All the information and rules for character creation. Primarily characters are made up of two things: Ratings and Knacks. They also have Knowledge and Cool, but these are less important than Ratings and Knacks.
Here is the process:
If you want to do this fast, go here.
All characters have numbers in several qualities, which are just called their Ratings. Here are the Ratings for each character:
All of your character Ratings begin at a value of 3, slightly below human average (4) but better than human minimum (1).
Roll 2d6 five times, assigning +2 to random Ratings as so:
You have several secondary Ratings which are calculated from the ten above:
Knacks are what the character is good at. To create a character, you just pick 10 Knacks from the list below. When you take a Knack from this list, you first roll 2d6+8 to give it a power, a measure of how good you are at it. Each Knack also has points listed in brackets. You will spend these to increase Ratings that are listed in those brackets. Finally you'll gain whatever Knowledge it tells you, that is listed after the backward slash. Here is an example:
So if you took Hacking/Net, you'd roll 2d6+8 and record that as it's power. Then you'd spend 3 points to increase any of INT, PER, or FAV. Finally you'd record Programming, Logic, and Networking under Knowledge.
All Knacks have the format: {General Knack} / {Specific Style}. The General Knack has one power value, even if you take it multiple times for multiple specific styles. In this way if you took both Hacking/Network and Hacking/Local, you'd still only have one power for Hacking. That is shared between both Hacking/Net and Hacking/Local. When you take another style of a Knack you already have, you add +3 to it's power. If you gain multiple copies of Knowledge from doing this, ignore those copies.
Sometimes the Specific Style for a General Knack starts with a question mark(?). In these cases pick a specific version of that general style. If you took Melee/?Martial Art, then you have to pick a specific martial art to replace ?Martial Art with for the Knack.
I've split the Knacks into three groups:
Action Knacks (6/16) | |
---|---|
Brawl/Fists [4 STR,CON] /Athletics /FirstAid | Brawl/Blunt [3 STR,AGI] /Athletics /BluntWeapons |
Brawl/Wrestle [4 STR,CON] /Athletics /Wrestling | Brawl/Edged [3 STR,AGI] /Athletics /EdgedWeapons |
Melee/?Martial Art [3 AGI,CON] /Athletics /?Martial Art | Melee/?Weapon [3 AGI,REF] /Athletics /?Weapon |
Shoot/Pistol [3 DEX,REF] /Firearms /Pistols | Shoot/Rifle [3 DEX,REF] /Firearms /Rifles |
Shoot/Light [4 DEX,REF] /Gunnery /LightMG | Shoot/Heavy [4 DEX,REF] /Gunnery /HeavyMG |
Strong/Fast [4 STR,AGI] /Athletics /Running | Strong/Vigor [4 STR,CON] /Athletics /Training |
Quick/Stunts [3 DEX,REF] /Athletics /Gymnastics | Quick/Hand-Eye [2 DEX,AGI] /Athletics /Tricks |
Prowl/Ambush [2 DEX,REF] /Stealth /Tactics | Prowl/Hide [2 DEX,AGI] /Stealth /Hunting(or /Crime) |
Investigation Knacks (14/40) | |
---|---|
Insight/Honesty [4 PER,INT] /Intuition | Insight/Motivation [3 PER,FAV] /Intuition |
Charm/Flattery [4 CHA,PER] /Persuasion /Expression | Charm/Flirting [3 CHA,PER,FAV] /Persuasion /Seduction |
Talk/Police [3 CHA,INT] /Discussion /Police | Talk/Bargain [3 CHA,WIL] /Discussion /Haggle |
Talk/Corp [3 CHA,FAV] /Discussion /Corp | Talk/Street [3 CHA,WIL] /Discussion /Street |
Savvy/Street [3 INT,WIL] /Wisdom /Street | Savvy/Corp [3 INT,CHA] /Wisdom /Corp |
Savvy/Culture [3 INT,PER] /Wisdom /Culture | Savvy/Net [3 INT,FAV] /Wisdom /Net |
Con/Impersonate [3 CHA,PER] /Deception /Perform | Con/Gamble [3 CHA,FAV] /Deception /Gambling |
Interview/Inspire [2 PER,CHA] /Logic /Intuition | Interview/Interrogate [2 INT,WIL] /Logic /Psychology |
Scientist/Botany [4 INT,PER] /Study /Botany | Scientist/Chemist [3 INT,PER] /Study /Chemistry |
