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WS Character Creation and House Rules

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We will be using the new Trinity Continuum Core and the Trinity Continuum: Aeon books. No other published material will be used by you the players although I as Story Teller may use some material adapted from the 1st Edition of Trinity, Aberrant, or Adventure or other non Trinity resources. In some instances I may make these additional resources available to some or all of you as the story demands.

Character Creation

Step One: Concept

apted from the 1st Edition of Trinity, Aberrant, or Adventure or other non Trinity resources. In some instances I may make these additional resources available to some or all of you as the story demands.

Character Creation

Step One: Concept

All player characters share the same concept all of you are High School Students in the 11th or 12th grade.

Ages range from 16-17 for 11th grade students and 17-18 for 12th grade students

All characters attend Shelly High School in the town of Shelly, Montana

Characters should not be new students, most should have been residents of Shelly for most of their lives but in the case of some such as Military Brat it is more likely that they have not lived in this location for more than a few years. In any case all characters must have been living in Shelly at least for one year prior to the beginning of the game.

We can work out backgrounds in detail.

You may elaborate on your concept if you desire but it is not necessary. For instance you could say your concept is High School Student and Athlete training for the Olympics, or High School Student and Photographer for the school paper, and so on.

Next, each player chooses Aspirations: two short-term and one long-term. Aspirations are a player’s goals for his character, not necessarily the character’s own goals. Aspirations are story moments a player wants to see happen to or for his character.


 

Step Two: Paths

Choose your Origin and Role Paths from the list below. Social Paths are not done the same as in the core book since the characters will not begin belong to any organizations as such. For this reason for your Social path you may choose a second Role Path and designate it a social path. This choice must be compatible with your chosen role through justification and you can choose the same path that you already chose if you desire.

All of these Paths are example and are not an exhaustive list. You may create your own Paths using the rules found on page 40 of the Core book, but please remember this is high school.


 

Origin Paths appropriate for WS (descriptions start on page 41)

Thrill Seeker (Adventurer in the book)

Life of Privilege

Military Brat ( this is one a lot of you want and I am going to disappoint you. I am listing it here because there are two former characters who fit this bill. Only Lilly and Jeane will be allowed to have this Path if they wish to bring their characters over. Everyone else has to be a towny. If one or both former characters do not return I will entertain requests.)

Suburbia

Outdoorsman (Survivalist in the book)


 


 

Role Paths; the following paths replace those found in the book and are as you can see appropriate for high school. (thanks go to Dave and Sean for their help with this part)


 

Athletes – Live for athletics and tend to be popular with many of their peers. Athletes tend to play and support the school's athletic agenda and by making the school look better in the eyes of the community, and in so doing improve their social standing among their peers and leaders within their institutions.
Common Students – Jocks (Basketball, Football, Volleyball), Cheerleaders, Track and Field (Male and Female), Extracurricular Clubs or Activities (Gymnastics, Zumba, Crossfit)

 Skills: Aim, Athletics, Integrity, Medicine

Edges: Always Prepared, Small Unit Tactics, Adrenalin Spike, Ambidextrous, Breath Control, Hair Trigger Reflexes, Hardy, Swift, Tough Cookie, Free Running

 

Geeks – A group of students described as being intellectual, obsessive or socially impaired. They usually don't have the modern fashion sense of other groups, and they usually prefer chess to hoops. Geeks are smart, but they sometimes have a hard time socially, as many teens view them as being more boring to be around than others.
Common Students – Fantasy Movie/Comic Nerds, Gamers, Intellectuals, Role-Players, Nerd Trivia Buffs, Technical Guys/Gals

Skills: Enigmas , Humanities, Science ,Technology

 Edges: Always Prepared, Library, Lightning Calculator, Photographic Memory, Speed Reading, Wealth

 

