Character Creation
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Interpreting Scores
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Your character is represented in the game by scores in a set number of attributes and skills. The higher the number, the more successful you will be when you roll a check against that attribute or skill. A concept helps you define your character and offers guidance for your scores and any special abilities that set you apart. All of the options you pick from cost a number of points. Your band's advancement determines how many points you have for choosing options. Most important, your character has whatever personality you choose. When you speak or act it is the character's personality that propels your decisions, and your scores and abilities that will determine how successful those choices will be.
Concepts
A concept can help give you ideas for what sorts of characters are available and appropriate within the game world. Since there are so many options for skills and abilities, concepts also help to focus your attention to the most appropriate ones. Alternatively, if you already have an idea for your character you may look for concepts which best match your idea. There are two basic types of concept: Species and Careers.
Conflict
You will choose two competing principles from a list provided for the game. Each principle offers goals and assets as rewards. Note that you can care about more than two things, but you have to prioritize two above the rest.
Attributes
Attributes measure your overall physical, mental, and social development. Higher attribute scores represent exceptional prowess in that area. By default there are three attributes: strength, reason, and influence. Each attribute has direct uses that you roll checks against your score to resolve, damage tracks equal to your score, and special benefits (called controls). Controls add to skill scores, damage, set thresholds, and so on. The point cost for each possible score is found on the attribute cost chart.
- Strength: Endurance, hardiness, and physical power.
- Sense: Perception, intelligence, and mental sophistication.
- Heart: Confidence, determination, and social influence.
Skills
Skills measure your training in specific aspects of an attribute. Higher skill scores represent exception talent or training. Each skill has multiple specific uses, but never a control. Higher scores unlock levels of abilities, which in turn grant additional uses for skills. Each skill gains a base score depending on the controlling attribute. You may spend points according to the skill cost chart to increase individual scores. You may always increase your skill score by up to 3. You can only increase the score further if that option is available from your concept.
| Strength Skills | Acuity Skills | Influence Skills |
| Fight | Operate | Command |
| Move | Sneak | Negotiate |
| Survive | Study | Perform |
Facets
A facet is a special property that may be required by or provided by your species concept. It is possible for careers to offer a facet. A facet always costs 3 points and has no prerequisites. A facet may specify that it may be purchased more than once, and what the effects of multiple purchases are in that case. Each time a facet offered by your race or career allows you to purchase it once, so if it is listed multiple times you may purchase it multiple times for any additional effects. You may only take a facet that is offered by your concept.
Abilities
Abilities offer special options for skills, or allow exceptions to the rules. Abilities are purchased in levels. Each level costs 3 points, and requires a minimum score in a related skill. Level 1 has a 12 score as a prerequisite, level 2 requires a 13 score, and level 3 requires a 14 score. You may always take level 1 of an ability you qualify for, but you may only purchase level 2 or level 3 if those options are available from your concept. The third level of every ability offers the choice between at least two mastery options. Concepts may add extra mastery choices.
Faults
A fault is a negative trait that limits your options, but adds flavor and opportunities to gain focus. You may have up to three faults total. Each fault you take grants you an extra 5 points to spend. You may take a trace fault, which counts as one of your three faults but only grants you an extra 1 point to spend. You ignore all mechanical effects of a trace fault, including gaining focus. Concepts may force you to take a fault, but the trace version does count as fulfilling the requirement.
Equipment
The equipment you carry does not cost points since it may be lost or exchanged during play. Each item is assigned a broad value called a tier. You start with 1 tier 0 asset, and possibly more depending on your starting power level. Concepts or abilities may alter the number or availability of items.
Character Sheet
Record all your decisions on your Character Sheet. You and the Referee can reference the sheet during the game.
Version 2.5.1
©2014 Frameworks Games
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