Steps to making a character: 1. Write your Character sentence 2. Identify your phenotype 3. [[Character Creation#2. Approaches and Attributes|Pick Arrays and assign stats]] 4. [[Character Creation#3. Tags|Create your character Tags]] 5. [[Character Creation#4. Create your Trump Card|Build Your Trump Card]] 6. [[Character Creation#5. Starting Gear|Pick Your starting Gear]] [Character sheet and Repo for Playtest Characters](https://drive.google.com/drive/folders/1r7QQbMiQn8SzXp3O9FnBKrsNIRIxB5Oa?usp=**drive_link**) - Please Make a copy of the character sheet and save it in the folder. you will always have access to it. >[!tldr|bg-plain]- I want to make John Wick.... >>[!columns|no-t] >>>[!blank] >>>*"John is a man of focus, commitment, and sheer fucking will...something you know very little about."* >> >>>[!blank] >>> ![[John Wick.png|250]] > >The character sentence **Notorious![[d8.png]] Gunslinger ![[d8.png]] who never quits![[d8.png]]** perfectly encompasses John wick's characterization. In terms of his phenotype, he is fully anthro, so **Aesir** is a perfect fit to describe him. > >John's attributes feel like a well balanced spread, with no single attribute being more dominant than the rest. Taking the ![[Jack of Diamonds.png]]Jack array feels fitting, setting each of his Attributes to a balanced ![[d8.png]]. For Approaches, John has been shown to be *more* stealthy and precise in his methods, but also *not* **Not** flashy or forceful, so a ![[Queen of Hearts.png]]Queen array would work well. His approaches are ![[Flashy.png]]![[d6.png]], ![[Forceful.png]]![[d8.png]], ![[Measured.png]]![[d10.png]], ![[Sly.png]]![[d8.png]]. > >When establishing the tags for John Wick, the ideas that best exemplify his character involve determination, hand to hand martial arts, fire arms expertise, and mental/physical toughness. The following tags feel like they fit... >- One Mind, any Weapon ![[d8.png]] >- Survival Instincts ![[d6.png]] >- Intimidating Reputation ![[d8.png]] >- Driving Expert ![[d6.png]] > >His lifestyle Tag is best described as "In service to the Table". > >When designing the peak power, iconic capability "Trump Card" for John wick, Passive Training/Biology naturally resonates with the "trained killer with unrelenting will". John wick came out of retirement and still kicked ass after all. > >For the cool idea, the idea is that his exceptional training is always available, but he has emotional baggage, physical responsibilities that needs attending, and lingering wounds from a life of knife stabs and firefights. To pay for the "6 cost", using the resources life and time, John will only have 10 HP and essence instead of 12 like other characters. Every rest scene, he MUST use his 1 action to listen to a video recording of his deceased wife. Every Recovery scene, he MUST use one of his actions to go visit his wife's grave. For his trump cards passive effects, one additional tag is added... > >>[!tip|bg-c-yellow] John Wick's Trump Card >>*I'll kill them all*" ![[d20.png]]. > >John could take any gear bundle and make it fit, but the most thematic to the movie scenes would be *The Rifleman*. Now John wick is a freelancer, one who is not afraid to ***Go All In!*** >[!tldr|bg-plain]- I want to make Geralt of Rivia... >>[!columns|no-t] >>>[!blank] >>>*"When you know about something it stops being a nightmare."* >> >>>[!blank] >>>![[Geralt.png]] > >The Character sentence **Wise![[d6.png]] Hunter![[d8.png]] who slays monsters![[d10.png]]** describes the Path the Monster hunting Witcher on the Continent. In terms of Phenotype, Geralt is a Mutant but *mostly* Anthro, so the ***Kin*** would be the best match. > >Geralt's attributes seem like they are weighted to be a natural predator, with a more significant focus on body and mind in order to track down his quarry and slay them with his silver sword. A ![[Queen of Hearts.png]]Queen array would match this feel, so his attribute are ![[Soul.png]]![[d8.png]], ![[Heart.png]]![[d6.png]], ![[Mind.png]]![[d8.png]], ![[Body.png]]![[d10.png]]. Geralt is meticulous and very well read on all monsters, their weaknesses, and has studied or practiced a variety of ways to combat them, making his methods both effortless and precise. A ![[King of Clubs.png]]array will best outline this specialization. ![[Flashy.png]]![[d4.png]], ![[Forceful.png]]![[d6.png]], ![[Measured.png]]![[d12.png]], ![[Sly.png]]![[d10.png]]. > >When establishing the tags for Geralt, the ideas that best exemplify his character involve alchemy for his potions, perceptive for his ability to track prey from the smallest sign, his magical signs, and his adept swordplay. The following tags should work. >- Adept Alchemist ![[d8.png]] >- Practiced Swordsman ![[d6.png]] >- Cat eyes ![[d4.png]] > >Because Geralt is capable of doing magic, he uses some of his tag allocations for Arcane foundations. Arcane foundations are like tag themes that represent the form and style of magic you are able to do. Because