Performance Art Crowd – the teens who are obsessed with, and more than likely to perform professionally. They typically have a very busy and complicated schedule, spending most of their time in rehearsal for the school show or working on their craft. They generally do well academically and have a good sense of responsibility. Their hobbies include learning all the songs and dances to all their favorite musicals, singing randomly at any given time, and obsessing over a new performance every week. They are usually very kind and sweet to those outside of their own clique, except for the occasional diva. They are also creative and very funny, but have a unique sense of humor which is only funny to those who understand musical theater references; their preferred subjects are in the performing arts—drama, singing, dance, acting, and musical theater. They may also be involved in other performing arts activities, such as choir or dancing.
Common Students – Band Kids, Drama Club Members, Dancers, Singers, Thespians

Skills: Empathy , Humanities , Integrity , Persuasion

Edges: Artistic Talent, Big Hearted, Skilled Liar, Striking, Patron, Fame, Direction Sense

 

Rebels – May be socially challenged and unable to fit in, or they may be independent and feel no need to join any one group exclusively. They tend to have an "I don't care about anything" attitude, and will oftentimes get in trouble for it.
Common Students – Burnouts, Goths, Skaters, Emo Kids, Rockers

Skills: Close Combat, Integrity , Larceny ,Survival

Edges: Danger Sense,Iron Will, Adrenaline Spike, Swift, Tough Cookie, Covert, Skilled Liar, Striking

 

Hipsters – make a big effort to assemble a wardrobe that seems effortless. They challenge traditional norms and modern trends. All genders wear tight jeans, flannel shirts, Buddy Holly glasses and vintage clothing. They follow the latest trends in fashion and like to be independent from the other cliques and often do what is "uncool" before it becomes "cool".
Common Students – Hipsters. (But seriously... at this point you're so douchey, just kill yourself.)

Skills: Culture , Empathy , Integrity , Persuasion

Edges: Striking, Wealth, Skilled Liar, Patron, Fame

 

Preps – Preps tend to be good at being social and having fun and usually come from an upper middle class or upper-class family. Sometimes they overlap with jocks, especially when it comes to sports. In most high schools, preps are those most commonly chosen to have important positions for school events.
Common Students - Class President, Ideal Home Coming King/Queen, Prom Court, Mean Girl, Scenester, That Guy/Gal with Rich Parents, The School Prude

Skills: Command , Empathy, Integrity, Persuasion

Edges: Wealth, Fame, Patron, Striking, Iron Will


 

You gain three dots to distribute among the four Skills for each Path. A player may choose to put all three dots in one Skill or divide the dots among two or three Skills. A player may not use dots from one Path for Skills associated with a different Path.

Community, contact, and access connections (p. 40). Players choose a single community connec­tion within the Path to belong to and gains one dot towards a contact connection.

Edges associated with the Path. Players gain two dots to distribute among the Edges associated with each Path. A player can devote both dots to a single Edge or divide them between two. If an Edge belongs to a character’s Path, she gets a discount for purchasing that Edge with Experience later.

 

A note on Edges; This is a game set in High School so keep this in mind when thinking about the edges, scale them in your mind to that i.e. Fame of 1 means your class, 2 would be the whole school, 3 would be most people in the town. Small Unit Tactics is how to plan an assault on a terrorist camp its how to decide which play to make in the big game.


 


 

STEP THREE: SKILLS, SKILL TRICKS, AND SPECIALTIES

The Trinity Continuum has a total of 16 Skills (pp. 44-53), with each Skill being rated from 0-5. These Skills represent what a character can do; they represent the abilities she has learned and knowledge she has acquired over the course of her life. Most of a character’s Skills come from her Paths, but each player also gets six addition­al dots to distribute among any of the Skills. The total number of Skill points a character receives at character creation for Skills, through Paths or not, is 15.

A character may gain a Skill Trick when she has three dots in a Skill and an additional Trick for each additional dot she has over three. Characters may start with one Skill Trick at creation.

For any Skills at or above three dots, gain a Specialty.


