Attributes |
Mental |
Physical |
Social |
|
Intelligence |
4 |
Strength |
2 |
Presence |
2 |
|
Wits |
2 |
Dexterity |
2 |
Manipulation |
2 |
|
Resolve |
2 |
Stamina |
2 |
Composure |
3 |
|
Skills |
|
Mental |
Physical |
Social |
|
-3 Unskilled |
-1 Unskilled |
-1 Unskilled |
Advantages |
Academics |
2 |
Athletics |
0 |
Animal Ken |
0 |
Size |
5 |
Computer |
2 |
Brawl |
0 |
Empathy |
2 |
Health |
7 |
Crafts |
4 |
Drive |
2 |
Expression |
1 |
Defense |
2 |
Investigation |
1 |
Firearms |
1 |
Intimidation |
0 |
Willpower |
5 |
Medicine |
0 |
Larceny |
1 |
Persuasion |
1 |
Initiative |
4 |
Occult |
1 |
Stealth |
0 |
Socialize |
2 |
Speed |
9 |
Politics |
0 |
Survival |
0 |
Streetwise |
1 |
Integrity |
7 |
Science |
2 |
Weaponry |
0 |
Subterfuge |
0 |
|
Skill Specialties
Crafts: Tinkering
Science: Research
Drive: Experimental Vehicles
Crafts: Repair
Computers: Electronic Modifications
Asset skills: Computer, Crafts, Science
Asset skills get 9-again; Rote if you spend a Willpower
Beat whenever purchasing an Asset Skill dot
Professional Training ••••• Inventor (Computer, Crafts, Science)
Prerequisites: --
Profession |
Asset Skills |
Academic |
Academics, Science |
Artist |
Crafts, Expression |
Athlete |
Athletics, Medicine |
Cop |
Streetwise, Firearms |
Criminal |
Larceny, Streetwise |
Detective |
Empathy, Investigation |
Doctor |
Empathy, Medicine |
Engineer |
Crafts, Science |
Hacker |
Computer, Science |
Hit Man |
Firearms, Stealth |
Journalist |
Expression, Investigation |
Laborer |
Athletics, Crafts |
Occultist |
Investigation, Occult |
Politician |
Politics, Subterfuge |
Professional |
Academics, Persuasion |
Religious Leader |
Academics, Occult |
Scientist |
Investigation, Science |
Socialite |
Politics, Socialize |
Stuntman |
Athletics, Drive |
Survivalist |
Animal Ken, Survival |
Soldier |
Firearms, Survival |
Technician |
Crafts, Investigation |
Thug |
Brawl, Intimidation |
Vagrant |
Streetwise, Survival |
Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character. Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
• Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
••• Breadth of Knowledge: Due to her advancement in her field, she's picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill and take two Specialties in your character's Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she's almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on a the first roll.
Professions
To the right is a list of the most common professions and their Asset Skills. Feel free to create your own to suit the needs of your characters and stories. Also, you may adapt the Asset Skills as fit. For example, your police officer might be more proficient with Politics and Intimidation than Firearms and Streetwise.
Prerequisites: --
Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit.
This Merit can be purchased multiple times, to reflect different Skills. Additionally, its benefits can be shared by various characters, with permission.
Prerequisites: --
Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit.
This Merit can be purchased multiple times, to reflect different Skills. Additionally, its benefits can be shared by various characters, with permission.
Prerequisites: Resolve •• and one Skill Specialty
Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forego the +1 bonus afforded by a Specialty, in exchange for a +2.
Prerequisites: Skill at ••• or higher with a Specialty
Choose a Specialty that your character possesses when you purchase this Merit. You can apply the +1 from that Specialty on any Skill with at least one dot, provided it's justifiable within the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be able to use it when targeting a specific body part with Weaponry, but could not with a general strike.
Prerequisites: Crafts •••, Drive •, Science •
Your character knows how to fine-tune a vehicle to utter extremes. When determining how many modifications she can add to a vehicle, triple her Crafts dots instead of doubling them. So a character with Crafts •••• could support 12 modifications on a vehicle instead of eight. Additionally, any relevant Crafts Specialties add one more potential modification to the total.
Prerequisites: Academics •• or Science ••
Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.
Prerequisites: --
Your character knows how to pace herself and take the time to do the job right the first time. When taking an extended action, you may make two additional rolls, above what your Attribute + Skill allows.