ard and igni are popular signs to play in the witcher 3, i will use those as his foundations. >- ![[Aether.png]] Fire Foundation ![[d6.png]] >- ![[Aether.png]] Force Foundation ![[d6.png]] > > His lifestyle tag needs to represent his wandering, traveling, nomadic nature. Something along the lines of "My home is on the road" alludes to this quote well. > > When designing the peak power, iconic capability "trump card" for Geralt, his ability to take countless potions and concoctions, well above the lethal level for others comes to mind. To bring this ability to life, His toxicity maximum will be traded for 20 instead of his mind attribute, and he has the ability to craft Ultimate strength drugs and concoctions following the regular crafting and inventory rules. > > For his inventory, *The Sellsword* seems like a perfect fit. > >[!info]- I want to make Johnny Silverhands... > *"You just discovered what it takes to become a Legend"* > The character sentence Determined![[d4.png]] Rockerboy![[d8.png]] who sticks it to the man![[d12.png]] describes the anarchistic, walking cyberpunk manifesto Johnny Silverhands Brilliantly. As a human, and fully anthro, the **Aesir** Phenotype fits him well. > > Johnny's attributes are interesting because he is strong in a more narrow focus for a character, able to move crowds with his voice alone, the ![[King of Clubs.png]] King Array will be effective for his attributes. ![[Soul.png]]![[d10.png]], ![[Heart.png]]![[d12.png]], ![[Mind.png]]![[d4.png]], ![[Body.png]]![[d6.png]]. Johnny for sure has a specialty when it comes to approaches: he is flashy and direct with no sense of subtly. The ![[Ace of Spades.png]] Ace array will be perfect for this. ![[Flashy.png]]![[d12.png]], ![[Forceful.png]]![[d12.png]], ![[Measured.png]]![[d4.png]], ![[Sly.png]]![[d4.png]]. > > When establishing Johnny's tags, the ideas that best exemplify his character is loud, rash, direct, wildcard type action. > - You have to pay the price ![[d8.png]] > - Living Legend ![[d12.png]] > - Charismatic Charm ![[d6.png]] > > make his pistol I want to make a Ghazghkull Mag Uruk Thraka I want to make a Black Mage Tenacious Magi who destroys I want to make Tali'zorah vas Normandy Crafty Engineer who gets in everywhere # 1. Character sentence and Phenotype ![[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 | Warrior | Bribes | | 2 | Ambitious | Hacker | Smuggles | | 3 | Savvy | Assassin | Infiltrates | | 4 | Wily | Smuggler | Leaks | | 5 | Shrewd | Alchemist | Eliminates | | 6 | Devious | Face | Betrayes | | 7 | Artful | Burgalar | Evades | | 8 | Keen | Grifter | 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 | Determined | Knight | Maimes | | 20 | Silent | Brawler | Survives | Characters must allocate one of each dice to their adjective, noun and verb. Each component of this sentence acts as a tag to influence the success of potential actions. Players may modify the value of a dice by increasing the size of one by decreasing the size of another. *All sentence tags start at a* ![[d8.png]]. A sentence tag cannot be increased above a ![[d12.png]] or lowered below a ![[d4.png]]. ![[Character Creation Sentence Complete.png]] ### Phenotype | Most Anthro | | | | Least Anthro | | :-------------------------------------------------------------------------------------------------------------------------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------------------ | :--------------------------------------------------------------------------------------------------------------------------------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | :----------- | | [[Aesir]] | [[Kin]] | [[Q'uan]] | [[Jako]] | Teno | | The Aesir are a phenotype from an ancient lineage, their appearance a harmonious blend of classical anthropomorphic features and traditional aesthetic elements | The Kin are an ancestral phenotype characterized by their distinct blend of anthropomorphic features with a touch of divergent traits | The Q'uan are a striking ancestral phenotype characterized by their dramatic blend of anthropomorphic traits with more extreme expressions of divergent features | The Jako represent an incredibly diverse ancestral phenotype characterized by their dramatic shift towards divergent features with only a small percentage of anthropomorphic traits remaining | | | Common Examples | Common Examples | Common Examples | Common Examples | | # 2. Approaches and Attributes ![[stats.png]] Pick two of the following arrays (ace, king, queen, jack, you may pick the same one twice) and allocate every dice to one of each of the Approaches. . **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>*Calls the Shots* | ![[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 >[!columns|no-t] >>[!blank] >>![[Tegs Empty.png]] >>![[Tags.png]] > >>[!blank] >>![[Dice steps.png]] >[!hint|bg-c-yellow]+ Players have 10 points to allocate to adding tags and/or tricks to their character. > >Each tag or trick costs points equal to its tier, and cannot be above ![[d12.png]] at character creation. Players may also choose to use some of these points for Arcane Foundations and augmentations, following additional restrictions. Tags are the fuel of the All In Engine. If something is mechanically meaningful, it either has a Tag or is itself a tag, anchoring the narrative and forming the world’s truth.  