https://docs.google.com/document/d/14O1EhGa_Cp0uf-NLqdfv4y-i8v7lcAtk_YwHDHKBHBc/edit?usp=sharing
Feel free to copy and use this template if you want.
We can just walk through a bit.
Every trait has a die rating. Distinctions start and stay at d8. Attributes (physical, mental, social) start at d8, an you can step one down to step another up. Skills start at d4. See the skill list in the other thread. (
Skills)
Basically, d4 is incompetent, d6 is competent, d8 is trained and good at what you do, d10 is you're kind of famous for it, d12 is godlike/best in the world.
Distinctions are things that set you apart from everyone else in some form or fashion and can be just about anything. They give you a d8 to roll. They also come with one SFX (
SFX) that allows you to roll a d4 instead of the d8 to get a Plot Point (PP). This is called Hinder.
Valdus - I like those Distinctions. Per above examples, I think it should read kind of like this:
[ +- ] Valdus Step 2:
Distinction 1: Contract Delver - d8
SFX 1 - Hinder:
SFX 2: Build your own sfx
Distinction 2: Bent on Coin - d8 -
SFX 1: Hinder
Distinction 3:
SFX 1 : Hinder
SFX 2: Build your own
[ +- ] Valdus Step 3:
Distinction 1: Contract Delver - d8 - Highlighted skills: Fight and Survive
SFX 1 - Hinder:
SFX 2: Build your own sfx
Distinction 2: Bent on Coin - d8 - Highlighted skills: Labor and Know
SFX 1: Hinder
Distinction 3:
SFX 1 : Hinder
SFX 2: Build your own
Maskot - I like that concept. Keep going with it. It doesn't actually matter what you're race is unless you want to lean into your elvishness or something.
Powers are mostly for narrative positioning. When you roll, if you can call in a skill that makes sense, you can roll it. Just like in your example for Trick-Illusions and Shoot-Blast.
Specialties - Good question. That first paragraph in the Specialties section. Specialties confer a flat d6 die and you can buy the general skill up as far as you want (d12).
I like the Runeling. Very cool.
Just to keep us all together, I'll build a character along side you guys so we have a good example: See the spoiler
Step 1:Jace
[ +- ] Step 2: Come up with three very short phrases that are Distinct to your character and select 2 sfx (pg 62)
1: Duel Wielding Fighter - d8 - Good at fighting with a weapon in each hand.
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Twin Slash : Spend a PP to double a beneficial die
2: Smooth operator
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2:
3: Human
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Force of Will: Spend a PP to add a d6 to the dice pool.
[ +- ] Step 3: Find 2 skills that go with each distinction and step up those die sizes (d4 to d6)
Jace
1: Duel Wielding Fighter - d8 - Good at fighting with a weapon in each hand.
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Twin Slash : Spend a PP to double a beneficial die
Highlight skills: Fight and Throw
2: Smooth operator
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2:
HS: Influence and Perform
3: Human
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Force of Will: Spend a PP to add a d6 to the dice pool.
HS: Know and Move
• Craft:
• Drive:
• Fight: d6
• Fix:
• Fly:
• Focus:
• Influence: d6
• Know: d6
• Labor:
• Move: d6
• Notice:
• Operate:
• Perform: d6
• Shoot:
• Sneak:
• Survive:
• Throw: d6
• Treat:
• Trick:
[ +- ] Step 4: You have 14 points to assign to your skills, signature assets, specialties, powers, resources
Jace
1: Duel Wielding Fighter - d8 - Good at fighting with a weapon in each hand.
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Twin Slash : Spend a PP to double a beneficial die
Highlight skills: Fight and Throw
2: Smooth operator
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2:
HS: Influence and Perform
3: Human
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Force of Will: Spend a PP to add a d6 to the dice pool.
HS: Know and Move
• Craft:
• Drive:
• Fight: d10 Specialty: Twin weapon - d6 (3pts)
• Fix:
• Fly:
• Focus:
• Influence: d6
• Know: d8 S: Dungeoneering, Economy (3pts)
• Labor:
• Move: d10 S: Combat Evasion (4pts)
• Notice: d6 (1pts)
• Operate:
• Perform: d6
• Shoot: d6 (1pt)
• Sneak: d6 (1pt)
• Survive:
• Throw: d6
• Treat:
• Trick:
Signature Asset:
Erin's Blade - d6 - Lost wife's lost blade (1pt)
[ +- ] Step 5: Assign your attributes (d8s to all, but you can shift them up or down)
Jace
Attrbutes:
Physical -d8
Mental - d6
Social - d10
1: Duel Wielding Fighter - d8 - Good at fighting with a weapon in each hand.
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Twin Slash : Spend a PP to double a beneficial die
Highlight skills: Fight and Throw
2: Smooth operator
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2:
HS: Influence and Perform
3: Human
SFX 1: Hinder: Roll a d4 instead of d8 to gain a PP
SFX 2: Force of Will: Spend a PP to add a d6 to the dice pool.
HS: Know and Move
• Craft:
• Drive:
• Fight: d10 Specialty: Twin weapon - d6 (3pts)
• Fix:
• Fly:
• Focus:
• Influence: d6
• Know: d8 S: Dungeoneering, Economy (3pts)
• Labor:
• Move: d10 S: Combat Evasion (4pts)
• Notice: d6 (1pts)
• Operate:
• Perform: d6
• Shoot: d6 (1pt)
• Sneak: d6 (1pt)
• Survive:
• Throw: d6
• Treat:
• Trick:
Signature Asset:
Erin's Blade - d6 - Lost wife's lost blade (1pt)
So at the end of all of that, I have Jace. A fast talking human fighter who is quick on his feet and good with fighting with both hands.
I hope this helps some. Feel free to grab the last Spoiler to use as a template