your character's abilities are essentially a list of what your character can do, and thus unlike Attributes not every character will possess the same Abilities.

You can choose any abilities you wish for your character, but they should be kept in line with your character's summary from above. The ranks are also up to you the player.

Keep in mind that for abilities and skills, an "average" rank means an average person skilled with that ability, i.e. an average professional, since the typical person may not possess the ability. Thus, average is the typical professional when it comes to skills. Those with less than average ranks are skilled amateurs. Abilities, talents, skills, powers, etc. are all relative to the average professional person who possesses the same ability, talent, skill, or power.

The ranks chosen are the same as those listed above for Attributes.

Step 4: Strengths and Weaknesses
When creating your character, you can choose to make strengths and/or weaknesses for her. Strengths and weaknesses are just that, areas where your character has a bonus, and places where your character suffers a penalty. These can help to flesh out your character even more. Strengths and weaknesses give you the player an extra opportunity to define the character. The exact nature of the strengths and weaknesses are up to you the player and me the GM, and should be in the flavor of the game world.

A strength or weakness will present itself as a bonus or penalty rank shift of one or more. Most rank shifts should be in the range of +/- of 1 to 3. Most rank strengths and weaknesses will give a modifier of +/- 1 rank shift, which is considered a significant modifier, showing natural talent or weakness. A modifier of +/- 2 rank shifts is much more serious, and would probably apply to a narrower range of situations. You can go to +/- 3, or even greater, but this is becoming a very serious strength or weakness at this point. These bonuses and penalties help fill in gaps that abilities are not able to adequately address.

Basically, anything truly small, such as a purely cosmetic circumstance, should be ignored as a strength or weakness modifier. A +/- 1 rank shift is considered a small, but significant, modifier. A +/- 2 rank shift is a serious modifier.This is where your character is in serious hurt, or has a serious advantage. A +/- 3 rank shift is a very serious modifier. This is usually the maximum, and should be reserved for the most extreme situations. A +/- 4+ rank shift modifier this high are usually reserved for superheroes and the supernatural.

You should feel free to have fun with strengths and weaknesses and use your imagination. This is an area that can really help define the uniqueness of your character.

A strength or weakness should be listed as a simple statement of what the strength or weakness is, when to apply a rank shift bonus or penalty, and any special rules that pertain. The strength or weaknesses should state clearly what the conditions are that activate the bonus or penalty, what the rank shift bonus or penalty is, and any special rules.

Some strengths and weaknesses will apply special rules to the character, or will need more explanation than a simple statement of when to activate it. The specifics of special rules are up to the players and the GM, but should be determined when the strength or weakness is first generated.

It's important that you don't confuse strengths with abilities. A strength is an innate, special "something" that your character possesses that gives them an advantage. It doesn't necessarily have to make a lot of sense, the character just has it. This is not a skill, however. If a character is very good with swords, then he should have swords as a high ranking ability. He doesn't need to have a sword ability and a strength involving swords also. Many characters will have no strengths at all, but very high ranking abilities.

Step 5: Notes
Notes are to flesh out the rest of your character. The notes section on your character sheet is for all of the stuff not covered above, such as the character's age, any family that matters, group affiliations, equipment, etc. These are mostly notes to yourself as reminders of certain facts about the character. Notes can also be filled in as the character adventures.

Step 6: Personal Character List
Every player character should have their own list of important NPCs that is included on their character sheet. These are people and entities that play major roles in that character's life. They may include family and friends, comrades, foes and enemies, organizations they are a member of, or just about anything.

Who and what are on this list is up to the player, but the list should only contain the most important characters in their life.

In between adventures, a player can change their list, adding characters they have met from an adventure who may stick around and removing any who have left.

Step 7: Personal Thread List
Players should also keep track of their own list of personal threads. Threads are the goals that player characters are going after. These are the unresolved missions that the players are trying to solve. This may include life goals, or things they want to accomplish. PC thread lists should only contain items that are the most important to the player characters, items that define who they are.

The players maintain these lists and can modify them as they wish.

This message was last edited by the GM at 05:04, Tue 13 Dec 2016.

