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fsck-us:nuts_and_bolts [2019/05/25 10:07] – [Knackpack: Career Agent] jasonp | fsck-us:nuts_and_bolts [2019/05/26 12:06] (current) – [Knackpack: Influential Professor] jasonp | ||
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===== Knowledge ===== | ===== Knowledge ===== | ||
- | Knowledge | + | Knowledge |
- | In addition to the Knowledge your character gets from Knacks, they also get more choices from their rolls (under Ratings) and from their INT score as so: | + | ===== Making |
- | * Additional Knowledge choices = INT - 2 | + | The higher the number you have in any Rating or Knack, the better your character. Here is a rough gauge of ability based on the number: |
+ | * 10: Capable, beginning professional | ||
+ | * 15: Skilled | ||
+ | * 20: Expert | ||
+ | * 25: Master | ||
+ | * 30+ Amazing | ||
+ | Certain numbers can be leveraged for dice (to roll for bonuses as in [[#Cool]]) and when you are able, this is how that works: | ||
+ | |||
+ | * 6-9: 1d | ||
+ | * 10-12: 2d | ||
+ | * 13-14: 3d | ||
+ | * 15=16: 4d | ||
+ | * 17: 5d | ||
+ | * 18: 6d | ||
+ | |||
+ | One example of this leveraging is using your Ratings with a General Rule. So if you were able to leverage a 12 INT, you'd get 2d to roll as above. To understand how you'd do this, see [[General Rules]]. | ||
===== Cool ===== | ===== Cool ===== | ||
+ | Your agents in the game are supposed to be pretty damn sweet, and this is shown int he game by their Cool dice. The more dice, the more dice they can use to make their numbers larger (and be cooler in result). To use cool, you explain - in detail - how your agent is being cool and then roll one or more dice. These are spent, and you can't ever get more until you expend all of them. Each die you roll works as so: | ||
+ | |||
+ | * Roll is 1-5: Add the result to the appropriate number. | ||
+ | * 6: You choose: | ||
+ | * Whoops!: Something went wrong - explain. No bonuses from Cool (negating any other rolled dice). | ||
+ | * Bang!: Take a +5 and the GM earns a Hazard Token. | ||
+ | |||
+ | Bonuses from rolled dice stick until end of logical action, or " | ||
===== QUICK Character Creation ===== | ===== QUICK Character Creation ===== | ||
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**Knowledge**: | **Knowledge**: | ||
- | * History, Occult, Wisdom, Culture, Cryptography, | + | * History, Occult, Wisdom, Culture, Cryptography, |
==== Knackpack: Career Agent ==== | ==== Knackpack: Career Agent ==== | ||
----- | ----- | ||
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* Firearms, Pistols, Logic, Intuition, Discussion, Corp, Psychology, Contacts: | * Firearms, Pistols, Logic, Intuition, Discussion, Corp, Psychology, Contacts: | ||
==== Knackpack: Gifted Grifter ==== | ==== Knackpack: Gifted Grifter ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Charm/ | ||
+ | * Prowl/Hide: 2d6+8 | ||
+ | * Con/ | ||
+ | * Savvy/Corp: 2d6+8 | ||
+ | **Ratings**: | ||
+ | * +6 CHA, +1 PER, +2 FAV, +1 DEX, +1 AGI, +2 INT | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Persuasion, Expression, Seduction, Stealth, Crime, Deception, Perform, Wisdom, Corp | ||
==== Knackpack: ASI Acolyte ==== | ==== Knackpack: ASI Acolyte ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Insight/ | ||
+ | * Savvy/Net: 2d6+8 | ||
+ | * Jabber/AI: 2d6+8 | ||
+ | * Hacking/AI: 2d6+8 | ||
+ | * Analysis/ | ||
+ | **Ratings**: | ||
+ | * +8 FAV, +2 PER, +2 INT | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Intuition, Wisdom, Net, JabberTalk, ASI, Programming, | ||
==== Knackpack: Undercover Agent ==== | ==== Knackpack: Undercover Agent ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Con/ | ||
+ | * Insight/ | ||
+ | * Savvy/Corp: 2d6+8 | ||
+ | * Work/ | ||
+ | **Ratings**: | ||
+ | * +4 CHA, +4 PER, +3 INT, +5 WIL | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Deception, Perform, Intuition, Wisdom, Corp, Sales, Drinking, Management, Composure | ||
==== Knackpack: Darknet Fixer ==== | ==== Knackpack: Darknet Fixer ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Jabber/Net: 2d6+8 | ||
+ | * Savvy/ | ||
+ | * Forensic/ | ||
+ | * Work/ | ||
+ | **Ratings**: | ||
+ | * +3 CHA, +6 INT, +1 FAV, +2 PER | ||
+ | |||
+ | **Knowledge**: | ||
+ | * JabberTalk, Darknet, Wisdom, Corp, Net, Accounting, Observation, | ||
==== Knackpack: Failed Athlete ==== | ==== Knackpack: Failed Athlete ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Strong/ | ||
+ | * Quick/ | ||
+ | * Melee/ | ||
+ | * Work/Labor: 2d6+8 | ||
+ | **Ratings**: | ||
+ | * +6 STR, +6 CON, +3 AGI, +2 DEX, +1 REF | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Athletics, Running, Training, Gymnastics, Aikido, Fortitude, Sports | ||
==== Knackpack: Accomplished Burglar ==== | ==== Knackpack: Accomplished Burglar ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Prowl/Hide: 2d6+8 | ||
+ | * Quick/ | ||
+ | * Shoot/ | ||
+ | * Hacking/ | ||
+ | * Mechanic/ | ||
+ | **Ratings**: | ||
+ | * +5 DEX, +2 AGI, +2 REF, +2 INT, +2 PER | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Stealth, Crime, Gunnery, LightMG, Programming, | ||
==== Knackpack: Cracked Detective ==== | ==== Knackpack: Cracked Detective ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Shoot/ | ||
+ | * Prowl/ | ||
+ | * Insight/ | ||
+ | * Interview/ | ||
+ | * Talk/ | ||
+ | **Ratings**: | ||
+ | * +3 DEX, +2 REF, +3 PER, +2 INT, +1 WIL, +2 CHA | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Firearms, Pistol, Stealth, Tactics, Intuition, Logic, Psychology, Discussion, Police | ||
==== Knackpack: Mountaineer ==== | ==== Knackpack: Mountaineer ==== | ||
+ | ----- | ||
+ | **Knacks**: | ||
+ | * Shoot/ | ||
+ | * Strong/ | ||
+ | * Prowl/Hide: 2d6+8 | ||
+ | * Tactics/ | ||
+ | * Medicine/ | ||
+ | **Ratings**: | ||
+ | * +3 DEX, +1 REF, +2 STR, +2 CON, +1 AGI, +4 WIL, +1 FAV, +1 INT | ||
+ | |||
+ | **Knowledge**: | ||
+ | * Firearms, Rifles, Athletics, Training, Stealth, Hunting, Strategy, Survival, Medicine, Drugs | ||