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Culture Documents
3) Characters
3) Characters
Characters
- Stats
--- 5 of them, range 1 to 5, 2 is average
- Skills
--- range 0 to 3, skill talent
- Talents
--- core and additional
- Archetype
- extras
--- hp and stress
--- focus
Player Agenda
- You’re a hero
- You’re a human/mortal
- In battle, bonds are forged
Session 0
Session 0, or the prep-session, is….
Characters
before you start
- think about and discuss character concepts. Do this as a group if possible.
Attributes
- 5, like many pbta (Brawn, Agility, Brains, Wits, Charm)
- 8, 7, 6, 6, 5 (standard array)
- don’t increase over time (but might be able to swap them???)
- additional +1 to any attribute from background
- brawn (force)
- agility (co-ordination)
- brains
- wits (sharp)
- charm
Skills
- come in levels, 1 to 5
- can trigger additional hits when making moves, if fictionally appropriate
- at level 1, also come with an associated ability (see Uncharted Worlds)
---- (gunslinger, ranger, cqc, infiltration
- ‘unskilled’ characters (don’t really exist)
Skills
Academics
Activities: - history, geography, art/design, xenobiology
Skill Ability: Can Spend any data point that they have to ask The MC a question about subject on
which they don’t have a data point. They choose which data point they lose.
Athletics
- athletics, acrobatics,
Activities:
Skill Ability:
Computing
- programming, hacking, technician
Activities:
Skill Ability:
Investigation
- research, deduction, searching
Activities:
Skill Ability:
Larceny
- larceny,- sleight of hand, lock picking, palming
Activities:
Skill Ability:
Lore
- religion, nature, bureaucracy
Activities:
Skill Ability:
Mechanics
- engineering, repair, designing, construction
Activities:
Skill Ability:
Melee
- blades, bludgeons, unarmed
Activities:
Skill Ability:
Observation
- insight, empathy, perception
Activities:
Skill Ability:
Persuasion
- deception, rhetoric, negotiate/barter
Activities:
Skill Ability:
Piloting
- riding, sailing, driving, flying, astronavigation
Activities:
Skill Ability:
Presence
Presence is….
Activities: performance, intimidation, command, etiquette
Skill Ability: A individual skilled in presence….
Ranged
- archery, firearms, gunnery, thrown, tricks
Activities:
Skill Ability:
Stealth
- shadowing, sneaking, hiding
Activities:
Skill Ability:
Survival
- animal handling, wilderness survival, streetwise, navigation, tracking
Activities:
Skill Ability:
Tech Use
- drones, medical, engineering
Activities:
Skill Ability:
Talents
- the specialised moves and abilities that come from archetypes
- some talents are passive abilities and some are entire new moves made available to the character.
- find archetype talents with the arachetypes and general talents at the end of the chapter.
- general talents???
----- second background skill
----- talent from other archetype
Archetypes
- character types/classes available to players (warrior, rogue, wizard etc.)
- archetype skill list
- core talent(s)
- archetype focus (‘sub-class’)
- additional talents
Focus
- second wind: gain 1d6 health points
- focus: gain positive momentum
- apply yourself: act as if skilled 3, don’t gain skill ability.
- shrug it off: ignore one cost
- gain boon
- some abilities/moves
Renown
- starts at 0, goes up to 5
- can be used in place of skills
- can be a pre-requisite for things
Creation
- talk with the group and conceptualise etc.
- assign attributes
- create background, choose background skill and +1 attribute
- choose archetype and apply to character
- choose 2 additional talents (archetype or general)
- pick equipment
- make hooks/connections
- record health, spirit, focus etc.
- record name, pronouns, descriptive tags etc.
Archetypes
Each character will have an archetype.
Elements of an Archetype
- skill list
This is the list of available skills to a character of this archetype. They pick a selection of the skills
from this list at character creation, and can gain the other ones as they complete missions/episode
and gain XP.
- core talent
Core talents are abilities which every member of this archetype has and that they gain automatically
at character creation. There is usually just one core talent but there can be more, depending on
archetype.
- career focus
- additional talents
- XP Trigger
Applying archetype
- choose 2 skills
- core talent
- choose focus
- record XP Trigger
Archetypes
- soldier
----- hoplite (shield), blademaster (single handed), commander
- barbarian
----- ajax (two-handed), berzerker
- ranger (wayfinder)
----- beastmaster, scout (archer), skirmisher (archer)
- rogue (scoundrel)
----- thief, assassin, charlatan
- bard
----- singer, loremaster, battle
- mage
----- boom (elementalist), seer, illusionist
----- have an ‘office’, a mechanical archetype and narrative role that they fill on the ship.
