Disenfrancisto from SotB I don't think would be able to use the favor mechanic, if we're using those though I'll be redoing my character entirely since the favor mechanic is pretty powerful.
[OOC] Session Zero: Character Creation
Disenfrancisto from SotB I don't think would be able to use the favor mechanic, if we're using those though I'll be redoing my character entirely since the favor mechanic is pretty powerful.
I agree that the Warrior Career leaves some options for non-combat stuff, so a Forge Dwarf Warrior can definitely find a niche. Our Gnome Warrior is good with some face stuff, so that's good. Steef's going with Soldier from the Core Rulebook to make a Human noble; his character is pretty good with a couple of Knowledge skills to represent his noble's education.
As for a Catfolk exile, just be aware that somebox has a variant of that backstory for her own Catfolk Scoundrel. Not that we can't have two such characters; maybe Lady Argus "collects" them? Also, CESN, don't overlook the Half-Catfolk. They offer a bit more diversity in attribute selection and can get some of the Catfolk cool abilities.
Finally, to answer the question: An attribute of 2 is average, 3 is good, and 4 is exceptional. Some players prefer to maximize 3s, while others try for a 4 in their primary attribute (Willpower for a Divine caster) and a 3 in something secondary. Either build is viable. Genesys is a lot more forgiving than other systems in that regard.
2 for each characteristic
+1 Cool
Catfolk Ancestry: Fleet of Paw so he can perform a second maneuver to move without suffering strain
Career skills: Charm, Coercion, Cool, Discipline, Divine, Medicine, Melee (Light), and Negotiation.
Choose four: Charm, Divine, Melee (Light), and Negotiation. (basically Divine to use his faith to biase the gambling results, charm and negotiation to get out of ... "situations" and melee as a fall back skill is sweet talk fails)
Presence 2 -> 3: 30XP
Willpower 2 -> 3: 30XP
Deception 2 -> 3: 30XP
+ Clever Retort talent
"get 15 bonus XP at character creation that can only be spent on skills and talents"
tier 1 talent + Cool
Strain: 9+3(4) = 12 (13)
Defense: 0
Soak: 2
Desire: Ambition - Joined Argus Inquiries for the privileges and hoping to use them to get above the rest.
Fear: Death - Avoids provoking Fortuna by getting into clearly dangerous situations.
Strength: Idealistic - Yep, everyone should care less because, you know, in the end, it was just about luck.
Flaws: Timid - Extremely risk averse, opting instead to take more thorough or tried-and-true approaches and may take too long to act.
So, ambition can explain why he joined the party, death and timid fit well together (he is afraid so he doesn't take risks) and the strength is derived from his faith.
Sword (melee light) +3 dmg; 2 critical, 1HP, Defensive 1: 1 encumbrance - 200 credits
Dagger (melee light) +2 dmg, 3 critical, 1HP, Accurate 1: 1 encumbrance - 60 credits
Leather (armor) 0 def, +1 soak, 1HP: 2 encumbrance - 50 credits
Herbs of Healing - 50*3 credits
Unimaginatively taken the first half-catfolk image I found :) So, like the image + average height and a bit slimmer comparing to a human, in his 20s.
A small but visible tattoo of Fortuna's dice on his right wrist and two piercing on the left ear.
Relaxed and trying to make the most of his luck (while it lasts!). He tries not to provoke the Godess Fortuna by taking unnecessary risks, but he ends up being a bit of a happy-go-lucky character, since the future is simply determined by a roll of dice, right?
Rolls
cash - (1d100)
(9) = 9
Rolls
forgot this part of char gen from equip list - (1d100)
(36) = 36
My character sheet is public in case anyone needs to look over it for group synergy and whatnot.
My character sheet is public in case anyone needs to look over it for group synergy and whatnot.
No one has done this, but I also want to note that I don't like PCs in my game to scheme against one another or do underhanded things that screw the rest of the party over. So that means no stealing from one another, no taking unfair shares of loot, no secretly working with the bad guys, no conspiring against the other PCs, etc. Again, no one has done this, but I wanted to state this outright, since it's common in some groups. :)
"Fear not Little Lady Nera, I Tronus Granitebreaker will get you through the thick of it. Whether you are crying or laughing I'll be there to remind you that you are still living and pooping so it's all right in my book lass. Do you feel pain? Great? Means you aren't dead and walking bout... if you are undead then I'd have to cut your head clean off... Public Safety ya know. Can't have the Undead deadin' about the way."
1 Paragon (Arcana)
1 Paragon (Stealth)
1 Sixth Sense
1 Foretelling
That leaves two of you to choose. Steef may go with Signature Weapon. I'll note that All the Facts and Connected might both be very helpful in an investigative game. The combat abilities are always helpful, of course.
Rolls
origin story based on: - (1d10)
(2) = 2