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VeloCITY Character Creation
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= Overview = In general, there are # main steps to consider when making a character. *First: The Concept, the core idea your character is built around *Second: The Stats, the skeleton of your character's aptitude *Third: The Skills, the muscle layer of what your character is good at in his own time. *Fourth: The Talents, the twitchy nervous layer where your character becomes more unique. *Fifth: Theme Song, the skin that... oh, fuck it. It's for rocking out, okay? *Sixth: Starter Gear, your shiny bits that make you feel better about your inadequacies. == The Concept == Your character can be anything you can imagine in a slightly-beyond-modern setting. The only thing that universally defines a player character is someone who desires change. You could make a party of roaming stock accountants, for all I care. == The Stats == There are 8 stats, subdivided into 2 categories. Each statistic is measured on a scale from 1 to 5. *1: Inept *2: Average *3: Good *4: Great *5: Amazing Each of your statistics start at 3. You can take points out of one to put into another up to the maximum or minimum. It's pretty much that simple. If you want to be great at something, you have to be bad at something else. === Aptitude Stats === These measure how good your character is at their basic, raw abilities. Strength, coordination, smarts, and wu wei. *'''MUSCLE''': your character's brawn, their strength, their vim (but not whimsy). Muscle is used to determine how many hits your character can take, how hard he can dole them out, and his raw resistance, endurance and stamina. *'''AGILITY''': what is it that makes your character fast? Are their muscles more explosive, do they just know how to move their body faster, have they got keenly developed reflexes? It doesn't matter, as long as you've got agility you'll always be a step ahead. *'''BRAINS''': Sure, those two bozos up there are strong and fast. But smarts are what can get you through certain obstacles a lot faster. This stat isn't used as directly for combat or riding- but it has several esoteric uses that can make all the difference. *'''SOUL''': What makes you, ''you''. It's not something easily explained. It's your willpower, your charisma, your essential force of life, creativity. If there was one word to tag onto it? It would be Inspiration. Inspiring others and being inspired. === Action Stats === These are for determining how your character leverages his body: How does he move? It's your swagger, your stance. *'''MOMENTUM''': Your character might be fast, but he has to know how to ''keep'' moving, too. Momentum is your ability to circumvent things blocking you. At the core, it means how intuitively you can get from point A to point B. *'''POWER''': You might be strong, but that doesn't mean you can punch things really hard. It just means you know how to push and pull. Power is how you measure the raw explosion potential in your muscles- from jumping really high to knocking someone into next tuesday. *'''ACCURACY''': You might be smart, but accuracy is how innately it is that you've learned your trajectory. Accuracy is your internalization of physical knowledge, from firing an arrow off someone's head to landing in exactly the right spot at just the right time. *'''GRACE''': You might have soul, but Grace is how you exude it just by moving. Grace is your ability to step lightly, turn on a dime, and pull off complex maneuvers so excellently you boggle minds. == The Skills == Skills are not based in numbers or anything like that. They aren't related to combat or racing, but may be related to knowledge concerning those subjects or functionally anything else. A character gets 5 skills, which are words or short phrases describing some aspect of your character. A character gets a +2 to knowledge and non-combat or racing actions related to the skill. Up to 2 skills can overlap on a single subject, if it fits within both. EX: Dick Valentine is a Rock Star and Wealthy. He gets a +2 to Soul rolls to rock the fuck out. Similiarly, if it is a concert he funded himself he could potentially get +2 for the money he spent on pyrotechnics, depending on whether or not he can convince his MC. == The Talents == You start with 32 Experience for basic talents. You can get anything as seen in the Rank 1 trees in Character Advancement, but for obvious reasons it is an extremely good idea to get basic proficiency in a type of vehicle. From there, it's up to your best judgement. == Theme Song == Your theme song is probably the most important selection you can make for the entirety of character generation, the entirety of the time you will be playing this game, the last decade, and potentially your life. But, don't get too hung up about it. Pick a song you like, that you think fits your character. Done? Good. Next, choose one of the following Theme Vibes that your Theme Song will give you and your allies as a bonus under certain circumstances (chech the Style chapter under Mechanics.) *Light: +1 to Accuracy rolls *Heavy: +1 to Power rolls *Lo-Tempo: +1 to Grace rolls *Hi-Tempo: +1 to Momentum rolls == Starter Gear == You start the game with 100 Credits, and one vehicle of a brand name of your choice with all standard parts. You can start with a modified vehicle if you buy the parts to mod it with.
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