 


 

STEP FOUR: ATTRIBUTES

Attributes represent different ways of acting and how adept a character is at each. Trinity Continuum has nine Attributes divided among three Arenas: Physical, Mental, and Social. Attributes are rated 1-6, though only Talents and special characters may gain the ability to purchase a sixth dot in an Attribute, through purchasing an Edge.

Players do not need to the three Arenas in any specific order.

Characters begin with a single Attribute dot in each of their nine Attributes. Players distribute fifteen dots among the nine attributes in any order.

No Attribute may have more than five dots at char­acter creation.

Attributes in Trinity Continuum also have an Approach. The Approach is how the character applies the Arena. The three Approaches are Force, Finesse, and Resilience. Every character has a Favored Approach or preferred way of approaching a problem, regardless of which Arena he’s acting within. If he likes to be direct, his Favored Approach is probably Force. If he likes a delicate touch, his Favored Approach is likely Finesse. If he likes to let people tire themselves out against him, his Favored Approach is probably Resilience.

Favored Approach is a role playing tool and while it does give an additional benefit later for right now simply choose your approach.


 

Step Five Power Template

we will be skipping this Step for now how ever as a player you should be thinking of which type of power you wish to have be it Talent or Psion. If you already know which you wish to have go ahead and write that down.

Talents can be found in the Core book and Psions in the Aeon book.

Talents aside from associations are pretty much as written.

Psions are not as written in the book and will be covered at the appropriate time. However the psionic powers will be used as written and those rules can be read for familiarization. In fact I recommend it.

There will be some restrictions as to the distribution of psionic powers. I don't want three characters all having the same power set and returning characters who wish to recreate there AWS character will have priority ie. If Dave recreates Jaunt and wishes to have teleport Jaunt will have priority in taking that aptitude as his primary.


 


 


 

STEP SIX: FINAL TOUCHES

The final touches of character creation involve distributing additional Experience and calculating a character’s Health and Defense rating.

GAIN BONUS TRAITS

Each character receives one extra Attribute dot to put in any Attribute, as long as it does not raise it above the normal maximum. They also gain four points of Edges, which can come from outside their Path but must follow any normal prerequisites. The Story-guide may award additional Experience at her discretion to further improve characters: The costs for each of these is in the Experience costs table lo­cated in “Character Advancement” below.

HEALTH

Every character has an Injury Condition tracker. Every character has three levels of Injury at char­acter creation, Maimed, Injured, and Bruised. At Stamina 3, the character gains an additional Injured level and at Stamina 5 the character gains an addi­tional Bruised level.

DEFENSE

A character’s standard Defense is 1. Characters can attempt to make a defensive action when being attacked by rolling whichever Resilience Attribute makes the most sense, with no Skill added (see p. 105).


 

 

All player characters share the same concept all of you are High School Students in the 11th or 12th grade.

Ages range from 16-17 for 11th grade students and 17-18 for 12th grade students

All characters attend Shelly High School in the town of Shelly, Montana

Characters should not be new students, most should have been residents of Shelly for most of their lives but in the case of some such as Military Brat it is more likely that they have not lived in this location for more than a few years. In any case all characters must have been living in Shelly at least for one year prior to the beginning of the game.

We can work out backgrounds in detail.

You may elaborate on your concept if you desire but it is not necessary. For instance you could say your concept is High School Student and Athlete training for the Olympics, or High School Student and Photographer for the school paper, and so on.

Next, each player chooses Aspirations: two short-term and one long-term. Aspirations are a player’s goals for his character, not necessarily the character’s own goals. Aspirations are story moments a player wants to see happen to or for his character.


 

Step Two: Paths

Choose your Origin and Role Paths from the list below. Social Paths are not done the same as in the core book since the characters will not begin belong to any organizations as such. For this reason for your Social path you may choose a second Role Path and designate it a social path. This choice must be compatible with your chosen role through justification.

