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“The human body can be drained of blood in 8.6 seconds given adequate vacuuming systems.”
-- River Tam, Safe

Skills
A Skill is a mundane ability, that lets a character do something. This might be primarily a physical skill (such as Climbing or Lightsabre Combat), primarily a mental skill (such as Use Computer or Identify Alien), or a skill that could be either or both (such as Be The Best or Lightning Reactions).

Personality Traits

“Eating people alive? Where’s that get fun?”
-- Jayne, Serenity

Personality Traits are attitudes, beliefs, characteristics and motivations that your hero possesses. They can be used in an ability test just like any other kind of ability. Moreso than any other kind of ability, however, personality traits can be a double-edged sword. Those same qualities that allow a character to triumph against extreme adversity might also get him into even more trouble. They are an important part of creating an interesting hero, one with great passions, heroic virtues, and maybe a tragic flaw. Some examples of Personality Traits that your hero might possess are: Brave, Afraid of Blue Sun, Machines Just Talk to Me, Greedy, Superstitious, Curious, Protect My Sister at All Costs.

Items And Gear

“Boy, sure would be nice if we had some grenades, don’tcha think?”
-- Jayne, Serenity

Armour, vehicles, guns, and strange technological gadgets are an important part of any character’s repertoire. Items are treated just like any other ability and can even be improved in the same way. This could be because they are modified, more is learned about what they can do, or simply because they have been replaced. Some items, notably weapons and vehicles, are treated as short keywords in their own right and may have several separate abilities. A list of common weapon, armor, and vehicle types can be found at the end of this text.

Wealth

“At last. We can retire and give up this life of crime.”
-- Zoe, Serenity

Wealth is not necessarily a stack of credit tokens; it could just as easily mean the hero owns property, has a rich benefactor, or runs a successful business. Just like any other ability, wealth is used to do things - influence people, show status, and buy stuff. Each character has a Wealth rating, determined by his occupation, which describes his broad standard of living. Here is a general guide to what each Wealth rating means, and who might expect to have it:

  • 6 Minimal; slaves, beggars, prisoners.
  • 13 Common; most working people.
  • 17 Prosperous; middle classes, professionals.
  • 5m Rich; minor nobility, businessmen.
  • 5m2 Very Rich; higher nobles, corporate executives.
  • 5m3 Obscenely Rich; planetary governors, corporations.
  • 5m4 Parliament

If you want to buy something, think about what you are asking for. If it amounts to a new or improved ability, your coins can be the rationale, but you must still pay the Hero Points. If you want to bribe someone or hire a ship, roll the dice. If you just want to buy some blue milk, or tip the concierge, remember that same things are probably not even worth rolling for.

Relationships

“I take care of me and mine. That don’t include you ‘less I conjure it does.”
-- Malcolm Reynolds, Serenity

Relationship abilities quantify your hero’s personal ties, friends, and commitments. They can be with a person, a community, or an organization. Your hero’s Home world and Occupation will provide some common types of relationship your character could start with. It is a good thing for your hero to have allies he can count on and family he can fight for. Remember, even the bravest hero cannot take on the Alliance by himself! The ability rating measures how strong the relationship is. There are several types of relationship:

  • Allies are about as powerful as the character but have lives of their own. They will occasionally provide (or require!) aid.
  • Contacts provide information and indirect aid to the character, in exchange for money or favours.
  • Dependants are friends and family who seem to largely exist in order to be threatened or kidnapped.
  • Enemies are those who stand in your way, from honest competitors to love rivals and bluer foes.
  • Patrons are more experienced and powerful mentors who will make cameo appearances when most needed.
  • Retainers are assistants and employees who follow your character around. They count as 3 abilities each. They are controlled by the player but will rebel if mistreated. They have one keyword at 15 and another ability at 13, neither of which can improve.

Psychic Powers

“Also… I can kill you with my brain…”
-- River, Trash

There are two types of Psychic abilities. Affinities are broad, unfocused ‘talents’ that can only be used to augment other abilities. Within each affinity are more specific powers called feats, which can be used actively using the rating of the ‘parent’ affinity. You can improve feats as separate bonuses to the affinity (for example, Impossible Leap +3) or improve the affinity itself at an increased cost. You can also improvise feats you have not yet learned with a penalty of -10

The GM must approve characters with psychic abilities.

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Page last modified on May 08, 2006, at 02:45 PM by DoyceTesterman

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