How to Character
This Article is still a wip!
Needs: reformatting, images, and more info
This Article is still a wip!
Needs: reformatting, images, and more info
Needs: reformatting, images, and more info
Characters are built from a few basic parts. A Seed, Stats, Specialties, and Moves.
A Seed is a starting point. Use it as a place to get an idea of who your character is and what they do.
Specialties describe who your character is and what they're good at. These are core to describing yourself and building moves.
Stats outline your basic strengths and weaknesses. Everyone has these.
Moves are what you can do, physically, in game, with rolls. There are some basic ones everyone gets(even helpers!). On top of that you can add custom built moves to reflect who your character is and what they can do that makes them special.
Character seeds
Character seeds are the 'classes', so to speak. A type of interesting person you’d want to tell stories about. Each one has a at least 3 specialties they excel at. Its good to go ahead and pick one to start getting a feel for your character.Clysterpipe
This is the healer type. They tend to fix people and/or make concoctions.Specialty restrictions: Must start with the 'Getting Abducted' specialty (and 2 more of your choosing).
Techsavant
This is the tech type. They tend to fix things and/or make gadgets.Rabblerouser
This is the fighter type. They can specialize in weapons and be generally badass, fancy!(Also a catch all for anyone who isn't a Clysterpipe or Techsavant)
Specialties
Specialties are what your character is good at. These will be important when you make moves. Think of what your character is like and what they focus on when choosing these. You start with 3. There are 4 pools of Specialties.- Basic: Specialties anyone can take
- Clysterpipe only: Specialties only for Clysterpipes
- Techsavant only: Specialties only for Techsavants
- Rabblerouser only: Specialties only for Rabblerousers
Basic Specialties
Driving, Dancing, Socializing, Researching(?), Getting into trouble, Manipulation, Good Humor, Cryolidhium powers1, Performance
Clysterpipe only Specialties
Healing(mental), Healing(physical), Concoct(drugs), Concoct(medicine), Concoct(poisons), Concoct(antidotes), Inventing(healing)
Techsavant only Specialties
Programming, Fixing Machines, Hacking, Engineering, Inventing(a tech*)
Rabblerouser only Specialties
Swords, Guns2, Badassery, Dueling, Brawling, Protecting, Rage, Deceptive Arts, Pin point accuracy, Escaping
1. to have this you must start out with one mental harm, and all cryolithium moves you make must of off of ardor.
2. Must be in the military or they count as illegal, both have game implications. And if they are illegal give the Host a good reason you have them. Ex. 'I'm a freaking pirate', 'I'm from a havocbreaker town'
Anyone can use weapons and fight but only Rabblerousers get the bonuses in move form.
Stats
Is your character graceful? Charismatic? Curious? Tough as nails? Well assign their stats to reflect that! Use each one of these numbers (+2,+1,+1,0,-1) on one of the below stats.- Poise - Reflexive, Graceful, Cool Under Fire (rational, clear thinking, calm, calculating, unfazed)
- Glib - Persuasive, Assertive, Attractive (subtle, gracious, sexy, beautiful, inspiring, exciting)
- Flint - Aggressive, Forceful, Hard-hearted (violent, strong-willed, mean, physically and emotionally strong)
- Guile - Calculating, Methodical, Sharp-witted (clever, alert, smart, perceptive, educated, skilled, trained)
- Ardor - Inquisitive, Exploratory, A Weirdo (psychic, genius, uncanny, lucky, strange, prophetic, touched)
While the basic spread is intended to be (+2,+1,+1,0,-1) you can choose to raise a stat by 1 at the cost of lowering another by 1. You can only do this once.
You can always raise a stat later through moves. Thought the max is 3.(the min is -3)Player Moves
Lastly you need to build moves. Moves effect other Guests just as much as they effect the Help. You start with three moves built from the options below. Simply fill in the blanks, name it, and write it on your Guest Sheet.
• When you do something relating to (specialty), add +1.(limit 3 for the same move)• You have the ability to (do some sort of active special power). It counts as a basic move using (stat).
• You have (some passive special power that has a constant effect).
• You have a (thing). When applicable, it adds +1 to (stat) and (stat).
• When you do (specialty), mark XP.
• Add permanent +1 to (stat) If you are having trouble building moves, check out How to Moves.
When you 'level' you get to build a new move and add it to your Guest Sheet.
If you already have a move that uses each of the specialties you started with, you can choose an additional specialty if you want. There is no limit to how many specialties you can gain, though your Host is encouraged to dispute them if they don't fit with what you've done so for in play.
If you already have a move that uses each of the specialties you started with, you can choose an additional specialty if you want. There is no limit to how many specialties you can gain, though your Host is encouraged to dispute them if they don't fit with what you've done so for in play.
Useful Terms
Host: Runs the gameGuest: Player character
The Help: Non player character
On top of your slowly building arsenal of custom moves there are a few basic moves that everyone gets
(including the help) When you roll a 6 or under using one of these moves things get Bad.
(but you gain an exp!)
(including the help) When you roll a 6 or under using one of these moves things get Bad.
(but you gain an exp!)
- On a 10+, you do it.
- On a 7–9, you flinch, hesitate, or stall: the Host can offer you a worse outcome, a hard bargain, or an ugly choice.
- On a miss, be prepared for the worst.
For The Help:
- on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them.
- On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first.
- On a miss be prepared for the worst.
- on a 10+, you offer them both.
- On a 7–9, you choose 1 to offer them.
- On a miss be prepared for the worst.
- On a 10+, they have to choose: Force your hand and suck it up, Cave and do what you want.
- On a 7–9, they can choose 1 of the previous, or 1 of the following: Get the hell out of your way, Barricade themselves securely in, Give you something they think you want, or tell you what you want to hear, Back off calmly, hands where you can see.
- On a miss, be prepared for the worst.
- On a 10+, hold 3.
- On a 7–9, hold 1.
- On a miss, hold 1 anyway, but be prepared for the worst.
Is your character telling the truth?, What’s your character really feeling?, What does your character intend to do?, What does your character wish I’d do?, How could I get your character to —?
Your Host may offer you alternative questions to choose from, if need be.
When reading a situation: On a hit, you can ask the Host questions. Whenever you act on one of the Host’s answers, take +1.
- On a 10+, hold 3.
- On a 7–9, hold 1
- On a miss, hold 1 anyway, but be prepared for the worst.
Your Host may offer you alternative questions to choose from, if need be.
- On a 10+, the Host gives you good detail.
- On a 7–9, the Host gives you an impression. If you already know all there is to know, the Host will tell you that.
- On a miss, be prepared for the worst.
- If you could, treat it as using Vexing Hooliganism, but your victim has no choice to cave and do what you want.
- If you couldn’t, you simply inflict harm as established.
- On a 10+, they take +2 (help) or -2 (interfere) to their roll.
- On a 7–9, they take +1 (help) or -1 (interfere) to their roll.
- On a miss, be prepared for the worst.