Each tag consists of two parts:   - **Descriptor:** A concise phrase naming a quality, ability, equipment, or statement of fact (“Boy Genius,” “Sacred Fire,” “High‑Class VTOL”).   - **Die:** The number that tells how the tag contributes to a roll; a larger die means greater influence on the outcome. Tags are added to a roll when its nature could plausibly affect the action or influence the outcome. For example, Acrobat ![[d4.png]] or Nimble ![[d6.png]] could aid parkour moves, whereas Grizzled Combat Veteran ![[d8.png]] could boost marksmanship but not hacking. Adding appropriate tags to a roll translates narrative flavor into quantifiable effects that shape every action and outcome. >[!info|bg-c-plain] Good Tags identify a situation they *WOULD NOT* apply as easily as they identify a situation they ***DO*** apply. ### Tricks _Tags_ provide broad, flexible applications built around generic concepts. _Tricks_, by contrast, are specific, deterministic effects that trigger exactly the same way each time: think of a diamond‑tipped projectile that more easily pierces metal armor or a flame weapon that consistently ignites a small fire. Tricks also use the stepped dice ladder from weak (1) to ultimate (6), and consists of two parts: **stipulation** and **effect**. - **Stipulation** defines when the trick applies. A good stipulation clearly shows both its condition and its exception. For example, a weak (1) trick that reads “+1 damage threshold against any target” is ambiguous; instead, “+1 damage threshold vs metal armor” makes it obvious that targets lacking metal armor do not trigger the effect. - **Effect** is the outcome of an applied trick. The trick’s tier determines its numerical impact: a weak (1) trick might add +1 to damage, create a one‑round status, grant a weak tag (d4), or produce any other narrative consequence. an Ultimate trick would use (6) instead. ### Arcane Foundations >[!info|bg-c-plain] ![[Soul.png|24]]The Maximum rating an arcane foundation can be is your Soul Attribute. You cannot possess more foundations that total tier exceeds your Soul Dice size. Foundations are a theme tag for supernatural abilities that identifies the scope of what is possible and what is not from an arcane action. Throwing a fireball resonates with the “sacred fire” foundation, but does not resonate with the “Water” foundation.  There is no predetermined set or approved list of foundations. Like other tags, freelancers are free to decide which foundations are appropriate for their character, helping define the shape and flavor of their arcane potential. However, the Soul has its limits:  | Source | Example Foundations | | --------------- | ---------------------------------- | | Primal Elements | Fire, Water, Air, Earth | | Entropy | Sun, Moon, Gravity, Time, Darkness | | Nature | Beasts, Plants, Decay | | Esoteric | Empathy, Rage, Serenity | ### Augmentations >[!info|bg-c-plain] ![[Body.png]]The Maximum rating an Augmentation can be is your Body Attribute. You cannot Slot more augmentations that total tier exceeds your Body Dice size. Augmentations are modifications; cybernetic implants, bio‑engineered grafts, arcane sigils, or aethertech, that alter a freelancer’s form to grant new abilities or amplify existing ones. They range from sleek neural interfaces that give instant perception boosts to full‑body exosuits. Benefits include heightened strength, improved resistance to the Blight, and the ability to channel magical energy directly through one’s limbs. Freelancers typically acquire augmentations at specialized apothecaries or through corporate contracts. Augmentations are tags that can be purchased, modified, upgraded, and equipped, becoming part of a character’s form. Augmentation swapping is only possible during Downtime scenes, while repairs can only be performed during Recovery scenes. >[!summary|bg-plain]- Augmentation Creation rules >![[Augmentation Creator]] # 4. Derived Values ## Life Path >[!column|no-t] >>[!info|bg-c-plain] Lifepath is Equal to your ![[Heart.png]]Heart Attribute >>The Life path tag is your character’s living backdrop, a snapshot of where you grew up, what culture shaped you, and how you spend your days when you’re not out on a job. it dictates the flavor of your downtime, whether tending a humble farm, tinkering in a neon‑lit workshop, or navigating the underbelly of Elysia, and directly influences what gear you can acquire when approaching standard vendors in your community. > >>[!blank|bg-plain] >>![[Lifestyle empty.png]] >> >>![[Lifestyle completed.png]] ***If you need inspiration, here is a random roll table for you to use.