Resumo de criação de Personagem
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Resumo de criação de Personagem
Character creation summary
Concept
• Start with a general idea of what you want to play. Your setting book likely provides many ideas.
Race
• Choose your character’s race and apply any bonuses or special abilities it grants.
Hindrances
• Select up to six points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).
• For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.
• For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.
Attributes
• Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.
• Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.
Skills
• Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free.
• You have 15 points to put into these or any other skills.
• Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
Derived Statistics
• Standard Pace is 6″, but may be changed by racial abilities, Edges, or Hindrances.
• Parry is 2 plus half of Fighting.
• Toughness is 2 plus half of Vigor, plus any Armor plus Size. Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An Armor Piercing attack could bypass those 2 points but not the other 9.
Edges
• Use any leftover Hindrance points to take Edges if you like.
• Each Edge costs 2 Hindrance points.
Advances
Every session during Novice
Every two sessions during Seasoned
Every three sessions during Veteran
Every four sessions during Heroic
Every five sessions during Legendary
Concept
• Start with a general idea of what you want to play. Your setting book likely provides many ideas.
Race
• Choose your character’s race and apply any bonuses or special abilities it grants.
Hindrances
• Select up to six points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).
• For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.
• For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.
Attributes
• Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.
• Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.
Skills
• Athletics, Common Knowledge, Notice, Persuasion, and Stealth are core skills and start at d4 for free.
• You have 15 points to put into these or any other skills.
• Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.
Derived Statistics
• Standard Pace is 6″, but may be changed by racial abilities, Edges, or Hindrances.
• Parry is 2 plus half of Fighting.
• Toughness is 2 plus half of Vigor, plus any Armor plus Size. Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An Armor Piercing attack could bypass those 2 points but not the other 9.
Edges
• Use any leftover Hindrance points to take Edges if you like.
• Each Edge costs 2 Hindrance points.
Advances
Every session during Novice
Every two sessions during Seasoned
Every three sessions during Veteran
Every four sessions during Heroic
Every five sessions during Legendary
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