Scientist/Geologist [4 INT,PER] /Study /Geology | Scientist/Biologist [3 INT,PER] /Study /Biology |
Engineer/Computer [2 INT,PER] /Design /Computers | Engineer/Structural [3 INT,PER,FAV] /Design /Architecture |
Engineer/Power [2 INT,PER] /Design /Electrical | Engineer/Mechanical [3 INT,PER,FAV] /Design /Mechanical |
Historian/Archaeology [3 INT,CHA] /History /Archaeology | Historian/Occult [2 INT,CHA] /History /Occult |
Historian/Ancient [3 INT,CHA] /History /Myth | Historian/Modern [3 INT,CHA] /History /Society |
Forensic/Accounting [2 INT] /Accounting | Forensic/Psychology [3 WIL] /Psychology |
Analysis/Data [2 INT,PER,FAV] /Reasoning /Numbers | Analysis/Evidence [2 PER] /Reasoning /Observation |
Hacking/Local [2 PER] /Programming /Logic /Exploits | Hacking/Net [3 INT,PER,FAV] /Programming /Logic /Networking |
Hacking/AI [2 INT,FAV] /Programming /Logic /AI | Hacking/Security [2 INT] /Programmming /Logic /SecureSystems |
Ciphers/Lingual [2 INT] /Cryptography /Linguistics | Ciphers/Digital [2 INT] /Cyptography /DataMining |
Jabber/AI [2 FAV] /JabberTalk /ASI | Jabber/Net [2 CHA] /JabberTalk /Darknet |
Utility Knacks (7/18) | |
---|---|
Operate/Aircraft [4 REF,DEX] /Piloting /Aircraft | Operate/Boatcraft [3 AGI,DEX] /Piloting /Boats |
Operate/Groundcraft [2 DEX] /Driving /Vehicles | Operate/Spacecraft [4 REF,DEX] /Piloting /Spacecraft |
Tactics/Military [3 WIL,INT] /Strategy /Discipline | Tactics/Guerrilla [3 WIL,FAV] /Strategy /Survival |
Medicine/First_Aid [2 INT] /Medicine /Triage | Medicine/General [3 INT,WIL] /Medicine /Drugs |
Mechanic/Heavy [3 STR,WIL] /Motors /Vehicles | Mechanic/Power [3 DEX,PER] /Reactors /Electrical |
Research/Academic [2 INT] /Academia /Libraries | Research/Jabber [2 FAV] /JabberTalk /Netsearch |
Supply/Commercial [2 CHA] /Contacts:Commercial /Assets | Supply/Agency [2 CHA] /Contacts:Agency /Assets |
Work/Labor [4 STR,CON,AGI] /Fortitude /Sports | Work/Corp [3 WIL,CHA] /Management /Composure |
Work/Retail [3 WIL] /Sales /Drinking | Work/Security [2 PER] /Observation /SecureSystems |
Knowledge in this game is more than just booksmarts and experience. Knowledge is anything your character can leverage to their benefit. So if your character had knowledge: Assets. Then this means they have assets they can leverage to get benefits (think bonuses to numbers) in play. To use this, you describe how the knowledge is helping - in detail - and then you will get a die to roll in the same manner as if you used Cool.
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:
Certain numbers can be leveraged for dice (to roll for bonuses as in Cool) and when you are able, this is how that works:
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.
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:
Bonuses from rolled dice stick until end of logical action, or “scene” as the GM declares. This means if you were in a shootout and raised your Shoot/Pistol by 7, it stays raised until the shootout is over. Another example, if you were in an interview and raised Insight/Honesty, it would stick until the interview is over.
Start with these Ratings based on a “type” of character:
Quick Ratings | ||||
---|---|---|---|---|
Rating | Talented | Smart | Tough | Smooth |
STR | 3 | 3 | 5 | 3 |
REF | 3 | 5 | 5 | 3 |
AGI | 3 | 3 | 5 | 3 |
CON | 5 | 3 | 7 | 3 |
DEX | 5 | 3 | 3 | 3 |
CHA | 5 | 3 | 3 | 7 |
PER | 5 | 5 | 3 | 5 |
WIL | 3 | 3 | 3 | 3 |
INT | 3 | 7 | 3 | 3 |
FAV | 3 | 3 | 3 | 7 |
Each type has the following adjustments (based on the choices above):
Now pick two “Knackpacks” from these (you can't take the same one twice):
Knacks:
Ratings:
Knowledge:
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Knowledge:
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