*** | d20 | Lifestyle (Theme) | Quick Hook | | --- | ----------------- | ---------------------------------------------------------------------------- | | 1 | **Noblebound** | Born into privilege & power like aristocrats or influential merchants. | | 2 | **Lorebound** | Scholars, archivists, seekers of forgotten knowledge. | | 3 | **Shadowbound** | Criminals, thieves, hustlers who thrive on shadows and secrets. | | 4 | **Steelbound** | Engineers, mechanics, craftsmen, hands that shape metal & circuitry. | | 5 | **Terrabound** | Farmers, hunters, survivalists attuned to the land’s rhythms. | | 6 | **Citybound** | Urban dwellers, street‑wise hustlers, city lifers. | | 7 | **Sea‑Bound** | Sailors, traders, wanderers who navigate waves and winds. | | 8 | **Skybound** | Pilots, airship operators, aerial specialists soaring above the cityscape. | | 9 | **Forgebound** | Blacksmiths, metalworkers, artisans forging blades & armor. | | 10 | **Dustbound** | Desert nomads, wanderers of dunes who survive in harsh arid climates. | | 11 | **Lawbound** | Guardians of order who serve as judges or sworn enforcers | | 12 | **Faythbound** | Religious devotees, spiritualists, guardians of light and faith. | | 13 | **Ridgebound** | Mountain dwellers who make their homes on high ridges and cliffside outcrops | | 14 | **Aetherbound** | Mystics & alchemists who channel aetheric energy for healing or war. | | 15 | **Ironbound** | Military veterans, hardened fighters who have earned their scars. | | 16 | **Rooted** | Settled folk, caretakers of tradition and ancestral customs. | | 17 | **Wanderer** | Nomads, itinerant traders who roam the open roads and markets. | | 18 | **Underbound** | Dwellers who find comfort beneath the surface in subterranean locations. | | 19 | **Whisperbound** | Diplomats, negotiators, those who can smooth talk their way out of trouble. | | 20 | **Unbound** | Free spirits, anarchists, rebels who refuse to be bound by rules. | ## Toxicity >[!info|bg-c-plain] ![[Mind.png]] Toxicity is equal to your mind attribute. Every drug is defined by its potency and risk. When a character consumes a drug, they add that drug’s tier to their Toxicity Tracker. The tracker’s maximum equals the size of the character’s Mind attribute; once this limit is reached, any additional drugs, regardless of tier or quality, become ineffective and may trigger adverse effects. This mechanic models how repeated drug use strains every aspect of a character, preventing them from stacking benefits indefinitely without penalty. _Characters remove 1 point of Toxicity at the end of each scene. During a Rest Scene they remove an amount equal to 1 plus the tier of their Mind attribute. After a Recovery scene or period of downtime, the Tracker fully resets._ # 4. Create your Trump Card >[!quote] ![[signature.png]] OneSideTooMany >If i gave you a ![[d20.png]], and said it could do ==anything==...what would you have it do? *What price would you be willing to pay?* Final Fantasy’s Limit Break, Vault Hunters’ Action Skill, and Guardians' Super all give their characters a moment of peak power. That pinnacle is the **trump card**; the defining manifestation of a Freelancer that sets them apart from everyone else. While anyone can pick up a gun and act tough, in John Wick’s hands it becomes more than an attribute or class feature: ***it becomes an extension of his identity.*** A trump card breathes life into ideas and character designs by asking the single question: “*What are you prepared to sacrifice*?” Because of its flexibility, no two freelancers have identical ones. Yet effective ones share convergent principles, predictable decision points, and overarching archetypes that keep them both thematically focused and mechanically balanced with the other abilities your crew has created. Make a Trump card following these steps: 1. Cool Concept 2. Theme 3. Trigger 4. Effects **Trump Card Quick Guide** | Theme (Cost) | Trigger | Effect | | :--------------------------------------------------------------------------------------------------------------- | :-------------------------------------------- | :------------------------------------------------------------------------------------------------------------------------ | | Arcane (Essence)<br>Biological (Health)<br>Tech (Money)<br>Natural (Materials)<br>Gear (Load)<br>Training (Time) | Passsive<br>Activated<br>Charged<br>Triggered | Flash (One and done)<br>Fixed (set time)<br>Flexible (variable time)<br>Feed (pay to play)<br>Friend (someone/thing else) | ### Cool Concept Start by describing what your cool concept is in a narrative sentence or two. Here are some leading questions to ponder. - What unique thing is your character is known for? What is the source of this unique thing - What advantage or Edge does it provide? is it a small but constant or is it awe inspiring once-in-a-while type of game changer? - Is it always available or only present