All of these Paths are example and are not an exhaustive list. You may create your own Paths using the rules found on page 40 of the Core book, but please remember this is high school.


 

Origin Paths appropriate for WS (descriptions start on page 41)

Thrill Seeker (Adventurer in the book)

Life of Privilege

Military Brat ( this is one a lot of you want and I am going to disappoint you. I am listing it here because there are two former characters who fit this bill. Only Lilly and Jeane will be allowed to have this Path if they wish to bring their characters over. Everyone else has to be a towny. If one or both former characters do not return I will entertain requests.)

Suburbia

Outdoorsman (Survivalist in the book)


 


 

Role Paths; the following paths replace those found in the book and are as you can see appropriate for high school. (thanks go to Dave and Sean for their help with this part)


 

Athletes – Live for athletics and tend to be popular with many of their peers. Athletes tend to play and support the school's athletic agenda and by making the school look better in the eyes of the community, and in so doing improve their social standing among their peers and leaders within their institutions.
Common Students – Jocks (Basketball, Football, Volleyball), Cheerleaders, Track and Field (Male and Female), Extracurricular Clubs or Activities (Gymnastics, Zumba, Crossfit)

 Skills: Aim, Athletics, Integrity, Medicine

Edges: Always Prepared, Small Unit Tactics, Adrenalin Spike, Ambidextrous, Breath Control, Hair Trigger Reflexes, Hardy, Swift, Tough Cookie, Free Running

 

Geeks – A group of students described as being intellectual, obsessive or socially impaired. They usually don't have the modern fashion sense of other groups, and they usually prefer chess to hoops. Geeks are smart, but they sometimes have a hard time socially, as many teens view them as being more boring to be around than others.
Common Students – Fantasy Movie/Comic Nerds, Gamers, Intellectuals, Role-Players, Nerd Trivia Buffs, Technical Guys/Gals

Skills: Enigmas , Humanities, Science ,Technology

 Edges: Always Prepared, Library, Lightning Calculator, Photographic Memory, Speed Reading, Wealth

 

Performance Art Crowd – the teens who are obsessed with, and more than likely to perform professionally. They typically have a very busy and complicated schedule, spending most of their time in rehearsal for the school show or working on their craft. They generally do well academically and have a good sense of responsibility. Their hobbies include learning all the songs and dances to all their favorite musicals, singing randomly at any given time, and obsessing over a new performance every week. They are usually very kind and sweet to those outside of their own clique, except for the occasional diva. They are also creative and very funny, but have a unique sense of humor which is only funny to those who understand musical theater references; their preferred subjects are in the performing arts—drama, singing, dance, acting, and musical theater. They may also be involved in other performing arts activities, such as choir or dancing.
Common Students – Band Kids, Drama Club Members, Dancers, Singers, Thespians

Skills: Empathy , Humanities , Integrity , Persuasion

Edges: Artistic Talent, Big Hearted, Skilled Liar, Striking, Patron, Fame, Direction Sense

 

Rebels – May be socially challenged and unable to fit in, or they may be independent and feel no need to join any one group exclusively. They tend to have an "I don't care about anything" attitude, and will oftentimes get in trouble for it.
Common Students – Burnouts, Goths, Skaters, Emo Kids, Rockers

Skills: Close Combat, Integrity , Larceny ,Survival

Edges: Danger Sense,Iron Will, Adrenaline Spike, Swift, Tough Cookie, Covert, Skilled Liar, Striking

 

Hipsters – make a big effort to assemble a wardrobe that seems effortless. They challenge traditional norms and modern trends. All genders wear tight jeans, flannel shirts, Buddy Holly glasses and vintage clothing. They follow the latest trends in fashion and like to be independent from the other cliques and often do what is "uncool" before it becomes "cool".
Common Students – Hipsters. (But seriously... at this point you're so douchey, just kill yourself.)