---------- security,
---------- science, (physics and biology)
---------- medical, (including counselling)
---------- engineering,
---------- ambassador
---------- weird
---------- operations
---------- specialist (piloting/helmsperson, navigator)
- Soldier (warrior/fighter)
- Operative (rogue/ranger)
- Scoundrel (face/bard/rogue)
- Specialist (skill/profession expert)
- Psion (space wizard)
- Engineer (tech person)
- Pilot (it’s sci-fi in space and there are probably vehicles)
- warrior (soldier/fighter)
- wayfinder (operative: rogue/ranger/scout)
- scoundrel (face/bard/rouge)
- specialist (skill/profession expert)
- wyrd (psion: wizard)
- artificer (engineer: tech person)
The Soldier
Every monster hunting party needs a few good fighters. Even with the best intentions, the going
often ‘gets rough’.
Skill List
-
Core Talent
Weapon Master (Core Soldier Talent)
You have trained in the most effective use of weapons. Pick one of the following options. You can
use it whenever you use an applicable weapon and action in combat.
- Eye to Eye: You gain a +1 equipment bonus whenever you use a melee weapon to make an
Attack, Flurry or Combat Maneuver action.
- Eagle Eyed: You gain a +1 equipment bonus whenever you use a ranged weapon to make an
Attack, Burst or Combat Maneuver action.
- Brutal: When you use a melee weapon in combat to take an Attack or Flurry action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
- Deadeye: When you use a ranged weapon in combat to take an Attack or Burst action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
Career
- hoplite (shield)
- blademaster (single-handed)
- commander
Additional Talents
- Action surge
- Combat Tricks:
Can perform advanced combat manoeuvrers at the cost of focus. Choose a number of them from
list. Once per action scene, can use a combat trick without the need to spend focus.
Extra
- can use tricks for free twice per scene
- purchase additional tricks
- signature weapon
- trained in armours
Marine
Commander
XP Trigger
-
The Barbarian
Every monster hunting party needs a few good fighters. Even with the best intentions, the going
often ‘gets rough’.
Skill List
-
Core Talent
Combat Haze (Vanguard Core Talent)
- Reduced damage- : adrenalin surge (damage resistance and ignore wound penalties)
Career
- ajax (two-handed)
- berserker
Additional Talents
- Action surge
- core extra (A soldier with this talent can spend an additional X Xp to purchase a second option
from those presented above. The same option can not be chosen multiple times. This extra can be
taken once.)
- quick to anger
You, and your side, always acts first in combat as long as you aren’t being surprise or ambushed.
XP Trigger
-
Skill List
-
Core Talent
Weapon Master (Core Soldier Talent)
You have trained in the most effective use of weapons. Pick one of the following options. You can
use it whenever you use an applicable weapon and action in combat.
- Eye to Eye: You gain a +1 equipment bonus whenever you use a melee weapon to make an
Attack, Flurry or Combat Maneuver action.
- Eagle Eyed: You gain a +1 equipment bonus whenever you use a ranged weapon to make an
Attack, Burst or Combat Maneuver action.
- Brutal: When you use a melee weapon in combat to take an Attack or Flurry action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
- Deadeye: When you use a ranged weapon in combat to take an Attack or Burst action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
- Hunter
bonuses to finding things and looking out.
Career
- beastmaster
you have a beast friend
- scout (archer)
- Skirmisher
Additional Talents
- Action surge
- core extra (A soldier with this talent can spend an additional X Xp to purchase a second option
from those presented above. The same option can not be chosen multiple times. This extra can be
taken once.)
- eyes of night
- survivalist
- trapper
XP Trigger
-
Skill List
-
Core Talent
- Skill Focus (passive) 1
- choose skill. 6’s explode
- special: increasing cost (increase in tier / multiplier??)
Career
- Thief
breaking and entering
- Assassin
sneak attack
- Charlatan
snake oil
Additional Talents
- Jack of all Trades (passive)
- when you take a test and are not already using a skill (adding dice for skills to the dice pool), you
may add one dice, as if you had the first level of an appropriate skill.
- Artful Dodger
- can dodge twice a round if using the dodge reaction
Extras
- evasive: can dodge once per round in addition to another (non-dodge) reaction.
- really artful: can dodge 3 times a round when using the dodge reaction, instead of twice.
- disarm
locks and traps
- additional skill
Gain an additional non-archetype skill. When you take this talent, the skill starts at level 2.
- danger sense
You get a bad feeling about this. You cant be surprised or ambushed in combat.
XP Trigger
-
Skill List
-
Core Talent
Weapon Master (Core Soldier Talent)
You have trained in the most effective use of weapons. Pick one of the following options. You can
use it whenever you use an applicable weapon and action in combat.
- Eye to Eye: You gain a +1 equipment bonus whenever you use a melee weapon to make an
Attack, Flurry or Combat Maneuver action.
- Eagle Eyed: You gain a +1 equipment bonus whenever you use a ranged weapon to make an
Attack, Burst or Combat Maneuver action.
- Brutal: When you use a melee weapon in combat to take an Attack or Flurry action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
- Deadeye: When you use a ranged weapon in combat to take an Attack or Burst action, you add an
additional d3 damage on a successful hit. This additional damage is added before any reductions.
