Steps to making a character: 1. Write your Character sentence and allocate character tag sizes 2. Pick an array and Allocate your stat dice 3. Select your phenotype and assign phenotype tags 4. Design your tricks 5. Build your Trump Card 6. Pick Starting Gear Bundle 7. Build your crew sheet with your crew ## 1. Character sentence ![[Character Creation Sentence Graphic.png]] Your character’s core sentence is built on the skeleton of _Nature, Occupation, and Focus_. An easy way to design your sentence is to think of it in terms of an <span style="color:rgb(255, 192, 0)">"Adjective" "Noun" who "Verbs"</span>. This small sentence structure provides your character with three of their permanent character tags. **Any adjective, occupation and verb will do to describe your character, not just the ones that are listed.** For those who are stuck on this initial step, a random roll chart is provided to start your creativity. Roll once and use the whole row, or roll separately for each column. | | Adjective | Noun/Occupation | Verbs | | --- | ----------- | --------------- | ----------- | | 1 | Clever | Mercenary | Bribes | | 2 | Ambitious | Hacker | Smuggles | | 3 | Savvy | Assassin | Infiltrates | | 4 | Wily | Smuggler | Leaks | | 5 | Shrewd | Forger | Eliminates | | 6 | Devious | Face | Betrayes | | 7 | Artful | Burgalar | Evades | | 8 | Keen | Fixer | Manipulates | | 9 | Crafty | Infiltrater | Scams | | 10 | Perceptive | Transporter | Sabatoges | | 11 | Ingenuous | Scavenger | Tracks | | 12 | Slippery | Inventor | Spies | | 13 | Resourceful | Explorer | Scouts | | 14 | Agile | Detective | Extorts | | 15 | Rapid | Sniper | Seduces | | 16 | Daring | Mage | Protects | | 17 | Tenacious | Fence | Disappears | | 18 | Ruthless | Thief | Corrupts | | 19 | Mercurial | Informant | Maimes | | 20 | Silent | Brawler | Survives | Sentence Dice ![[d8.png]]![[d8.png]]![[d8.png]] Characters must allocate one of each dice to their adjective, noun and verb which functions as a tag for accomplishing actions. Plays may Alter these dice sizes by spending one or more sizes and moving it to another. A dice cannot be raised above a d12 or lowered below a d4. ![[Character Creation Sentence Complete.png]] ## 2. Approaches and Attributes ![[stats.png]] Pick one of the following arrays (ace, king, queen, jack) and allocate every dice to one of each of the Approaches. Do this step again but for Attributes instead. **You may choose different arrays for attributes and approaches. | ![[Ace of Spades.png]] Ace<br>*Highs and Lows* | ![[King of Clubs.png]] King<br>*Master my Domain* | ![[Queen of Hearts.png]]Queen<br>*I'm Always Present* | ![[Jack of Diamonds.png]]Jack<br>*Of all Trades* | | :--------------------------------------------- | :------------------------------------------------ | :---------------------------------------------------- | :----------------------------------------------- | | ![[d12.png]]![[d12.png]]![[d4.png]]![[d4.png]] | ![[d12.png]]![[d10.png]]![[d6.png]]![[d4.png]] | ![[d10.png]]![[d8.png]]![[d8.png]]![[d6.png]] | ![[d8.png]]![[d8.png]]![[d8.png]]![[d8.png]] | This example uses a King array for approaches, and a Queen array for attributes ![[completed stats.png]] ## 3. Tags and Tricks ![[Character Creation tricks.png]] Tags and tricks are the special sauce that help outline the important characteristics, capabilities, and features of your character. Tags describe specific details and their potential impact on success while tricks represent knacks, maneuvers, feats, and special additional outcomes that occur when a roll is successful. Characters must allocate each dice to create a minimum of 3 tags and 3 tricks. Plays may Alter these dice sizes by moving one or more dice sizes to another. A dice cannot be raised above a d12 or lowered below a d4. Additional tags and tricks can be created this way, but dice sizes from the tags array cannot improve the tricks array and vice versa. Starting Tags ![[d8.png]]![[d8.png]]![[d8.png]] Starting Tricks ![[d8.png]]![[d8.png]]![[d8.png]] Tricks are built‑in “free bets” that let a freelancer pull off a stunt whenever the right condition is met—no dice are taken from your pool, you just get an extra effect on top of the normal roll.  They’re written in one easy sentence: When [x] and [y], gain [z]. - x – The situation or intent (who’s acting and what they’re doing). Example: “when performing a melee attack.” - y – The core mechanic that ties the trick to the game (an Attribute, Approach, tag, status, etc.). Example: “and using a forceful weapon.” - z – The benefit (the free‑bet effect you add). Example: “create the disarm d8 tag.” Quick template for crafting your own Tricks - Who’s acting? Are you the acting or opposing side? - Pick an anchor mechanic: Choose at least one Attribute, Approach, or other mechanic that will power the trick. - Set the trigger stipulation: A single condition that must be true (e.g., “within Close of a target,” “while under Adrenaline Rush,” or “on a failed roll”). - Define the payoff: Add a free‑bet die—any bonus, status, or narrative twist that fits the flavor; it can use dice size or dice tier for its value. This example moved 2 dice tiers from one dice to create a d12, and used the standard d8s for all tricks. ![[Character Creation tricks filled.png]] ## 5. Create your Trump Card *If i gave you a d20, and said it could do **anything**...what would you have it do? What price would you be willing to pay?