in the most dire of circumstances? - Do you control it, does it control you, or is it somewhere in between? ### Themes A theme is the shorthand that tells you _where_ a trump card gets its power and _what it may cost_. Each theme communicates a **Source**, the flavor of the effect, and the **Cost**, the default resource spent to use or maintain the effect. Here are 5 Themes that are persistent through the game. >[!tip|bg-c-plain] Trump cards are not limited to one Theme, and can mix and match as appropriate to their vision and concept. This does not increase cost, but spreads it across multiple that apply. >[!info|bg-c-red] ![[Bio.png]] Biological >A Biological trump card draws its power directly from the character’s own body: unnatural strength, speed, resilience, altered form or any effect that ties into unnatural physical traits. *The Default cost is health.* >[!info|bg-c-purple] ![[Magic.png]] Supernatural >This theme taps into forces beyond mortal reach; the arcane, eldritch energies, and other uncanny phenomena. *Its default expense is arcane perils.* >[!info|bg-c-green] ![[Techtheme.png]] Technology >The Tech theme represents cutting‑edge or bleeding‑edge technology that blurs the line between science and sorcery. *The cost here is money,* either to activate or keep maintained and operational. >[!info|bg-c-brown] ![[Nature.png]] Natural >A Natural theme harnesses the environment itself: weather, terrain, flora, fauna, or specific situational conditions. *Its default cost comes in resources or materials* you must have or be present. >[!info|bg-c-gray] ![[Geartheme.png]] Gear >The Gear theme rely on custom or prototype equipment; one-of-a-kind weapons, armor, gadgets, or implants that are independent of the character’s form. *The cost is measured in equipment points or inventory slots:* equipping or using such items takes up space and may force you to sacrifice other gear. >[!info|bg-c-white] ![[Training.png]] Training >The Training theme represents deliberate effort, practice, drills, or preparation to master an ability or technique. **Its default expense is time, actions, or downtime requirements**. The character must invest time into training or perform specific preparatory actions. ### Trigger What causes your Trump card to be used or available? Here are four archetypal **triggers**: >[!info|bg-c-plain]+ ![[Infinity.png]] Passive >Cost of a Passive trigger is 5 or ![[d12.png]] > >A passive trump card is always active; its effect runs continuously without the character having to do anything. Because it never needs a trigger or an action to "turn on", it’s highly dependable and can be relied upon at any time. The trade‑off is that its power is often modest by comparison. It may require constant upkeep from a resource or simply cannot match the intensity of a once‑per‑scene burst. >[!info|bg-c-plain] ![[Active.png]] Activated >Cost of a Active trigger is 4 or ![[d10.png]] > >An active trump card must be deliberately chosen and activated by the character during a pivotal moment. This grants maximum flexibility, letting the player decide exactly when to deploy it based on situational needs. The cost is that it consumes significant resources; essence, health, money, material, or other requirements, and if those reserves are low, the ability may be unavailable at a critical time. >[!info|bg-c-plain]+ ![[Charged.png]] Charged >Cost of a Charged trigger is 3 or ![[d8.png]] > >A charged trump card builds up over time or through repeated actions before it can be unleashed. When finally activated, it typically delivers the most powerful effect in your arsenal, making it a game‑changer in critical moments. The downside is that it’s unavailable until fully charged; if you need to use it and the charge hasn’t finished, you may miss a vital opening or have to rely on less powerful options instead. >[!info|bg-c-plain]+ ![[Tripped.png]] Tripped >Cost of a Tripped trigger is 2 or ![[d6.png]] > >A tripped trump card fires automatically whenever a specific condition is met, like being hit by an enemy, entering a particular zone, or in the presence of a specific tag. It can be highly potent because it always activates once the specific condition occurs, and it often provides a decisive effect with limited cost in terms of resources. Its limitation lies in its lack of flexibility: if the triggering situation never arises, the power remains dormant; even when it does trigger, you cannot shape or control the exact timing. ### Effects Trump cards are Tier 6 abilities, effects, and/or tags. They are impact 20 for the effects they produce. They roll a d20 when their influence would affect an outcome. Accessing ones trump card can be a costly endeavor depending on the design, but every trump card is forged by what you are be prepared to sacrifice. >[!info|bg-c-plain]+ ![[Flash.png|25]] Flash >A flash effect is -1 to the total cost of using the trump card > >One‑shot brilliant burst. A single high‑damage