Assigning Character Elements
Once you have the general idea down, figure out what parts of a character you need to make up the extra .
• If the extra influences the story, then it should use Aspects
. • If the extra creates a new context for action, then it should use skills . • If the extra makes skills more awesome, then it should use stunt s.
• If the extra can suffer harm or be used up somehow, then it should take stress and consequences.
An extra might use an Aspectsas a permission—requiring a certain char acter Aspectsin order to use the other abilities of the Aspects. Your character might need to be born with some trait or have obtained some level of status to make use of the Aspects. Or the extra might provide a new Aspectsthat the character has access to, if it’s the extra itself that is important to the story.
There are a few ways an extra can use skill . The extra might be a new skill , not on the default skill list. It could re-write an existing skill , adding new functions to the skills four actions. The extra might cost a skill slot during character creation or advancement in order to be obtained. It’s possible that an extra might include one or more existing skills that the character has access to while controlling the extra .
Writing up an extra as a stunt works just like building a new stunt. One extra could have a few stunts attached to it—it may even include the skills those stunt modify. extras that include stunts often cost refresh points, just as stunts do.
An extra that describes some integral ability of a character might grant a new stress track—beyond physical and mental stress—directly to that character. An extra that is a separate entity from the character—such as a location or a vehicle—might have a physical stress track of its own. You might also designate a skill that influences that stress track—just as Physique pro vides extra stress boxes and consequence slots for physical stress . With a firm grasp of what the extra does, you’ll choose which character elements best reinforce those ideas in play and how you’ll use them.
For Zird’s magic, the group decides that it should use Aspectsand skill for sure—there’s a clear story influence, and magic cre ates a new avenue of dealing with problems. They don’t want it to enhance other skill , but rather stand alone, so it doesn’t use stunts. They don’t envision any kind of “mana pool” or other resource associated with it, so it doesn’t use stress or consequences.
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