* A Trump card is a high‑impact capability that a character can invoke when the situation demands it. They are designed to feel spectacular, highly individualized, and character defining. A Trump Card is meant to be emblematic of your Character above all else. It should still fit the setting, so have a talk with the Dealer when you first sit at the table. Determine what you desire it to do. - Trump Cards use of a D20 and Tier 6 of Die. What do you want those dice to do? How would these make your Trump card come to life. - How would it fit in the Rules? Tags, Statuses, and bonus rolls are good starting examples. - For how long? It can go from a singular moment or action to a permanent effect. What would you give for such power? As long as it is thematic and the GM approves then the Cost might be Health, Aether, Time, Equipment Slots, extra slots or have restrictions to when or how it can be used. *The following section shows a simple process and optional process for designing your Trump card. Use this process if you need idea generation or want some guidelines on how Trump cards can be made. At the end of the day, the only thing that matters is that you and the Dealer agree what it does and what it costs.* ### Designing a Trump Card Trump cards are designed with the following 5 steps. At the end of the process you should know how to describe your trump card, what does it do, how long does it last, and what does it costs. 1. Name the nature and form 2. Establish Effects (d20/tier 6) 3. Determine Duration (Action / Round / Scene / Forever) 4. Confirm Costs and Consequences (Time, Health / Aether / Slots / Charge / Tags) 5. Tailor Tradeoffs #### 1. Narrate the Nature and the Form *The Nature of the thing is more important than the form of the thing.* The goal of this step is to establish the nature of your trump card before determining the effects and limitations that exemplify it. The best practice is to describe it to yourself in common language before going into the specifics that will bring the vision to life during gameplay. - "i want to transform into a werewolf" - "i want to wield a sword like Excalibur" - "i want to cast a godlike spell zetaflare that incinerates my foes in a super powered ray of the suns light - "i want a body made of living metal and form temporary weapons from my body to use." #### 2. Establishing the effects *Some rules can be bent. Others can be broken.* Effects are the specifics and mechanics that bring the Trump Cards nature and form to life, allowing rolls and rules to interact with the creative vision seamlessly and intuitively Trump cards use the d20/tier 6 as the basis of their effects, and are the only element of Go All In! that gets to do so. If you need some ideas or inspiration, there are a few common archetypes in games and media that would make great Trump cards. - Deal massive damage like an **ultimate** or **limit break** - Use a tag or trick like a **signature move** or **action skill** - Gain a collection of new tags like a **transformation** or **companion** - Have access to a unique item, weapon, armor, or capability like a **prototype**, **relic**, or **heirloom** - Gain a status or inflict a status like a **super** or **overdrive** Trump cards use the d20 and tier 6 as the base of its effects, power, and capabilities. Depending on the nature of your trump card this could be an all or nothing event, smaller but broader improvements to your rolls, or resistance against specific types of outcomes. Below are a few examples of what these may look like. - While transformed as a werewolf, i want to increase my Body by +3 Dice size and a natural d8 (tier 3) melee weapon. - My excalibur like sword is a 2 handed weapon, but is supernatural and legendary, using the d20 as its tag size. - For Zetaflare, i want the Arcane Foundation Tag "solar flare d20" - for my living metal body, i create and have equipped a total number of equipment tags that doesnt not exceed 20 at one time. #### 3. Determine Duration *Time is relative; its only worth depends upon what we do as it is passing* Depending on the nature and form of a trump card, there can be a wide variation on how long they last. An "ultimate move" might function over a single brilliant action while an "heirloom" may be a permanent tangible function of a character. To help quantify duration into narrative terms, duration is broken into the intervals of *Action, round, scene, and permanent.* Below is a few examples of duration. - After a transform into a werewolf, i maintain as a werewolf for the remainder of the scene. - My excalibur sword is a permeant item in the world. - Zetaflare lasts a single glorious and terrifying action. - when i make a weapon with my metallic body, i want to choose how many rounds it gets to last. #### 4. Confirm Costs *What are you prepared to sacrifice?