Saturday, June 2, 2018

A SNEAK PEEK: The HiBRiD Player's Spielbook, Chapter 2: Step Six of Eight (Character Aspects)


Step Six: Determine Aspects and Action Modifiers


Like all heroes, player characters possess abilities that enable them to rise above “normal” folks, whether obvious (such as superhuman strength or the ability to walk through walls) or more subtle (such as a will strong enough to resist the apathy of a decaying society). These abilities are collectively referred to as aspects.


Aspect Types


There are two types of aspects available to all characters in all genres. The first type of aspects are known as cinematic aspects. Cinematic aspects are used to reflect the sorts of the things that only seem to occur in motion pictures and defy any logical explanation. Because the game is meant to be cinematic in nature, these effects are embraced and reflected purposely by these aspects.

Hujraad’s Hacks: Rationalizing Cinematic Aspects

Many of the effects created by Cinematic aspects are often what moviegoers might consider either “movie magic” (How come any time a car crashes it explodes in a fireball, even when there is no fuel in the gas tank?”), writer’s fiat (“Hey! Whenever he points his gun at a group of guys and blindly fires, they all fall down!”), or a mistake that occurred somewhere in the filmmaking process (“Wait a minute, that boat wasn’t there a second ago!”). Whenever your character uses or gains a benefit from a Cinematic aspect, you should make an attempt to explain it from either a filmmaker’s or actor’s point of view and really elaborate as you describe your character’s actions. Some possible ideas for referencing in your description include the storyboards, the screenplay, the film editing, the wardrobe or props departments, the actors’ methods, or even the random crew member who got sick on a day of shooting.

The second type of aspects are known as descriptive aspects. Descriptive aspects are used to reflect some sort of physical or mental feature of your character in terms of a specific game stat. The mechanics of these aspects are explicitly described in each aspect description, however, how the aspect is reflected in your character is entirely up to you. When you select a Descriptive aspect for your character, you will need to document on your character sheet under the aspect’s description how it looks or appears to other characters.

Hujraad’s Hacks: A Descriptive Aspect Example

If you have a character with scales, thick skin, a strikingly hairy chest or even simply described as “tough” in the character concept you have written, you might reflect these features by increasing your character’s STUN or ARMV stat using one of the Descriptive aspects.

Aspect Descriptions


Unlike your character;s origin traits and skills, the aspects your character possesses are much more specific in what they enable your character to do. The rest of this section will describe the available aspects you may purchase for your character. Each aspect will first be presented with its name followed by five parameters that reflect the game rules you will follow when selecting and using the aspect. Any parameters with a value of “N/A” (standing for “Not Applicable”) listed for the aspect do not need to be determined or recorded for the aspect. Following these parameters, you will find a more specific explanations of the aspect’s effects.

The Cost Parameter

This parameter lists the number of aspect points from your aspect point pool that must be spent to purchase the aspect for your character.

The Initiation Parameter

This parameter reflects the amount of concentration required for your character to use the aspect. For this parameter, each aspect will be classified as one of the three following types.

Constant aspects are always in effect considered an innate part of your character similar to your character’s origin traits. They require no concentration on the part of your character to use and do not require the determination of an action modifier for the aspect.

Involved aspects are learned abilities similar to skills. They require all of your character’s concentration to use and using them is considered an involved action. You will need to calculate an action modifier for these aspects.

Reactive aspects automatically initiate themselves in response to a specific stimulus or condition listed in the aspect description. They require no concentration on the part of your character to use and require the determination of an action modifier for the aspect.

The Related Attribute Parameter

This parameter is used when determining the action modifier for Involved and Reactive aspects. For these types of aspects, this parameter will list one or more attributes associated with the aspect. If two or more attributes are listed, you may use the highest attribute when determining the action modifier for the aspect. Constant aspects will have an “N/A” listed for this Parameter.

The Grading Parameter

This parameter reflects your character will be able to improve the aspect over the course of your character’s life or if the aspect can have differing levels of effect from character to character. For this parameter, each aspect will be classified as one of the two following types.

Ungraded aspects are binary in nature; your character either does or does not possess the ability outlined in the aspect description. These aspects always create the same level of effect and normally cannot be improved over the course of time. Ungraded aspects are always assigned a grade of “N/A”.

