Feb 25, 2019 3:00 am
Okay, so here's my quick take on character creation because I can't find a complete cheat sheet and I can't get you a selection of the .pdf without, like, taking screencaps of each individual page.
There's this, which gives some info about the Gumshoe system. This is mostly for GMs, but I think the first page will be a helpful read.
From the book:
Sleuths begin with build points distributed among four areas: Investigative, Interpersonal, General, and Relationships. For all but General abilities, the number of points depends on the number of players:
# of Players: 4
Investigative Build Points: 6
Interpersonal Build Points: 9
Relationship Build Points: 13
All Sleuths begin with 40 General build points. You receive 4 points in Cool for free.
Character Creation Checklist
Based on number of players, assign Investigative, Interpersonal, and Relationship build point totals. Assign each player 40 General ability build points (refer to table page 9).
ā”ā” Spend Investigative and Interpersonal build points on your
chosen abilities. Make sure all the abilities are covered by at least one Sleuth (page 13, 15).
ā”ā” Spend points on General abilities. Take 4 free points in the Cool ability (page 18).
ā”ā” Spend at least 5 of your Relationship build points on Relationships. If you take a Hate, you get 3 more Relationship build points (page 23).
ā”ā” Define your Class, Clique, and Club (page 34).
ā”ā” Decide how your Sleuths know each other.
ā”ā” You might want to wait until after Town Creation for these last two steps. Or not (page 130).
ā”ā” Choose your Drive (page 36).
ā”ā” Decide on a compelling story arc.
ā”ā” Youāre done!
If youād like, you can start defining how your characters befriended each other now, or you can play the process out in your first few episodes. You must spend at least 5 build points defining Relationships during character creation.
You can absolutely positively save build points to use later, defining abilities or relationships (mostly Like, one assumes) on an ad hoc basis in play. These donāt represent the sudden gaining of knowledge or techniques or parentsāalthough Relationships do tend to pop up out of nowhere at weird moments. Instead, spending a build point during play shows the Sleuth revealing an ability or friend she has always had, but didnāt bother to mention until now. You canāt move points from one box to the other, though: Relationship build points have to be saved for Relationships, for example.
There's this, which gives some info about the Gumshoe system. This is mostly for GMs, but I think the first page will be a helpful read.
From the book:
Sleuths begin with build points distributed among four areas: Investigative, Interpersonal, General, and Relationships. For all but General abilities, the number of points depends on the number of players:
# of Players: 4
Investigative Build Points: 6
Interpersonal Build Points: 9
Relationship Build Points: 13
All Sleuths begin with 40 General build points. You receive 4 points in Cool for free.
Character Creation Checklist
Based on number of players, assign Investigative, Interpersonal, and Relationship build point totals. Assign each player 40 General ability build points (refer to table page 9).
ā”ā” Spend Investigative and Interpersonal build points on your
chosen abilities. Make sure all the abilities are covered by at least one Sleuth (page 13, 15).
ā”ā” Spend points on General abilities. Take 4 free points in the Cool ability (page 18).
ā”ā” Spend at least 5 of your Relationship build points on Relationships. If you take a Hate, you get 3 more Relationship build points (page 23).
ā”ā” Define your Class, Clique, and Club (page 34).
ā”ā” Decide how your Sleuths know each other.
ā”ā” You might want to wait until after Town Creation for these last two steps. Or not (page 130).
ā”ā” Choose your Drive (page 36).
ā”ā” Decide on a compelling story arc.
ā”ā” Youāre done!
If youād like, you can start defining how your characters befriended each other now, or you can play the process out in your first few episodes. You must spend at least 5 build points defining Relationships during character creation.
You can absolutely positively save build points to use later, defining abilities or relationships (mostly Like, one assumes) on an ad hoc basis in play. These donāt represent the sudden gaining of knowledge or techniques or parentsāalthough Relationships do tend to pop up out of nowhere at weird moments. Instead, spending a build point during play shows the Sleuth revealing an ability or friend she has always had, but didnāt bother to mention until now. You canāt move points from one box to the other, though: Relationship build points have to be saved for Relationships, for example.
OOC:
That's like, the super barebones stuff, there's obviously a lot of details and suggestions for each little step. If this just leaves you being like, "Huh?" shoot me a PM and I can try to get you a copy of the .pdf, or at least the character section.