* Nothing in Go All In is free, including your Trump card. Victory costs, and each time it costs it takes just a little more. Cost is a resource associated with your trump card thematically, whether it is to activate it, recharge it after its been used, or a penalty for sustaining it too long. Costs can be summarized into *Time, Health, Aether, Tags, and equipment*. Below is a few examples of how they are used to thematically link to your trump card. You not limited to a single resource, and can use multiple. - It takes me time to transform into a werewolf, and i can only do it so often. - My excalibur sword takes up load out slots. - Zetaflare costs aether like other arcane actions. - It takes time for me to make the weapons from my metallic body, and it costs health to do it. #### 5. Tailor Trade offs *In order for something to be gained, something of equal value must be offered in return.* Due to the individualized nature of Trump cards, there is no one size fits all formula or graft that can be used. Trump cards are game changers, not some cookie cutter off the shelf option to slot into your character. Trade offs are how you take the rough concept of your trump card and mold it into its most perfect form. Duration, costs, and effects can all be freely traded and exchanged. When adding trade offs, you can offset the cost and increase the duration by increasing the conditions or requirements needed to use your Trump card. A few examples are shown below. - I Can spend 1 aether per instance of damage against me as if it were armor. - My Excalibur can never leave my side, and i must always be in possession of it. ### Finishing Touches And like that, your trump card is created. Before the start of the first session, check with your table and the Dealer to make sure the Trump card fits the theme of your setting and your game. Because Trump cards are so vast and modular, do not hesitate to make small tweaks between gigs if your Trump card feels a little over or under cooked. Again, these are meant to be *game changers* but not "auto winners". #### Example Trump Cards >[!info]+ Werewolf >When i have at least 1 wound, i can spend 2 continuous actions to transform into a werewolf. While transformed, My body dice is +3 sizes and i have claws d8 as a weapon. I sustain this form for the remainder of the scene. This Transformation is only usable once per Gig. >[!info]+ Masamune >I have a 2 handed relic sword d20. This weapon costs 2 load out, and i must always have it in my possession. >***Executioner:*** when you deal massive damage to a target, deal 1 additional damage. >[!info]+ Zetaflare >I have the "holy sun" d20 arcane foundation. When performing an arcane action, i cannot mix this foundation with other foundations. Using this foundation costs aether as normal. ## 6. ~~Choose starting Gear Bundle~~ Ignore for now Choose 1 of the starting gear bundles. Gear builder is found [[Gear Builder|here]] if you want to look at details > [!column] >> [!blank] Column 1 >> **The Commander** >> 1x Light Resistant Energy Aura Armor >>1x Swift Energy Beam Longsword >> 1x Precision Kinetic Hand Cannon >> 2x Injected Designer Health Tonic >> 1x boosted aethertech bodyware >> 10x Reloads >> >> **The Face** >> 1x Light Supple Energy Shield Armor >> 1x Automatic Plasma Duty Pistol >> 1x Brutal Energy Beam Short Sword >> 1x Boosted Nanotech Cosmetic >> 2x Ingested alchemist grade Catalyst {Choose Effects} >> 2x Inhaled designer grade booster {Choose Effects} >> 2x Injected designer grade Stress tonic >> 10x Reloads >> >> **The Infiltrator** >> 1x Medium Supple Soft Armor >> 1x Tactical Traditional Combat Blade >> 1x Semi-Auto Smart Light Pistol >> 1x Precision Lazbeam Sniper >> 1x Implanted Flagship High grade cyberdeck >> 1x Cyberdeck program d6 {determine tag} >> 1x Cyberdeck program d8 {determine tag} >> 1x Cyberdeck d10 {determine tag} >> 10x Reloads >> >> **The Mage** >> 1x Light Fortified Soft Armor >> 1x Tactical Arcane Polearm 10k >> 2x Inhaled pharma grade Elixir {Choose effects} >> 2x Injected Designer grade Soul Tonic > >> [!blank] Column 2 >> **The Monster** >> 1x Medium Resilient Hard Armor >> 1x Brutal Energy Beam War Axe >> 1x Boosted Cybertech Bodyware {Choose effects} >> 1x Enhanced Nanotech Gearware {Choose effects} >> 1x Boosted Synthtech Neuralware {Choose effects} >> 10x Reloads >> >> **The Soldier** >> 1x Heavy Supple Hard Armor >> 1x Semi-auto Plasma Heavy Pistol >> 1x Automatic Rail Rifle >> 2x Injected Designer Health Tonic 400 >> 10x Reloads >> >> **The Techie** >> 1x Medium Fortified Energy Shield Armor >> 1x Shell Physical Midgrade Cyberdeck >> 1x Automatic Kinetic Duty pistol >> 1x Tactical Traditional Combat Blade >> 1x Little Mediocre Rotor drone >> 10x Metals >> 10x Polymers >> 10x Fibers >> 10x Electronics >> 10x Reloads >> **The Warrior** >> 1x Heavy Fortified Hard Armor >> 1x Brutal Plasma Longsword >> 1x Semi-Auto Rail Hand Cannon >> 10x Reloads ### Equipping gear ## 7. Crew Creation [[Crew Creation]] COMING SOON!