Graded aspects exhibit different levels of power or can be improved over time. When first purchased, these aspects are assigned a grade of 1. Graded aspects may be increased in grade by spending aspect points on them during character creation. Increasing the grade of the aspect in this way is referred to as upgrading an aspect.

Modes

This parameter reflects aspects that use similar game mechanics to resolve actions when they are used, but have different secondary effects. For example, suppose one character may be able to shoot heat blasts from his hands while another may be able to shoot ice blasts from theirs. In both cases, the character is able to inflict damage on an opponent, however a heat blast might catch the environment on fire while a cold blast might cause all the items in the environment to become brittle and break. For this parameter, aspects will be classified as one of the following two types.

Moded aspects will have a number of modes listed for this parameter from which you will need to choose when either purchasing or upgrading the aspect. The effects of each mode will be detailed in the aspect description.

Unmoded aspects only have one absolute effect and will have “N/A” listed for this parameter.

Cinematic Aspect Descriptions


Blindfighting
Initiation: Constant
Cost: 6
Grading: Ungraded
Related Attribute: N/A
Modes: N/A

This aspect enables your character to fight effectively and without penalties in the absence of light when engaging an opponent within your character’s Action Range. Opponents taking successful measures to conceal themselves from all of your character’s other senses or perceptive abilities are able to negate this ability.

Catchphrase
Initiation: Constant
Cost: 8
Grading: Ungraded
Related Attribute: N/A
Modes: Specific Word or Phrase

This aspect reflects a trademark word or phrase that your character characteristically utters whenever committing a dramatic, comic, or heroic action. Once per game session, if the Director judges the use of the catchphrase as sufficiently dramatic, comic, or heroic, you will receive one floating point of Ité to spend on the action being committed.

Flash of Brilliance
Initiation: Constant
Cost: 8
Grading: Ungraded
Related Attribute: N/A
Modes: Intuition, Recall

This aspect enables your character to pull information from seemingly nowhere (or from the Director's mind) that would somehow aid him in accomplishing a task. To reflect this ability, once per game session, your character receives one floating point of Ité that may be spent in the way specified by the mode when not engaged in an Action Scene.

The intuition mode of this aspect reflects an ability to draw uncannily accurate conclusions and discern patterns when presented with scarce and misleading information, no matter how out of the ordinary or obscure the conclusion might seem. You may use this aspect to request a clue from the Director at times your character needs to know something when there would be no real logical way of knowing.

The recall mode of this aspect enables your character to remember any single piece of information he has ever learned without the need for a task roll.

Go Ballistic
Initiation: Constant
Cost: 5
Grading: Ungraded
Related Attribute: N/A
Modes: Specific Thrown Missile Weapon, Specific Mechanical Missile Weapon, Specific Melee Weapon, Specific Unarmed Attack, Specific Object

This aspect enables your character to make an attack not specified as a ballistic attack as if it were one. Whenever your character makes a successful attack of the type specified by the mode, every 1d6 (3) points of damage in the Damage Code is replaced by 1d10 (5). In addition, any ARMV possessed by a target successfully struck by the attack will be ignored unless it is specifically designed to resist ballistic damage

Gore
Initiation: Constant
Cost: 8
Grading: Ungraded
Related Attribute: N/A
Modes: N/A

This aspect reflects a unique knack for describing on the more graphic effects of their attacks on defeated opponents. Once per game session, you will receive one floating point of Ité to use on a combat action if the description of the action eviscerating one or more opponents is dramatically appropriate or sufficiently disturbing or entertaining, as judged by the Director.

Heroic Indicator
Initiation: Constant
Cost: 1
Grading: Ungraded
Related Attribute: N/A
Modes: Freeze Frame, Heroic Appearance, Theme Music

This aspect enables you to create a minor inconsistency within the game setting one time during or after an Action Scene that both the players and the characters notice. This aspect has no specific effects within the game rules, however it can have other effects while roleplaying the character at the Director’s discretion.

Hujraad’s Hacks: Heroic Indicator

While the Heroic Indicator aspect has no effects in terms of game mechanics, it can have still great effects while playing the game. For instance, when trying to differentiate a character with a Heroic indicator from a massive sea of people flooding the street.