Career
- singer
- loremaster
- battle bard
Additional Talents
- Action surge
- core extra (A soldier with this talent can spend an additional X Xp to purchase a second option
from those presented above. The same option can not be chosen multiple times. This extra can be
taken once.)
XP Trigger
-
Skill List
- lore
Core Talent
- Spellcaster
----- Choose a stat
----- Cast a Spell (move)
----- Choose spells (3)
- Minor Wonders
----- (prestidigitation/thaumaturgy/cantrips)
- Magical Scholar
Whenever you take the Gain Additional Spell talent from the additional talents of this archetype,
you gain knowledge of 2 new spells, instead of one. These spells can be from the same or different
schools.
Career
- Mancer (boom)
The Mancer is a magi who’s focus is the physical and the elements. Count as skilled (2) when
casting X (elements or material) spells. Gain an additional spell from X (the elements or material)
spell list.
- Illusionist (illusion/enchantment)
Count as skilled (2) when casting X (mind or prime) spells. Gain an additional spell from X (the
mind or prime) spells list.
- Soothsayer (divination)
The soothsayer is a seer. They live in a world dominated by space, time and fate. Count as skilled
(2) when casting X (seeing or prime) spells. Gain an additional spell from X (the seeing or prime)
spells list.
Additional Talents
- Gain additional spell.
Choose a spell to learn from any of the schools of magic.
- career mastery
----- increase effective skill level
- Rote Spell
------ cheaper focus cost
- Signature Spell
------ advantage on spell casting roll
- Ritual Casting
------ Can extend the casting time of any spell they Invoke to 1 scene, don’t need to spend focus to
cast the spell. Still take stress damage on a failure.
- Metamagic (weaving)
- Breadth of knowledge
----- Free extra spell choice daily. Has to be of a level they could cast (i.e. equal or under thier
Invoking Skill level)
XP Trigger
-
SPELL Name
Spell effect and description
- lesser effect (possible cost)
- greater effect (boon)
spell schools
- elements
- mind
- spirit
- body (material)
- space / time / fate
General Talents
General Talents
Resilient (passive)
- Tier: 2 - Prerequisite: n/a.
You are mentally tough, used to shrugging of set backs or wilfully facing down difficult situations.
Alternatively, you just don’t care or don’t seem to notice. Why ever it may be, you gain an
additional 5 stress boxes (to a total of 15) that can be filled before you acquire a trauma and the
stress track resets.
Extras
Nothing fazes you, at all. You are very mentally resilient and gain a further 5 stress boxes (to a total
of 20).
Hardy (passive)
Having seen many a combat and much training, or just naturally, you know how to take a beating.
Your body can take a surprising amount of punishment before it succumbs to injury. You gain an
additional 4 Health boxes (16 total) which can be filled before you fall unconscious and gain an
injury. Theses don’t change the point at which you are wounded (6 remaining) or heavily wounded
(3 remaining).
Extras
Others are stunned by the amount of damage and punishment you can go through. When you
purchase this extra, you gain a further 4 Health boxes (20 total). You can purchase this extra a
second time to gain even more Health, another 4 Health boxes (24 total).
Tough (passive)
- you can have an additional injury (4 rather than 3) before you die/have to retire.
Trick Rider
- bonus (adv.) to tricks when riding an animal or vehicular mount
- defensive bonus (+1d.) in combat while mounted
Combat Talents
Rapid Reload (passive)
For whatever reason; pure experience, excellent technique, personalised tinkering with hardware
and software etc. you can ignore the reload property of any of the weapons that you use.
Sniper
- ranged combat speciality
Brute
- heavy melee combat
Tech Talents
- computing, drones, engineering etc.
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Dangerous:
Once per action scene, can gain +1AP without the need to spend focus. This AP can only be spent to
make an attack, meaning they can make two attacks or an attack and a second action in the same
turn.
Extra
- can use it twice per scene.
Fixer
Performer
???
Hacker
Scientist/academic
Medic
Drone Controller
Mechanic
Artisan
- builder/designer
- Ace (core)- core talent: ace (once per scene, full re-roll of piloting test)
- basic mechanics
- stunt driver
Fighter
Racer
Captain
- core talent: commands (action scenes, spaceship battle only)
----- have an ‘office’, a mechanical archetype and narrative role that they fill on the ship.
---------- security,
---------- science, (physics and biology)
---------- medical, (including counselling)
---------- engineering,
---------- ambassador
---------- weird
---------- operations
---------- specialist (piloting/helmsperson, navigator)
- Soldier (warrior/fighter)
- Operative (rogue/ranger)
- Scoundrel (face/bard/rogue)
- Specialist (skill/profession expert)
- Psion (space wizard)
- Engineer (tech person)
- Pilot (it’s sci-fi in space and there are probably vehicles)