Creating a PC
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1.
First of all it's important to talk with the GM of the tone he wants
to give to his campaign setting. That is, one can play a republican
soldier or a mad scientist… but it's always important to adapt the concept
to the environment the PCs have to face (mundane life in the Government,
hostile jungle, or simply rotten parts of the Capital). 2. Imagine your character's major activity, and how he got to it ! A general evolution from child hood to present days : the background. If you work out an interesting background the GM will be happy to give you the right merits game wise, them being about love, social rank… (but not that the GM will always try to find all the negative and sometimes secret flaws that come with the merit you get). Apart from the purely descriptive par of the character sheet (first page : name, profession, background…) that must be filled in with the GM, one can find on the second page the major list for the game mechanics : the Attribute / Skill / Specialization tree. Quand on crée un personnage il y a deux facteurs qui entrent en jeu à ce niveau, le premier est évidemment le nombre de points dont on dispose pour augmenter Carac / Comp / Spé, le second est la liberté dont on dispose pour dépenser ses points entre Carac / Comp / Spé. Avec 168 Xp pour les Carac à 14 Xp par D6 (soit 12D6) entre 1 et 4 D6 par Carac Avec 14 Xp pour les Spé à 1 Xp par D6 (soit 14D6) entre 0 et 2 D6 par Spé |
Arbre des Carac / Comp / Spé
Agilité
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Dextérité
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Coordination
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Construire
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Athlétisme
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Discrétion |
Bricolage |
Courir |
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Contorsion |
Maçonnerie |
Nager |
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Equilibre |
Serrurerie |
Lancer |
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Esquive
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Passe-pass |
Constitution
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de Mêlée |
Dissimulation |
Bagarrer |
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de Pièges |
Jonglerie |
Endurer |
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de Projectiles |
Pick-pocket |
Intimider |
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Mêlée
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Soins |
Extérieure |
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Contondante |
Chirurgie |
Pistage |
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Perforante |
Diagnostique |
Orientation |
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Tranchante |
Prem. soins |
Survie |
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Empathie
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Lettres |
Recherche |
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Comédie |
Culture |
Archives |
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Dressage |
Histoire |
Fouille |
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Perspicacité |
Langues |
Enquête |
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Etiquette |
Science |
Tir |
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Bon Usage |
Nombres |
d’Epaule |
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Divertir |
Simples |
de Poing |
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Politique |
Systèmes |
Lourde |
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Influencer
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Ingénierie |
Vigilance |
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Convaincre |
Energie |
Prudence |
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Discourir |
Mécanismes |
Réveil |
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Séduire |
Inventions |
Surveillance |