Skills: Culture , Empathy , Integrity , Persuasion

Edges: Striking, Wealth, Skilled Liar, Patron, Fame

 

Preps – Preps tend to be good at being social and having fun and usually come from an upper middle class or upper-class family. Sometimes they overlap with jocks, especially when it comes to sports. In most high schools, preps are those most commonly chosen to have important positions for school events.
Common Students - Class President, Ideal Home Coming King/Queen, Prom Court, Mean Girl, Scenester, That Guy/Gal with Rich Parents, The School Prude

Skills: Command , Empathy, Integrity, Persuasion

Edges: Wealth, Fame, Patron, Striking, Iron Will


 

You gain three dots to distribute among the four Skills for each Path. A player may choose to put all three dots in one Skill or divide the dots among two or three Skills. A player may not use dots from one Path for Skills associated with a different Path.

Community, contact, and access connections (p. 40). Players choose a single community connec­tion within the Path to belong to and gains one dot towards a contact connection.

Edges associated with the Path. Players gain two dots to distribute among the Edges associated with each Path. A player can devote both dots to a single Edge or divide them between two. If an Edge belongs to a character’s Path, she gets a discount for purchasing that Edge with Experience later.

 

A note on Edges; This is a game set in High School so keep this in mind when thinking about the edges, scale them in your mind to that i.e. Fame of 1 means your class, 2 would be the whole school, 3 would be most people in the town. Small Unit Tactics is how to plan an assault on a terrorist camp its how to decide which play to make in the big game.


 


 

STEP THREE: SKILLS, SKILL TRICKS, AND SPECIALTIES

The Trinity Continuum has a total of 16 Skills (pp. 44-53), with each Skill being rated from 0-5. These Skills represent what a character can do; they represent the abilities she has learned and knowledge she has acquired over the course of her life. Most of a character’s Skills come from her Paths, but each player also gets six addition­al dots to distribute among any of the Skills. The total number of Skill points a character receives at character creation for Skills, through Paths or not, is 15.

A character may gain a Skill Trick when she has three dots in a Skill and an additional Trick for each additional dot she has over three. Characters may start with one Skill Trick at creation.

For any Skills at or above three dots, gain a Specialty.


 


 

STEP FOUR: ATTRIBUTES

Attributes represent different ways of acting and how adept a character is at each. Trinity Continuum has nine Attributes divided among three Arenas: Physical, Mental, and Social. Attributes are rated 1-6, though only Talents and special characters may gain the ability to purchase a sixth dot in an Attribute, through purchasing an Edge.

Players do not need to the three Arenas in any specific order.

Characters begin with a single Attribute dot in each of their nine Attributes. Players distribute fifteen dots among the nine attributes in any order.

No Attribute may have more than five dots at char­acter creation.

Attributes in Trinity Continuum also have an Approach. The Approach is how the character applies the Arena. The three Approaches are Force, Finesse, and Resilience. Every character has a Favored Approach or preferred way of approaching a problem, regardless of which Arena he’s acting within. If he likes to be direct, his Favored Approach is probably Force. If he likes a delicate touch, his Favored Approach is likely Finesse. If he likes to let people tire themselves out against him, his Favored Approach is probably Resilience.

Favored Approach is a role playing tool and while it does give an additional benefit later for right now simply choose your approach.


 

Step Five Power Template

we will be skipping this Step for now how ever as a player you should be thinking of which type of power you wish to have be it Talent or Psion. If you already know which you wish to have go ahead and write that down.

Talents can be found in the Core book and Psions in the Aeon book.

Talents aside from associations are pretty much as written.

Psions are not as written in the book and will be covered at the appropriate time. However the psionic powers will be used as written and those rules can be read for familiarization. In fact I recommend it.

There will be some restrictions as to the distribution of psionic powers. I don't want three characters all having the same power set and returning characters who wish to recreate there AWS character will have priority ie. If Dave recreates Jaunt and wishes to have teleport Jaunt will have priority in taking that aptitude as his primary.