Prerequisites: --
This Merit reflects your character’s disposable income. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she
might have little money to throw around. Characters are assumed to have basic necessities without Resources.
The dot rating determines the relative amount of disposable funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason).
For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Contacts •• Palladium Police, Tinkerers
Prerequisites: --
Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• mught have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, via email, by telephone, or even by seance in some strange instances.
Garnering information via contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintaned good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information.
One use of a Contact is to dig dirt on another character. A Contact can find another character's Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example). A character can have more than five Contacts, but the Merit's rating is limited to five, for the purposes of Allies blocking.
1. What is the worst thing your character has ever done?
One night out on the town, Barry was the victim of a mugging. He turned the events back on the mugger by activating his newly-created Personal Energy Shield. However, he's underestimated its power, and the shock it dealt to the mugger seriously injured him. Barry was seriously distraught after that, and he's worked hard to rein in his equipment to try and keep them from doing serious harm.
Breaking Point: One of Barry's gadgets does accidental, serious harm.
2. What is the worst thing your character can imagine himself doing?
Doing serious physical harm to someone else, accidentally.
Breaking Point: Barry intentionally harm another human being.
3. What is the worst thing your character can imagine someone else doing?
Killing.
Breaking Point: Barry witnesses a death.
4. What has your character forgotten?
Barry had a high school sweetheart. They never officially dated, but it was clear they were both interested. She asked him out to prom… and he completely spaced on the whole night, having spent it in his shop. She was heartbroken.
He's since forgotten her name, and remembering that night or that he once had someone who cared for him like that, brings moments of crushing guilt, before he shoves it to the back of his mind again.
Breaking Point: Barry breaks a promise to someone he cares about.
5. What is the most traumatic thing that has ever happened to your character?
The thing that interested Barry in making a self-defense device was when he got mugged a few blocks away from his apartment in Palladium. The muggers took his wallet, his watch, his cell phone, and then proceeded to beat him up for the fun of it, leaving him injured and only able to lay curled up on the asphalt in pain, until he could see straight enough to wobble home.
Breaking Point: Someone tries to hurt Barry.
Aspirations
Short Term: Make a cool thing!
Short Term: Spend some alone time with his cute assistant.
Long Term: Save someone's life!
Background
1. What do you want to accomplish with this character?
Meet people! Make things! Have cute RP with Astrid! Show off what a fucking dorky nerd he is!
2. How do you see this character's arc concluding?
A lab explosion? I really have no idea.
3. Does your character have any connections to PC characters? Any important relationships to note, like Allies, Contacts, or Mentors?
Astrid is his assistant who is VERY pretty and VERY intelligent, and the feelings he has for her are purely professional. That's what he keeps telling himself.
He has Contacts around Palladium. He keeps in touch with other tinkerers, and he has made a few pieces of equipment for the Palladium Police department, so he knows a few people there.
4. What does your character do for a living? If not their occupation, what are their hobbies or passions?
Barry runs his own small company, where he designs and builds gadgets and doo-dads to order. He specializes in defense and communication, and is not well-organized enough to establish any kind of mass-production, so everything he makes is hand-crafted. His assistant, Astrid Wallace, is the one who mostly keeps the place running, by paying bills, placing orders, and doing taxes, while the absent-minded professor is lost in his inventions.
5. Has your character joined any factions? If so, what drew them there?
Barry is a proud Technocrat. While in school, he was drawn in by the high-flying speeches that spoke of a better, more peaceful world through the creation of better technology. He is 110% invested in the dreams of the Technocrats, and will go on at length about them if allowed.
6. In the fight between Nature and Technology, where does your character lie?
Very much Technology. He's aware that sustainability and eco-friendly are important things, but his priorities are creating MORE and BETTER technology for the betterment of humanity.
7. What does your character care about above all?
Making the world a better place.
8.What does your character despise above all?
Willful ignorance and needless hostility, which is why he tends to focus on inventions that can be used for self-defense or communication/education.
9. How does your character feel about the supernatural?
He is fascinated by them and the amazing abilities they seem to have, but terrified of their potential. He's the type to take calipers to a werewolf's head when it's not looking, but hide behind a tree when it glances over.
10. Has your character had any bad experiences with the supernatural?
There was the time some Technopathic gang members tried to rob his shop. They underestimated their ability to overwhelm his defensive gadgets with their powers, and Barry was able to drive them away, but not before they destroyed several thousand bucks worth of equipment. Barry is convinced, even more, of the old adage: power corrupts.