strike, instant effect, or narrative outcome like a videogame characters super, overdrive, or limit break. >[!info|bg-c-plain]+ ![[Fixed.png|25]] Fixed Duration >A fixed duration effect increases the cost of the trump card by +3, and lasts for the remainder of the scene. > >Set duration like Buffs, debuffs, or lingering damage that lasts a predetermined period. +3 cost, and lasts for the remainder of the scene >[!info|bg-c-plain]+ ![[Flexible.png|25]] Flexible >A Flexible duration effect cost is -3 and rolls a ![[d4.png]] to determine duration. Increase the cost of the trump card by 1 and increase the dice size of the duration roll up to ![[d20.png]] > >Variable or random length like Healing over time whose duration depends on conditions, or area effects that fade unpredictably. >[!info|bg-c-plain]+ ![[Feed.png|25]] Feed >A feed duration costs 1 at the beginning of each new unit of measure (turns). > >Requires ongoing input to persist like Shields or buffs that drain mana, health, or another resource each turn to keep the effect alive. >[!info|bg-c-plain]+ ![[Friend.png|25]] Friend >A friend effect increases the cost of the trump card by +2 > >The effects of the trump card are instead gifted to, belongs to, or becomes something else like a summoned ally, piece of equipment, or armor. ### Examples (update next) >[!info]- Example 1: Spear of the Stranger (Activated Arcane Flash) >Wizard wants to always have an at the ready arcane bolt that they can throw at a target, like a holy seeking spear they can drawn into existence from the aetherscape. He notes his cost as being 6 Essence. > >6 Essence feels to high of a cost for wizard, who is willing to trade **time** for lowering the cost. Wanting to only spend 3 essence instead, wizard instead applies the **limitation** that the ability needs to recharge for 2 rounds between every use, and the spear takes 1 action in order to form from the aetherscape. > Peter wants his arcane spear's effects be to always cause 6 damage regardless of the threshold of success. So long as his attack action, this arcane spear will do massive+ damage. > ``` > Spend 3 aether to draw an arcane spear from the aetherscape, taking 1 action of time in order finish its aetherial form. This spear is immedeatly launched at the chosen visible target, and if its attack lands it does 6 damage regardless of threshold. This ability needs to recharge for 2 rounds until it can be performed again. > ``` >[!info]- Example 2: Catalyst of the Hetra (Charged Training/Gear/Natural Feed) >Peter wants to be like Jeckyl and Hyde, taking a unique or custom potion to significantly Improve their physical form. Peter notes his cost being 2 "time", 2 inventory space and 2 Materials. >- Peter settles on requiring 1 action in a rest scene to craft the potion, 1 action of time to complete the transformation. >- 2 inventory space feels a little high, so Peter elects to make the potion into a Kit instead of a Pack, automatically reducing his resource dice when he uses it instead of rolling but he can carry more of them at one time. >- The potion takes 1 bit of Plants and 1 Bit of Tissues to craft. > >Peter separates his ![[d20.png]]/tier 6 of effects into 2 different statuses, Body of a God 4 and Horrifying Image 2. The duration feels thematic if it increases his toxicity by 1 for every round that he maintains this transformation. >``` Copy Text >For 1 action during a rest scene, Peter can make the "Catalyst of Hetra" Potion Kit from 1 bit of basic Plants and 1 bit of Basic Tissue. The transformation takes 1 action to complete. While transformed, gain the Body of a God 4 and Horrifying Image 2 Statuses, increasing the toxicity by 1 for every round this transformation is maintined. >``` >[!info]- Example 3: Rage of Clovis (Triggered Biological Flexible) >Gordon wants to channel his inner doom slayer and get more dangerous the lower his health is. He settles on the trigger being everytime he takes a Wound. To keep the concept both simple and thematic, the duration will be the immediate next actions equal to the amount of health missing, tying together cost and duration in an easy to understand package. > >for effects, Gordon decides to keep it all centralized to a single tag: rip and tear until it is done ![[d20.png]] >``` >When you take a wound, gain the "rip and tear until it is done d20" tag for a number of actions equal to the missing health. >``` >[!info]- Example 4: Armor of Deimon (Passive Gear/Tech Friend) >Tina wants to have a really cool armor like Iron man for her trump card. She notes her cost as being 3 gear slots and 3 "money". She is ok with this particular cost structure as it feels both thematic and balanced. She sets her equipment point max as 3, and decides to set a minimum lifestyle restriction of tier 3, meaning if her lifestyle is lower she loses access to her Armor! > >for effects, she notes that her armor is a ![[d20.png]] armor, top of the line and one of a kind. however, the ![[d20.png]] armor protection would make her inventory smaller than she would like, she gives up all 6 of her armors sustain (damage reduction) in exchange for 6 inventory slots. > >``` >Armor of Deimon is a unique custom armor. It is a "robust metal skin that materializes out of thin air" d20. While its robust in design, it lacks damage reduction beyond its thresholds, opting for 6 additional inventory space instead. Due to the armor, you only have 3 Equipment points, and It takes up your armor slot. >``` # 5. Starting Gear Select a Bundle or [[Gear Builder|Make Your own]] >[!tldr|bg-c-plain]+ ![[Spades.png|25]] Spades >>[!info|bg-plain]- ![[Ace of Spades.png]] The Sniper >>![[Equipment.png|25]] **Equipment** >>![[Bulkyranged.png]]Plasma Bolt Sniper Rifle that Melts ![[d10.png]] (Heavy, Large Ammo ![[d10.png]] , Distant range) >>![[Pistol.png]]Kinetic Sidearm that Conceals ![[d6.png]] (Tiny Ammo ![[d6.png]], Near range) >>![[Flexarmor.png]] Class 3 Flex Weave Armor that Hides ![[d8.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d6.png]] of ![[Smallaoe.png]]Frag Grenade that shreds ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d4.png]] of ![[Smallaoe.png]]Flashbang Grenade that Stuns ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d8.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d6.png]] of ![[ammo.png|25]] Special Ranged Ammo (*Stunned - 1* ) >>![[d6.png]] of ![[Injected.png|25]] Booster of Lesser Haste (![[d6.png]]) >>--- >>![[Machina.png|25]] **Machina** >>Thropter Machina that identifies ![[d6.png]] > >>[!info|bg-plain]- ![[King of Clubs.png]] The Breacher >>![[Equipment.png|25]] **Equipment** >>![[Beam.png|25]] ![[Rifle.png]] Lazbeam Shotgun that Overwhelms ![[d10.png]] (Small Ammo ![[d6.png]], Far Range) >>![[Simple.png|25]]![[Largemelee.png]] Kinetic Longsword that Impales ![[d8.png]] (Versatile) >>![[metalarmor.png]] Class 3 Hardplate Armor that Reenforces ![[d8.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d8.png]] of ![[Largeaoe.png]] Breaching Charges ![[d10.png]] (3 IP, Near (directional) ![[aoe.png]]) >>![[d8.png]] of ![[Smallaoe.png]] Frag Grenades ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d8.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d6.png]] of ![[Injected.png|25]] Booster of lesser Haste (![[d6.png]]) >>![[d6.png]] of ![[Ingested.png|25]] Tonic of Lesser Healing - 2 >>--- >>![[Machina.png|25]] **Machina** >>Small Spider Machina that scouts ![[d6.png]] > >>[!info|bg-plain]- ![[Queen of Hearts.png]] The Rifleman >>![[Equipment.png|25]] **Equipment** >>![[Kinetic-1.png|25]] ![[Rifle.png]] Kinetic Autorifle Rifle that Devastates ![[d8.png]] (Small Ammo ![[d8.png]], Far Range) >>![[Vibro-1.png|25]] ![[Smallmelee.png]] Vibro Kukri that shreds armor ![[d6.png]] >>![[Energyarmor.png]] Class 3 Energy Shield that Deflects ![[d8.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d8.png]] ![[Smallaoe.png]] WAVEtech Grenade that creates an Inferno ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d4.png]] of ![[Injected.png|25]] Booster of Lesser Aim (![[d6.png]]) >>![[d4.png]] of ![[Injected.png|25]] Booster of Lesser Haste (![[d6.png]]) >>![[d8.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d6.png]] of ![[Ingested.png|25]] Tonic of Lesser Healing - 2 >>--- >>![[Machina.png|25]] **Machina** >>Turret Machina that Protects ![[d6.png]] w/ Energy Carbine that Supports ![[d8.png]] > >>[!info|bg-plain]- ![[Jack of Diamonds.png]] The Gunner >>![[Equipment.png|25]] **Equipment** >>![[Kinetic-1.png|25]] ![[Heavyranged.png]] Kinetic Medium Machinegun that Suppresses an area ![[d8.png]] (Large Ammo ![[d12.png]], Distant Range ) >>![[Kinetic-1.png|25]] ![[Pistol.png]] Kinetic Heavy Pistol that Stops ![[d8.png]] (Tiny Ammo ![[d4.png]], Near Range) >>![[metalarmor.png]] Class 4 Hardplate Armor that Fortifies ![[d10.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d10.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d6.png]] of ![[ammo.png|25]] Special Ranged Ammo (*Anti-Vehicle 1*) >>![[d4.png]] of ![[Injected.png|25]] Booster of Lesser Focus (![[d6.png]]) >>![[d6.png]] of ![[Ingested.png|25]] Tonic of Lesser Healing - 2 >>--- >>![[Machina.png|25]] **Machina** >> Deployable Energy Shield that absorbs ![[d6.png]] > >>[!info|bg-plain]- ![[ten.png]] The Marksmen >>![[Equipment.png|25]] **Equipment** >>![[Plasma-1.png|25]] ![[Rifle.png]] Plasma Heavy Rifle that Over penetrates ![[d10.png]] (Small ammo ![[d6.png]], Far Range) >>![[Plasma-1.png|25]] ![[Pistol.png]] Plasma Pistol that Destroys![[d6.png]] (Tiny Ammo ![[d6.png]], Near Range) >>![[Energyarmor.png]] Class 3 Energy Armor that Reflects ![[d8.png]] >> >>--- >>![[Inventory.png]] **Inventory** >>![[d8.