The Character Sheet Template can be found
here
Origin/Upbringing/Class
These are the choices you make at the three steps of character creation.
Origin refers to your character’s "race", Upbringing to the environment they grew up in and class is their class.
At each of these steps, you will get to apply some modifications to your character’s stats and choose between different options for traits and abilities.
Resistances
The resistances function like Hit Points. If your damage exceeds your maximum hit points, you take a wound and reset all damage to 0. If your wounds exceed your resistance tier (1 in this game), you will be taken out of the scene. Depending on the situation, this can take different forms. You might for example fall unconscious, stomp off in anger or even die.
There are three resistance tracks.
Physical Resistance is used for physical damage such as when you get hit by a bullet or fall off the edge of a building.
Mental Resistance is used for mental damage. That could be a particularly cutting insult or an attack on your consciousness while it is separated from your body.
Fatigue Resistance mostly comes into play when you activate special abilities or exert yourself to turn a failure into a possible success but some abilities or attacks can also target Fatigue Resistance instead of one of the others.
Wounds/Conditions
This section is reserved for Wounds or Conditions that your character takes during the game. After getting seriously injured in a fight, your character might have a
Broken Arm (Physical). This will apply a -1 penalty to all actions in which an unbroken arm would be advantageous. Furthermore, if a character takes more wounds of one type (Physical/Mental/Fatigue) than their tier in the corresponding resistance (1), they are taken out of the scene.
Traits
Traits are special characteristics of your character. They can either apply bonuses or penalties to actions or they can open up new moves or maneuvers that are not available to other characters.
If a trait allows you to apply a +1 bonus to an action, you may invoke it whenever the trait as described applies to an action you are attempting. For any one action, you may only ever invoke up to two traits at once (gaining a total bonus of +2).
If a trait allows you to apply a -1 penalty to an action, you may choose to do so any time, the trait as described applies to what you are trying to do. This of course makes your action harder but in return, you may
mark the skill you used by putting an asterisk in front of it on your character sheet. This mark may later be used to try and level up this skill
[See here for more].
If a trait opens up a new move or maneuver, you may make use of it whenever you want. You don’t have to spend Fatigue to activate it and you are not limited in how often you want to use it.
With the character choices available in this adventure,
Class Traits open up new moves or maneuvers, while
Origin Traits and
Upbringing Traits provide opportunities to apply bonuses or penalties.
Skills
Skills are the basis of most rolls in the game. The details can be found
here but for now, the most important thing to note is that skill values range from 1 to 6 and can be leveled up during the game as described
here. Every action that requires a roll is covered by a skill. The higher the skill number, the higher the chances of success.
The base rules also allow for a skill to increase to a higher
tier to allow for long-term play but since this adventure is designed as a one-shot, those rules will not be used. The tier for all PC actions is considered 1 unless specified otherwise.
Abilities
Abilities are special moves that, unlike the moves granted by traits, are limited in how often they can be used. Every time, an ability is called, the character takes one point of Fatigue damage. All abilities also require a roll to be made. If that roll is unsuccessful, the character still takes the Fatigue damage but the ability fails.
Equipment
In this game, there will be no need to take stock of every item your characters are carrying. If it makes sense for a character to have something on them, they can have it. That will be decided in the moment.
The only things that are important to be determined at the start are armor and weapons.
Every character may start the game with one piece of armor and up to two weapons. You may choose freely what kind of equipment your character should possess and the GM will assign stats to your equipment. Heavier armor might carry penalties to certain types of actions or other downsides for balance. The same might apply to weapons with high armor penetration values.