GM
 GM, 3 posts
 The Game Master.
 The Story Narrator.
Mon 28 Nov 2016
at 07:36
Character Sheet
Basically, when the time comes, you can submit your character sheet like this:

Name
(Player Character's Name)

Character Summary
(Who is your character? Summarize your character concept information into a descriptive paragraph that gives a brief impression of what your character is all about. It should tell me a lot about who your character is, what they are capable of, and what they can do.)

Attributes
  • Strength (physical): (Rank)
  • Agility (physical): (Rank)
  • Reflex (physical): (Rank)
  • IQ (mental): (Rank)
  • Intuition (mental): (Rank)
  • Willpower (mental): (Rank)
  • Toughness (physical and mental): (Rank)


Abilities
  • (Ability): (Rank)
  • (Ability): (Rank)
  • (Ability): (Rank)


Strengths (Optional)
  • (Strength Name) (strength): (Description including a simple statement of what the strength is, when to apply a rank shift bonus, and any special rules that pertain).
  • (Strength Name) (strength): (Description including a simple statement of what the strength is, when to apply a rank shift bonus, and any special rules that pertain).


Weaknesses (Optional)
  • (Weakness Name) (weakness): (Description including a simple statement of what the weakness is, when to apply a rank shift penalty, and any special rules that pertain).
  • (Weakness Name) (weakness): (Description including a simple statement of what the weakness is, when to apply a rank shift penalty, and any special rules that pertain).


Notes
  • Age:
  • Appearance:
  • Equipment:
  • Etc.

(Basically use this section to list any other facts not already covered above that flesh out your character and that you don't want to forget).

Personal Character List
  • (Name): (Who the NPC/Group is/are and how it's/they're connected to your character)
  • (Name): (Who the NPC/Group is/are and how it's/they're connected to your character)

(This list can consist of family members, friends, comrades, group affiliations or organizations your character is a member of, foes and enemies, or anything else but only include ones that are important NPCs or entities that play a major role in your character's life, with the minimum being just one item on this list being fine to start with).

Personal Thread List
  • (Thread Description)
  • (Thread Description)

(This list may include your character's life goals, or things they want to accomplish and should only contain items that are the most important to the character, as these are items that define who they are. Like with the Personal Character List above, the minimum is just one item on this list being fine to start with).

____________________________________________________________________________________________

Oh yes, and to be clear about some of the details on there:

With abilities there is no minimum or maximum number of abilities you can have, but you should probably have at least one.

Strengths and weaknesses are completely optional, so there is no minimum or maximum number of either of those that you can take. Take as few or many of either as you wish, or none at all of one or both of them.

For the notes, you can include as much or as little there as you want. What I wrote are just some examples of things you might want to include there. The notes are mostly a list for you the player.

For the Personal Character List and Personal Thread List, the minimum for each is just one, otherwise you can add whatever you want there but only items that are really important or relevant and that you wouldn't mind potentially coming up in game. Whereas notes are mostly for the player, the personal character and thread lists are mostly for the GM to use for when events might be tied to NPCs or plot threads connected to a player character.

This message was last edited by the GM at 07:38, Mon 28 Nov 2016.

GM
 GM, 19 posts
 The Game Master.
 The Story Narrator.
Thu 8 Dec 2016
at 16:13
Character Sheet
For those with completed characters they will notice in the notes section of their character sheet there is something called "Favor Points," in which everyone has started out with fifty favor points. More favor points can be gained at the end of each scene, with the amount awarded being based on how well they did.

Favor points basically represent luck, and are points that players may elect to spend to change the outcome of a dice roll: players may spend up to twenty-five favor points to change the result of a roll on a point-by-point basis.

For example, if the target number for success is a 35 or lower (this is a roll-low system), and a 45 is rolled, the player may spend 10 favor points to change that roll to a 35.

Players can do this after the dice are rolled, effectively changing the outcome. However, the points can only be spent directly after the roll. A player can't change his mind one minute later and go back to change a result.

Characters can earn more favor points by doing well in a scene. At the end of each scene, if the character did poorly and made no progress in the scene, they won't receive any more favor points. If they did well, with progress being made toward moving closer to solving an open thread (an on-going storyline), they will receive ten additional favor points. If they did very well, closing or helping to solve or close an open thread, then twenty-five favor
points are awarded.