Character Creation

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Revision as of 10:49, 6 August 2010 by Gubaba (talk | contribs) (Using Merits and Flaws)
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Skills

Rules for Using Skills

Sometimes when a mommy and a daddy love each other very much, they make a little character and that character grows up to be big and strong and skilled in many things. Sometimes too many things, but that's cool we're all here to play and it's no fun to play an unskilled migrant worker, right? So in order to keep things fair and balanced, a character's Skills (that is to say, the learned, practical abilities which could come in handy in a gameplay setting) are rated from Abysmal to Amazing, with various adjectives in between them.

  • Abysmal: The character possesses practically NEGATIVE training and no idea on how to actually perform this skill. This is usually a 'Penalty' rating, like a character who sucks at cooking or navigating for comedic purposes, as most people will not take a skill in something they simply don't know. -1 Penalty
  • Novice: The character's level in this skill is beginner, or basic only. He understand the most rudimentary aspects of this skill and can generally perform adequately. +1
  • Good: The character has practiced this skill enough that he can generally succeed at it, and understands all the basics thoroughly. +2
  • Very Good: The character's level at this is genuinely astounding, and he will usually perform admirably, succeeding almost automatically. +3
  • Incredible: The character is world-class at this skill. He routinely does the highest difficulty aspects of this craft, and likely makes a living from it. +4
  • Amazing: Mastery. The character is literally one of the best in the world, and makes the impossible possible. +5

Examples of Skills

Skills come in a variety of flavours. For example, there are three major categories of them. Physical Skills are skills which are mostly natural and focus on reflexes, muscle and endurance, as well as motion and other outdoorsy activities most people reading this don't do (let's be honest). Social Skills, focusing on a character's presence, allure or smooth talking, allow schmoozing among high-society or weaseling a deal from a street vendor, and everything in between. Mental Skills require sharp wits, keen eyes and a strong mind, and concentrate on applied knowledge and learning. As such, unlike the other two forms, Mental Skills cannot even be attempted by a character unskilled at them. (Examples: Using a computer ...yes, if you have no training at it, it's basically a huge scary paperweight. Ask your grandma; Reading Latin.) There are, obviously, various other skills unrelated to the main three, and those will be listed as Other skills.

Physical Skills:

  • Climbing
  • Athletics
  • Swimming
  • Stealth
  • Sleight-of-Hand

Social Skills:

  • Manipulation
  • Streetwise
  • Intimidation (though I guess if you can punch a car over this can be physical..)
  • Seduction
  • Fast-Talking

Mental Skills:

  • Demolitions
  • Computers (no. I'm serious. If you don't know what one is, you will NOT just 'pick it up on the fly')
  • Languages (any of them, you don't make out words hearing them often enough)
  • Investigation (as in proper, scientific investigation. Anyone can ask questions or notice out of place things, it takes a real Holmes or House to do this perfectly)
  • Medicine

Other Skills:

  • Driving (arguably physical, but..)
  • Mechanics (some people just have aptitudes for it)
  • Survival (as in wilderness)
  • Empathy (some people have more than others)
  • Animal Handling (some people get along better with dogs than people, I guess)

Obviously these are just examples. There are as many skills as there are characters, and some skills can fit in more than one category (Dancing, for example. Graceful display of dexterity, or sexy, seductive and based purely on appearance?), and this is just a general guideline. This isn't an excuse to give your character 11ty billion skills in case they COULD come up, and you should only detail skills which are exceptional or necessary for your character's job (ex: Soldier would have lots of skills, it's possible he rocks at Survival and Firearms but sucks at Knife Fighting and Navigation), and some background cases should be different (it's safe to assume anyone born after 1980 knows how to handle a computer, even if only at it's most basic, but would a time traveler or old-as-f*ck vampire?).. these aren't here to make a SUPER CHARACTER, but to explain what makes your character special and unique among the other snowflakes.

Rolling the Die

For GM purposes, all actions are performed with a difficulty. Difficulties vary between 1 and 15, with 8 being relatively average. The harder an action is the more difficult it should be, as logic would dictate, but actions with a difficulty above 10 are borderline Superheroic all the way to Nigh-Impossible. When a GM wants to make it fair to both the players and himself, he might ask for a roll against a set difficulty, where the players roll a d10 and add their skill rating to it. Example, Kuja, an Incredible Hacker, is trying to get Cobra Commander's bank account information from his laptop, a relatively high-security (Difficulty 10) endeavor. Kuja rolls a D10 and rolls a 7. Success! If he had rolled 5 and below, even with the +4 bonus, he'd have failed and probably cause an alarm to start because the laws of movie logic means computers trigger alarms if you fail to hack them. As you can see this was a fairly simple example. More complex actions might require more rolls (Example: Keeping up with an escape car, roll Driving vs Difficulty 8 for 3 actions or you lose them), or opposed rolls (Kuja attempts to hack Umino's WoW account, Kuja vs Umino roll Computers).


Final Note - The Final Note II: Revenge of the Note

Okay guys. This is important. Both for fair play and because it's one of the rules. You want to give your character a Swordfighting of 'Amazing' and you're going into a fight with a less skilled swordfighter (poor bastard is merely 'Incredible'.. pff.). If both players aren't okay with the simple 'roll it', for the love of God, do NOT use this in actual combat. It should be a relative skill level, yes, the 'Incredible' one should go 'Man this guy is tough.. maybe better than me', but if you're playing it out, PLAY IT OUT. Any rolls for COMBAT will inevitably lead to arguments. It's the sad truth of crossover channels. I don't care if Zoro Jr should beat Kenshin Jr (or vice versa), because everyone has their own idea of who beats whom, and COMBAT is the only way where it can be shown. Don't do it unless you need to save time (Okay my dude fights yours but I need to go, wanna roll it?), because it will INEVITABLY lead to arguments over who can beat who's dad and then play is less fun and more competitive. Be Nice.

Merits and Flaws

Using Merits and Flaws

So, we're trying to use a new system here that'll give a little unique edge to the characters being played and maybe give some ideas. We wanna have a nice diverse cast! Plus, it'll be fun and make interaction more interesting. An entire page of Merits and Flaws has been made for Players to pick and choose them for their characters.

However.

To stop people from picking 2348234732 Merits and 1 Flaw there is a simple system on how to make things fair. Each character gets 5 points to use for Merits. If you go to the Merits and Flaws page, you'll see that each merit and each flaw has a number by it. The numbers need to add up to 5.

For example, if you take the Merit Gall (2) and Clear Sighted (3).. you're done. You have five. Now.. if you take Flaws, you'll get points back.. but only up to 5 extra points.

So, if you take Gall (2), Clear Sighted (3) as merits and you decide to take Pacifist (5) flaw.. you now have an extra 5 points to add to merits again. This doesn't mean you have to STOP taking flaws though. You can take as many flaws as you want for your character if you think it fits and you'd like more of a challenge for your character.