 

STEP SIX: FINAL TOUCHES

The final touches of character creation involve distributing additional Experience and calculating a character’s Health and Defense rating.

GAIN BONUS TRAITS

Each character receives one extra Attribute dot to put in any Attribute, as long as it does not raise it above the normal maximum. They also gain four points of Edges, which can come from outside their Path but must follow any normal prerequisites. The Story-guide may award additional Experience at her discretion to further improve characters: The costs for each of these is in the Experience costs table lo­cated in “Character Advancement” below.

HEALTH

Every character has an Injury Condition tracker. Every character has three levels of Injury at char­acter creation, Maimed, Injured, and Bruised. At Stamina 3, the character gains an additional Injured level and at Stamina 5 the character gains an addi­tional Bruised level.

DEFENSE

A character’s standard Defense is 1. Characters can attempt to make a defensive action when being attacked by rolling whichever Resilience Attribute makes the most sense, with no Skill added (see p. 105).


 

Experience Costs Table

Object

Change

Cost

Attribute

Add one dot to a single Attribute

10 Experience

Edge

Add one dot in a new or existing Edge

3 Experience

Edge

Add one dot in a new or existing Path Edge

2 Experience

Enhanced Edge

Gain a new Enhanced Edge (even if it is a Path Edge)

6 Experience

Favored Approach

Change a character’s Favored Approach

15 Experience

Skill

Add one dot in a new or existing Skill

5 Experience

Skill Trick

Add a Skill Trick to a Skill

3 Experience

Specialty

Add a Specialty to a Skill

3 Experience

Path

Add one dot in a new or existing Path (maximum five Paths)

18 Experience


 

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Weirder Stuff

Talents Sheet

Name:
Player:
Concept:
Origin Path:
Role Path:
Society Path:
Additional Path:
Path Contacts:
Moment of Inspiration:

Skills: Aim , Athletics , Close Combat , Command , Culture , Empathy , Enigmas , Humanities , Integrity , Larceny , Medicine , Persuasion , Pilot , Science , Survival , Technology
Specialties:
Skill Tricks:

-Attributes-
Force – Intellect , Might , Presence
Finesse – Cunning , Dexterity , Manipulation
Resilience – Resolve , Stamina , Composure

Edges:
Gifts:
Path Contacts:
Aspirations:

Facets: Destructive , Intuitive , Reflective

-Armor-
Armor / Base / Hard / Soft

-Weapons-
Weapon / EN / Range / Damage / Type / Tags

-Vehicles-
Vehicle / Size / Handling / Speed / Tags / Weapons

-Injury Conditions-
Bruised (+1), Bruised (+1), X, X, Injured (+2), Injured (+2), Maimed (+4), Taken Out

Inspiration:

Defense = Appropriate Resilience Att
Experience:

 

Weirder Stuff

Psions Sheet

Name:
Player:
Concept:
Origin Path:
Role Path:
Society Path:
Path Contacts:
 

Skills: Aim , Athletics , Close Combat , Command , Culture , Empathy , Enigmas , Humanities , Integrity , Larceny , Medicine , Persuasion , Pilot , Science , Survival , Technology
Specialties:
Skill Tricks:

-Attributes-
Force – Intellect , Might , Presence
Finesse – Cunning , Dexterity , Manipulation
Resilience – Resolve , Stamina , Composure

Edges:
Gifts:
Aspirations:

-Psi Powers-
Aptitude:
Discipline:
Basic:
Proxy:

-Armor-
Armor / Base / Hard / Soft

-Weapons-
Weapon / EN / Range / Damage / Type / Tags

-Vehicles-
Vehicle / Size / Handling / Speed / Tags / Weapons

-Injury Conditions-
Bruised (+1), Bruised (+1), X, X, Injured (+2), Injured (+2), Maimed (+4), Taken Out

-Psi & Tolerance-
Psi:
Tolerance:

Defense = Appropriate Resilience Att
Experience:

Spoiler

Thanks to Dave who wrote these up for our use

 

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Addendum: When spending bonus points on Edges only purchase dots in Edges listed under Mental, Physical, and Social.

