Character Creation

Aug 26, 2021 12:13 pm
1 Background
Who were you before you became a Breaker? Choose a general background category (Civilian, Criminal, Military, Science, or Weird) and then write the specifics on the line above. For example, you might choose Science and write "Department of Energy Agent." Or maybe you're Weird and you were a "Kyvraxian Death Seeker" who once fought against Kai Shira Kai's vile legions in the other world.

2 Attributes
Determine your experience level and assign scores to your attributes. By default, for experience, you start as a Colt. Fill in the experience triangle in the column over Colt ---this means that you've gone on one adventure and you're Level 1. Each time you complete an adventure, fill in a triangle. When you fill the triangles above an experience level, you advance to that level.
The attributes are:
Insight: Awareness, understanding, smarts.
Prowess: Fighting, athletics, might.
Resolve: Willpower, fortitude, toughness.
Attribute scores range from -1 to +3, with zero being average. Your attributes sum to your character level. So, at level 1, they all add up to +1. You might have +1 Insight, 0 Prowess, and 0 Resolve. Or -1 Insight, +2 Prowess, and 0 Resolve, etc.
• At Colt level, you have 8 Hit Points (HP). You get +4 HP per level.

3 Talents
Choose your talent. At Colt level, you have one talent. You get +1 talent per level.
Arcane: You can attempt to control magical energy. This is very dangerous, but hey, magic powers.
Lucky: Once per expedition, avoid a bad outcome and get away scott free. USED [ ]
Medic: You can use first aid during a conflict. During a rest, give +1d healing.
Quick: You get +1 speed.
Shooter: You inflict +1d damage in ranged combat.
Slayer: You inflict +1d damage in close combat.
Techie: You can do science to things; like reverse the polarity to overload the energy matrix or whatever.
Tough: You get +6 HP.
Wild: You can commune with nature, track things by scent, speak to animals, do Elf type shit.

4 Equipment and Speed
Determine your equipment and speed. The more stuff you carry, the slower you are. Speed is a measure of both reflexes as well as movement speed.
Aug 26, 2021 12:13 pm
Rolling the Dice
When you perform a risky action or try to avoid a bad outcome, The GM will tell you to make an attribute roll that fits the situation at hand. You roll 2d6, and add your attribute modifier to get the result.
A total of 6 or less is a miss; things turn out badly.
A total of 7-9 is a partial success; you do it, but there's a cost, compromise, reduced effect, or harm.
A total of 10 or 11 is a full success; you do it without complications.
• And a total of 12 or more is a critical success; you do it to some extra benefit or advantage.
Aug 26, 2021 12:14 pm
Strain
Breakers have a special resource they can spend to boost their rolls, called Strain. You have a number of strain available equal to your level +1 (Colt: 2, Pro: 3, Ace: 4, Veteran: 5). When you spend a level of strain, add +1d6 to any roll (attribute roll, damage roll, whatever). You may use only one strain per roll.

Recover all Strain after you finish a Rest.
Aug 26, 2021 12:14 pm
Damage & Healing
Normal harm does 1d6 damage. Weak harm does d3 damage. Really powerful harm does 2d6 damage. Subtract your Armor from the damage taken. As long as you have Hit Points, you're fine. When you take damage past your HP, you're in trouble. Make a Resolve roll to find out how bad it is. On a miss, you suffer the worst of it and you're out of action ---if this was a deadly attack, that means you die. Otherwise, maybe you break your leg, get knocked out, etc.

If you're killed, you can choose to survive instead by taking a permanent Scar: Hazy (-1 Speed), Weary (-1 Strain), or Broken (-4 max HP). If you mark all three scars, that's it... you can't cheat death again.

When you take a rest, you get to roll 1d6 for each of your unspent Strain and recover that much HP. You can also use a First Aid kit to recover 1d6 HP when you rest.
Aug 26, 2021 12:15 pm
Equipment
Armor: Blocks 1 damage from physical attacks.
C-4: Explosive charges and detonators.
Climbing Gear: Harness, rope, grappling hooks.
Flashbangs: Area. Inflicts SLOW speed. 2 uses.
Grenades: Spray. 2 uses.
HAZMAT, SCUBA Gear: Protective explorer gear.
Heavy Tools: Crowbar, drill, sledgehammer, etc.
NVGs+Gas Mask: Night vision w/ toxic gas filter.
Repair Kit: Tools and parts to fix broken items.
Scanner: Tri-corder style multi-spectrum scanner.
Shield: Choose an enemy and get either +1 armor or +1 damage against them in close combat.
Special Weapon: 1d6 dmg for either close combat or ranged battle, plus one special feature:
• ap (ignores and destroys 1 armor per hit)
• far (can attack at extreme range)
• heavy (+3 harm, then reload/reset)
• spray (roll 3d6, assign 1 to each target in a small area).
Supplies: Food & water.
Tech Kit: Specialized tools for technical work.
Weapon: 1d6 dmg. Choose close combat or ranged.

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