John Polack Posted October 25, 2014 Report Share Posted October 25, 2014 aHI all just got the books and the GM screen love 'em! Making my first character and I am stuck on starting skills? I have dealt my cross and have got my station and such...but am I missing skills? I get the Cross and my Root skill but how do I get the name of the skills after I get the basic statts 3,3,2,1,1 etc. But do I pick the skills I want for the PC? Sorry just trying to figure this all out before I get my players to make characters so I have the process down.... Thanks in advance... Giddoen 1 Quote Link to comment Share on other sites More sharing options...
Shadowopal Posted October 25, 2014 Report Share Posted October 25, 2014 You do the crossroads to get the numbers. Then you select an aspect/skill to assign each number to. You may not assign a number to a skill twice even if the numbers come from different crossroads draws. So for instance if you draw for the Center card: 7 ram reporter (Literacy) Northern card 13 tomes (3,3,2) and for southern card ace of Masks (3,2,1,1,1,1) you will select 9 skills: 3 at rank 3 2 at rank 2 4 at rank 1 So pretend I choose the following skills: Flexible 3 Martial arts 3 Printing 3 Doctor 2 Scrutiny 2 Notice 1 Scrutiny 1 Necromancy 1 Centering 1 Literacy 1(station skill) 1 Quote Link to comment Share on other sites More sharing options...
John Polack Posted October 25, 2014 Author Report Share Posted October 25, 2014 got it so I just choose my skills and done double on the assignment of the points.... Thanks Shadowpal Quote Link to comment Share on other sites More sharing options...
Shadowopal Posted October 26, 2014 Report Share Posted October 26, 2014 Absolutely. Enjoy your game. I know I am. Quote Link to comment Share on other sites More sharing options...
Critical Posted October 27, 2014 Report Share Posted October 27, 2014 Am I correct that you add the associated aspect to the rank to get the AV? So for a Martial Arts Rank 3 with a character who has a 3 might would have an Acting Value for that skill of 6? 1 Quote Link to comment Share on other sites More sharing options...
multieyedmyr Posted October 28, 2014 Report Share Posted October 28, 2014 I believe Martial Arts is Speed not Might. Am i missing something? Quote Link to comment Share on other sites More sharing options...
Draxonfly Posted October 28, 2014 Report Share Posted October 28, 2014 Martial Arts is indeed Speed and not Might (so the book says). Critical, as my understanding, Yes, that is what you do, add the 'Skill Rank' to the 'Associated Aspect Rank' to get the 'Acting Value' - (eg: Martial Arts 3 + Speed 3 = Martial Arts AV6) least that's how we been playing it (it is how it reads in the books) Quote Link to comment Share on other sites More sharing options...
multieyedmyr Posted October 28, 2014 Report Share Posted October 28, 2014 It does say, however, the attribute listed is just a suggestion. There is no reason someone could create a martial art style that uses might. Krav Maga perhapse? Quote Link to comment Share on other sites More sharing options...
LordZombie Posted November 5, 2014 Report Share Posted November 5, 2014 The AV is just a quick ref when you are playing the game so you don't have to keep adding things up. Quote Link to comment Share on other sites More sharing options...
multieyedmyr Posted November 6, 2014 Report Share Posted November 6, 2014 p113 about the av, "This is the most common Aspect associated with the skill... The Fatemaster may alter this for a challange, and is encouraged to do so..." So like i said there is no reason to alter martial arts to might if the fatemaster and pcs can come to terms with that. Quote Link to comment Share on other sites More sharing options...
Ad1 Posted November 8, 2014 Report Share Posted November 8, 2014 p113 about the av, "This is the most common Aspect associated with the skill... The Fatemaster may alter this for a challange, and is encouraged to do so..." So like i said there is no reason to alter martial arts to might if the fatemaster and pcs can come to terms with that. Our group would use the basic speed attribute plus skill rank for martial arts. but an example we came up on changing the attribute was looking at 'dodging' something. If a FM character was to try and dodge a trap consisting of a bag full of sand swinging across a hallway they might use Speed + Evade. However if it was the case a wall was collapsing and the character was couldn't move far enough to escape it and the FM was trying to determine if damage mitigation comes into the result we could use Toughness attribute + Evade skill rank. Perhaps it could also be the case a martial artist wanted to simply look very cool doing katas to impress a FM character. Maybe you could use charm + martial arts. Or if they were studying maneuvers from another martial arts school so they could get a modifer for an upcoming fight against a 'martial arts master' they might need intelligence and martial arts. if they pass they get +1, if they get extra successes they get +2, if they fail it might mean -1. All ways in which skills can be used with different attributes to impact on the story. One of the most basic examples would be Field Dressing (Grace + Doctor) vs Diagnosis (Intellect + Doctor). Might determine a toolkit is required for the first one but optional for the diagnosis. Personally I'd be wary of linking might and martial arts mainly due to the fact pugilism already uses might. Having a character able to focus on one attribute to achieve very high Acting Values and switch between stunning and slow at will might cause balance issues. Mind you a character could achieve the same thing using a bludgeon and pugilism which would both use might. End of the day is a decision for the FM to make a call on for their game. happy gaming Kind Regards, Ad 1 Quote Link to comment Share on other sites More sharing options...
Shadowopal Posted November 10, 2014 Report Share Posted November 10, 2014 Ad1 I like the way your group handles Doctoring. Very flexible for situations. Quote Link to comment Share on other sites More sharing options...
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