Post by Mike E. on Feb 2, 2014 14:15:05 GMT -6
You can post your characters here. I will also allow self characters if you want.
Agent Creation Summary
• Come up with a name
• Pick a former career or background
• Place nine dice in your skills (Academics, Athletics, Technology and Contact)
• No skill may have more than 4 dice or less than 1 die
• Choose a Talent that’s appropriate for your agent’s background
Stats:
Academics
Academics is the skill you’ll use when researching information (either online or in printed texts), coming up with theories, remembering facts and figures and both identifying and solving problems. Characters with a high Academics score are walking databases of useful information. Characters with low Academics are walking index cards of useful information. Single index cards.
Athletics
If the Academics skill represents your character’s brains, then brawn is measured by the Athletics skill. Anything physical (running, swimming, hiding, climbing and yes…fighting) is covered by Athletics. Firing weapons, such as crossbows or pistols, is also covered by this skill. Characters with a high Athletics score are excellent physical specimens, superior marksmen and able fighters. Characters with low Athletics are out-of-shape, scrawny, overweight or sickly.
Technology
The exception to this rule is when the firearm is some whacked-out scientific device. In this case, you’ll use the third skill: Technology, used to operate, repair or build equipment. Technology is also used whenever you want to buy (or have access) to equipment – anything from a computer to a shark cage. Characters with a high Technology score are elite hackers, expert inventors and hi-tech pack rats. Characters with low Technology scores have trouble setting the clock on their VCR.
Contact
The fourth and last skill is called Contact. Contact is your character’s ability to talk to people…normal people. Potential clients, anxious investors, bored housewives, litigious lawyers, nosy reporters, irate police officers, annoying kids, and obsequious politicians. It also represents your character’s list of contacts – people that the character can call for advice, assistance and support. If your character is a people-person or has an active social life then he or she would probably have a high Contact score. Someone with a low Contact score…well, they hunt ghosts, demons and vampires for a living…
Point Distribution
You have nine skill dice to distribute to your character’s skills. Obviously, the more dice in a skill, the better your character is in that area. No one skill can be higher than four or lower than one.
Talents
Your agent will also possess a unique Talent. Choose an area where your character will gain a bonus die. Whenever this area comes into play, you’ll roll an extra die. Some sample Talents are:
• Computers
• Car Mechanic
• Football Player
• Star Trek Geek
• Don Juan
• Ninja Training
• Librarian
• Botany
Agent Creation Summary
• Come up with a name
• Pick a former career or background
• Place nine dice in your skills (Academics, Athletics, Technology and Contact)
• No skill may have more than 4 dice or less than 1 die
• Choose a Talent that’s appropriate for your agent’s background
Stats:
Academics
Academics is the skill you’ll use when researching information (either online or in printed texts), coming up with theories, remembering facts and figures and both identifying and solving problems. Characters with a high Academics score are walking databases of useful information. Characters with low Academics are walking index cards of useful information. Single index cards.
Athletics
If the Academics skill represents your character’s brains, then brawn is measured by the Athletics skill. Anything physical (running, swimming, hiding, climbing and yes…fighting) is covered by Athletics. Firing weapons, such as crossbows or pistols, is also covered by this skill. Characters with a high Athletics score are excellent physical specimens, superior marksmen and able fighters. Characters with low Athletics are out-of-shape, scrawny, overweight or sickly.
Technology
The exception to this rule is when the firearm is some whacked-out scientific device. In this case, you’ll use the third skill: Technology, used to operate, repair or build equipment. Technology is also used whenever you want to buy (or have access) to equipment – anything from a computer to a shark cage. Characters with a high Technology score are elite hackers, expert inventors and hi-tech pack rats. Characters with low Technology scores have trouble setting the clock on their VCR.
Contact
The fourth and last skill is called Contact. Contact is your character’s ability to talk to people…normal people. Potential clients, anxious investors, bored housewives, litigious lawyers, nosy reporters, irate police officers, annoying kids, and obsequious politicians. It also represents your character’s list of contacts – people that the character can call for advice, assistance and support. If your character is a people-person or has an active social life then he or she would probably have a high Contact score. Someone with a low Contact score…well, they hunt ghosts, demons and vampires for a living…
Point Distribution
You have nine skill dice to distribute to your character’s skills. Obviously, the more dice in a skill, the better your character is in that area. No one skill can be higher than four or lower than one.
Talents
Your agent will also possess a unique Talent. Choose an area where your character will gain a bonus die. Whenever this area comes into play, you’ll roll an extra die. Some sample Talents are:
• Computers
• Car Mechanic
• Football Player
• Star Trek Geek
• Don Juan
• Ninja Training
• Librarian
• Botany