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<blockquote data-quote="aspqrz" data-source="post: 6663199" data-attributes="member: 19485"><p>Character Creation</p><p></p><p>Character creation in RtA consists of several steps – determine <em><strong>Background </strong></em>(<em>Unemployed, Working Poor, Rural, Blue Collar, White Collar, Professional or Entrepreneurial</em>), which has some impact on how costly it is for characters to purchase some skills; <strong><em>Age </em></strong>(<em>Teenager, Young Adult, Adult, Experienced, Veteran</em>), which determines <strong><em>Ability </em></strong>and <em><strong>Skill </strong></em>points available … then choose five of the six <strong><em>Abilities</em></strong> (<em>Health, Cunning, Aptitude, Deduction and Command</em>) and roll for the sixth (<em>Luck</em>), on a 1-7+ scale (normal human maximum is 6, and the normal characteristic level is 3-4); choose <em><strong>Quirks </strong></em>(<em>Positive or Negative</em>, costing Ability Points), which are character defining … well, Quirks, and which are limited by <em>Careers </em>(see below) … including such <em>favourable </em>things as <em>Ambidextrous, Internal Compass, (Military) Rank and Reputation</em> and such unfavourable things as <em>Clumsy, Fugitive, Pacifist, and Thousand Yard Stare</em>.</p><p></p><p><strong><em>Abilities </em></strong>are refined by the use of <em>Focuses</em>, which normally add +/- 1 or +/- 2 to a specific area of an Ability. So, for example, you could have <strong><em>Cunning </em></strong>(+1 <em>Emotional Reading</em>, -1 <em>Hearing and Interpreting Sounds</em>).</p><p></p><p>After the basic Character is thus fleshed out, you proceed to choose from a wide variety of <strong><em>Careers</em></strong>, both those that are primarily <em>Civilian </em>and those that are primarily <em>Military</em>, as well as crossover ones that link the two such as <em>Armed Forces Reserve or Military Academy</em>. These packages specify <em>Skills </em>related to that career (which cost 1 SP per level at creation – other skills cost 2 SP per level) and <em>Mustering Out Benefits</em> (Money, Quirks [from a Career specific list] and Equipment you start the game with). Each broad Career usually has more than one Skill List to choose from – for example, an <strong><em>Army Career</em></strong> has <em>Support Personnel</em> and <em>Combat Personnel</em> lists.</p><p></p><p>Once your Career is chosen, you choose <strong><em>Skills </em></strong>(<em>and there are rules to cover the use of your Career as a Skill, or sorts, to cover situations where someone from your career background would obviously have some familiarity, but where your character doesn't have a specific relevant skill</em>) and any <em><strong>Specialisations </strong></em>within them. Skills normally range from Basic (2) to Unique (8) – gaining the Basic skill grants a Basic (2) in all Specialisations … however, increasing a Skill beyond that means the character must specialise eg <em>Riding (2), Riding/Camel (3)</em>.</p><p></p><p>If your character has a high enough level in the right package of Skills they may learn <strong><em>Techniques</em></strong>, which offer enhancements that basic skills do not. They allow a PC to do very specific things in very specific ways … for example, <strong><em>Infiltrator Technique</em></strong> allows the PC to 'win' tied Opposed Rolls and to reroll any Calamity so as to misdirect any response to their failure (the guards will still be more alert … but in the wrong direction, hopefully!) amongst other things.</p><p></p><p>More on the Game System in a later post.</p></blockquote><p></p>
[QUOTE="aspqrz, post: 6663199, member: 19485"] Character Creation Character creation in RtA consists of several steps – determine [I][B]Background [/B][/I]([I]Unemployed, Working Poor, Rural, Blue Collar, White Collar, Professional or Entrepreneurial[/I]), which has some impact on how costly it is for characters to purchase some skills; [B][I]Age [/I][/B]([I]Teenager, Young Adult, Adult, Experienced, Veteran[/I]), which determines [B][I]Ability [/I][/B]and [I][B]Skill [/B][/I]points available … then choose five of the six [B][I]Abilities[/I][/B] ([I]Health, Cunning, Aptitude, Deduction and Command[/I]) and roll for the sixth ([I]Luck[/I]), on a 1-7+ scale (normal human maximum is 6, and the normal characteristic level is 3-4); choose [I][B]Quirks [/B][/I]([I]Positive or Negative[/I], costing Ability Points), which are character defining … well, Quirks, and which are limited by [I]Careers [/I](see below) … including such [I]favourable [/I]things as [I]Ambidextrous, Internal Compass, (Military) Rank and Reputation[/I] and such unfavourable things as [I]Clumsy, Fugitive, Pacifist, and Thousand Yard Stare[/I]. [B][I]Abilities [/I][/B]are refined by the use of [I]Focuses[/I], which normally add +/- 1 or +/- 2 to a specific area of an Ability. So, for example, you could have [B][I]Cunning [/I][/B](+1 [I]Emotional Reading[/I], -1 [I]Hearing and Interpreting Sounds[/I]). After the basic Character is thus fleshed out, you proceed to choose from a wide variety of [B][I]Careers[/I][/B], both those that are primarily [I]Civilian [/I]and those that are primarily [I]Military[/I], as well as crossover ones that link the two such as [I]Armed Forces Reserve or Military Academy[/I]. These packages specify [I]Skills [/I]related to that career (which cost 1 SP per level at creation – other skills cost 2 SP per level) and [I]Mustering Out Benefits[/I] (Money, Quirks [from a Career specific list] and Equipment you start the game with). Each broad Career usually has more than one Skill List to choose from – for example, an [B][I]Army Career[/I][/B] has [I]Support Personnel[/I] and [I]Combat Personnel[/I] lists. Once your Career is chosen, you choose [B][I]Skills [/I][/B]([I]and there are rules to cover the use of your Career as a Skill, or sorts, to cover situations where someone from your career background would obviously have some familiarity, but where your character doesn't have a specific relevant skill[/I]) and any [I][B]Specialisations [/B][/I]within them. Skills normally range from Basic (2) to Unique (8) – gaining the Basic skill grants a Basic (2) in all Specialisations … however, increasing a Skill beyond that means the character must specialise eg [I]Riding (2), Riding/Camel (3)[/I]. If your character has a high enough level in the right package of Skills they may learn [B][I]Techniques[/I][/B], which offer enhancements that basic skills do not. They allow a PC to do very specific things in very specific ways … for example, [B][I]Infiltrator Technique[/I][/B] allows the PC to 'win' tied Opposed Rolls and to reroll any Calamity so as to misdirect any response to their failure (the guards will still be more alert … but in the wrong direction, hopefully!) amongst other things. More on the Game System in a later post. [/QUOTE]
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