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ADDITIONAL PATHS - I will add any new Paths created by us here

ORIGIN

Broken Home – Divorce is a plague for many especially the children. You are from a broken home, your parents divorced, whether it was amicable or not it means your mom and dad live seperatly. You live with one and visit the other. There always seems to be a push and pull not only from the parents but also from you. There may be boyfriends and girlfriends even step parents and siblings. It leaves a mark regardless.

Skills: Empathy, Integrity, Persuasion, Technology

Connections: Close Friend, Pitying Neighbor, Aunt or Uncle

Edges: Ms. Fixit, Big Hearted, Patron, Safe House, Skilled Liar, Iron Will, Artistic Talent

 

ROLE

SOCIAL/SOCIETY

AT THE YMCA

Character hangs out and participates in sports, working out, swimming, or other similar activities at a local YMCA/YWCA or equivalent. These locations are often the only place where low income and disenfranchised youth can go to participate in social and non-scholastic sports activities. The organizations are usually nonprofit and are run by religious organizations or local governments.  This can also be used to represent belonging to a professional Gymnasium or other similar private organization.

Skills: Athletics, Close Combat, Culture, Empathy

Connections: Physical Trainer, Homeless Persons, Social Worker

Edges: Big Hearted*, Patron ***, Safe House*, Ms. Fixit**, Tough Cookie**,  Always Prepared*, Breath Control*, Swift*, Ambidextrous*,  Danger Sense*

 

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EDGES

New and player created Edges will go here

MENTAL

PHYSICAL

SOCIAL

Popularity (• to •••)  by Dave ST  (replace Fame for our game, Nina)

Essentially this is Fame for characters who've yet to reach adulthood and are still traveling in rather small, but well known cultures within their own community. Your character is well known among a particular clique of people. He could be popular for his money, personal accomplishments, a stroke of blind luck, or perhaps for being the friend or lover of someone with more Popularity (often know as popularity bleed, or popular by proxy).

• The character is well known within a small subculture in their neighborhood (like their school) or among select members of their home town's adult leadership (like community leaders, or faculty from their school). Whether well earned or not, the characters reputation grants them certain perks, like avoiding getting trouble or being allowed to stay later someplace after hours and 'lock up when you're done'.

•• The character is either instantly recognizable to all members of his local community, like the small town quarterback who threw the winning pass last season, or the entire county in which he/she dwells. The county sheriff whose been around for years would be a prime example of two dots of county-wide popularity

••• Your character's popularity is now at a statewide level, perhaps a governor or an athlete who has brought quite a bit of accolades in the states name either recently or in the past few years.

When choosing the Edge, define what your character is known for (star athlete, down home girl next door, scholastic ace, local rich guy). Each dot provides 1 Enhancement to any social actions among those who are impressed by their status.

Drawback: Any attempts to find or identify your character gain 1 Enhancement per dot of the Edge. Also, he may have several 'hangers on' or be followed by people who just want to mooch of their popularity. Characters with Popularity, like the Fame Edge, cannot possess the Covert Edge or the Anonymous Enhanced Edge. Also, if you or someone else is part of 'popularity bleed' they can not possess more Popularity dots than the person who made them popular.

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LANGUAGES

Languages are not a thing to worry about in this version of trinity. You can know what ever language you need to as long as you can justify it. If rolls are required to understand or decipher depending on the situation it would fall under culture or humanities.

If you just have to have a written rule for how many languages you can know call it one extra language per 2 dots in int. if your humanities is specialized in Languages add one language per humanities dot to that.

Personally I would just go the route of justification. 

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