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d8.png]] of ![[ammo.png|25]] Special Ranged Ammo (*Anti-Energy Armor 1*) >>![[d6.png]] of ![[Smallaoe.png]] Frag Grenades that shred ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d6.png]] of ![[Smallaoe.png]] Smoke Grenades that Obscure ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>--- >>![[Machina.png|25]] **Machina** >>Small Thropter that Spots ![[d6.png]] >[!tldr|bg-c-plain]+ ![[Clubs-1.png|25]] Clubs >>[!info|bg-plain]- ![[Ace of Spades.png]] The Assassin >>![[Equipment.png|25]] **Equipment** >>![[WAVE.png|25]] ![[Largemelee.png]] WAVEtech Longsword that Corrodes ![[d8.png]] >>![[Plasma-1.png|25]] ![[Pistol.png]] Plasma Heavy Pistol that Hits Hard![[d8.png]] (Tiny Ammo ![[d4.png]], Near range) >>![[Tech-1.png|25]] ![[Pistol.png]] Guided Machine Pistol that avoids cover ![[d4.png]] (Tiny ammo ![[d8.png]], Near Range) >>![[smallgadget.png]] Grapple Gun that moves CLOSE vertically ![[d6.png]] >> ![[Smallgadget.png]] Holo Clone Projector that distracts ![[d6.png]] >> ![[Flexarmor.png]] Class 3 Flexweave armor that blends in ![[d8.png]] >> --- >>![[Inventory.png]] **Inventory** >>![[d4.png]] of ![[Smallaoe.png]] Hallucination Grenade that Makes you see things ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d4.png]] of ![[Smallaoe.png]] Inferno Grenade that lights a fire ![[d8.png]] (2 IP, Close ![[aoe.png]]) >>![[d6.png]] of ![[ammo.png|25]] Ranged Ammo > >>[!info|bg-plain]- ![[King of Clubs.png]] The Sell sword >>![[Equipment.png|25]] **Equipment** >> ![[Largemelee.png]] Plasma Shortsword that moves swiftly ![[d6.png]] >> ![[Pistol.png]] Plasma Pistol that bolts explode on impact ![[d6.png]] ! >> ![[Arcanearmor.png]] Class 3 Arcane Barrier that stops Kinetic Weapons ![[d8.png]] >> --- >>![[Inventory.png]] **Inventory** >>![[d8.png]] of ![[Smallaoe.png]] Arc Grenades that Electrocute ![[d8.png]] (2 IP, close ![[aoe.png]]) >>![[d8.png]] of Ranged Ammo >>--- >>![[Machina.png|25]] **Machina** >>Medium Anthro Machina that duels ![[d8.png]] (![[Vibro-1.png|25]] ![[Largemelee.png]] Vibro Longsword that duels ![[d8.png]]) > >>[!info|bg-plain]- ![[Queen of Hearts.png]] The Bulwark >>![[Equipment.png|25]] **Equipment** >>![[Beam saber.png|25]] ![[Smallmelee.png]] Beam Shortsword that Defends ![[d6.png]] >>![[WAVE ranged.png|25]] ![[Pistol.png]] WAVEtech Pistol that Burns ![[d6.png]] (Tiny Ammo ![[d6.png]], Near Range) >>![[metalarmor.png]] Class 4 Metal Plate Armor that absorbs ![[d10.png]] >>![[Largegadget.png]] Anti-gravity combat shield that is weightless![[d10.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d10.png]] of ![[ammo.png|25]] Ranged Ammo >>![[d6.png]] of ![[ammo.png|25]] Special Ranged Ammo (*Anti-Personnel 1*) >>![[d4.png]] of ![[Injected.png|25]] Booster of Lesser Resistance (![[d6.png]]) >>![[d6.png]] of ![[Ingested.png|25]] Tonic of Lesser Healing - 2 > >>[!info|bg-plain]- ![[Jack of Diamonds.png]] The Reaper >>![[Beam saber.png|25]] ![[Bulkymelee.png]] Beam Scythe that Dismembers ![[d12.png]] >>![[WAVE.png|25]] ![[Largemelee.png]] WAVEtech Battle Axe that disintegrates ![[d8.png]] (versatile) >>![[metalarmor.png|25]] Class 3 Metal Armor that deflects ![[d8.png]] >>--- >>![[Inventory.png]] **Inventory** >>![[d6.png]] of ![[Injected.png|25]] Booster of Lesser Rage (![[d6.png]]) >>![[d6.png]] of ![[Injected.png|25]] Booster of Lesser Fortitude (![[d6.png]]) >>![[d6.png]] of ![[Ingested.png|25]] Tonic of Lesser Healing - 2 >>![[d6.png]] of ![[Ingested.png|25]] Elixir of Lesser Might ![[Arcane.png]] ![[d6.png]] >>![[d6.png]] of ![[Ingested.png|25]] Elixir of Lesser Earth ![[Arcane.png]] ![[d6.png]] >>--- >>![[Augmentation.png]] **Augmentations** >>Bioware muscles that make gear lighter ![[d8.png]] > >>[!info|bg-plain]- ![[ten.png]] The Brawler >[!info|bg-c-plain]+ Diamonds >>[!info|bg-plain]- Ace: The Assassin | | ![[Clubs-1.png\|25]] | ![[Diamonds.png\|25]] | ![[Hearts.png\|25]] | | :------------------------ | :------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------- | | ![[Ace of Spades.png]] | | *The Demolitionist*<br>![[Rifle.png]]Kinetic Autorifle ![[d8.png]] ([[Mars Apex]])<br>Grenade Launcher Device ![[d6.png]]<br>![[Smallmelee.png]]Vibro Shortsword ![[d6.png]] ([[Avalon Falchion]])<br>Medium Energy Shield ![[d8.png]] ([[Mars Lugh]])<br>![[Smallaoe.png]]Frag Grenade ![[d8.png]]<br>HE Grenade ![[d8.png]]<br>Frag Grenade ![[d10.png]]<br>![[d8.png]] of Ammo<br>![[d8.png]] of Grenade Ammo | | | ![[King of Clubs.png]] | | | | | ![[Queen of Hearts.png]] | | | | | ![[Jack of Diamonds.png]] | | | | ### Adding Gear to Gear sheet Equipment go into the "Equipment Card" tab of your character sheet. Example will use "the Sniper" equipment bundle. | ![[Armor equip.png]] | ![[Equipment Equipment.png]] | | :------------------- | :----------------------------------- | Inventory goes onto the main Character Sheet. Thropter goes into Extras | ![[Inventory-1.png]] | ![[Thropter.png]] | | :------------------- | :----------------------------------- | ### Equipping Gear Equipment is selected using the drop down menus to pull items from your equipment cards tab. | ![[Armor equip-1.png]] | ![[Pasted image 20260409005438.png]] | | :--------------------- | :----------------------------------- |