The freeze frame mode of this aspect enables your character to break the “fourth wall” one time during an action scene and make one emotional expression to all the players at the table as well as all the characters in the game. When used, all activity in the Action Scene freezes in place while the “camera” zooms in on your character. As the “camera” zooms in, your character experiences just enough of a slowing of time to strike a pose, speak a phrase, make a hand gesture, or make a facial expression in slow motion. Your character cannot physically interact with the environment as the expression is already considered to be incorporated into the action your character is taking at the time of the freeze frame in terms of game mechanics. Once the expression is completed, all action immediately continues as normal.

The heroic appearance mode of this aspect ensures that your character always looks good in between Action Scenes. In order to use this aspect, the player must describe what is “heroic” about his appearance in terms of what changed after the action scene ended, e. g. ”I know it looked like a lot of blood got on my character’s shirt, but really, it was just a little bit, and so there is really just a small neat round circle of red where my character was hit”.

Hujraad’s Hacks: Examples of Heroic Appearance

You can use the Heroic Appearance mode of this aspect in any number of ways. For example, one player might use this aspect to make his character’s hair always seem to looks clean, well-conditioned, and constantly being blown about in the wind while another player might use it to enable their character to fall into a mud/sludge/sewage pit, finding themselves completely covered in blood and carnage during an action scene, but once the action scene ends, the character’s clothes look just a little worn, his hair is just a little bit messy, and the character appears ruggedly attractive rather than unkempt and stinky. Still another player may choose to have his character’s bright white teeth sparkle in whatever light is available whenever seen by another individual.

The theme music mode of this aspect reflects theme music that always seems to be playing during an Action Scene whenever your character takes an action that is especially heroic. You must designate a specific song or riff that is playing in the background when your character is using this aspect, and may designate whether the music is built into the “soundtrack” of the game or if you have musicians playing the music off-camera that show up briefly for a few seconds just after the Action Scene is over.

Multitask
Initiation: Constant
Cost: 6
Grading: Ungraded
Related Attribute: N/A
Modes: Specified Involved Action

This aspect enables your character to perform the type of Involved Action specified by the mode as a Standard Action.

Presence
Initiation: Constant
Cost: 7
Grading: Graded
Related Attribute: N/A
Modes: Attractiveness, Likability, Obscurity, Prominence, Prowess (Specified Concept skill)

This aspect reflects an innate ability of your character to make an impression on all who interact with him. As a result, your character is able to affect the initial social reactions of non-player characters within Action Range in the manner specified by the mode. Roleplaying and actions by your character after the initial response created by this aspect will determine whether the response remains after the initial reaction.

If your character possesses more than one mode of this aspect, you must designate which of those modes is the primary mode. This is the one that is the default mode when the others are not active. Each of the remaining modes then becomes what is known as a secondary mode that will override the primary mode only when a certain condition you specify occurs. All secondary modes must be approved by your Director before play.

The attractiveness mode of this aspect reflects incredibly good looks. Characters with this mode are so attractive that others will exhibit favorable reactions toward them most of the time unless a previous encounter went particularly badly. Characters with this mode tend to find people flocking to them in social situations.

The likability mode of the aspect reflects a natural, positive, and calm feeling that your character projects about himself and people with whom he interacts are often willing to give him the benefit of the doubt, smile at their jokes, be polite to them, and just generally have a good feeling about them when they are around.

The obscurity mode of this aspect reflects a knack for avoiding notice in social settings. Through a combination of utterly average appearance, quietness in demeanor, and unobtrusiveness in personality, your character is so forgettable that others ignore him completely if they have no reason to notice or be looking for him. Even if your character gets right up in someone’s face, after the incident, your character may be only be remembered as “someone or something that was annoying me but I can't seem to remember what or who now…”

The prominence mode of this aspect reflects a knack for attracting the attention of others. Through a combination of force of personality, physical build, appearance, and self-confidence as well as boisterousness in manner, your character always seems more noticeable to others in a crowd and ensures they will be remembered.

The prowess mode of this skill reflects incredible renown and flair with a specific combat skill. Any who know of or see how well your character fights with the concept skill specified will not only be impressed, but also intimidated, should they be contemplating fighting the character.

Railing
Initiation: Constant
Cost: 4
Grading: Ungraded
Related Attribute: N/A
Modes: N/A

This aspect reflects a unique ability to control railings in the environment. Once per game session, your character may choose to have a railing spring either into or out of existence whenever convenient whether he is on a catwalk, a stairway outside a courthouse, or some other dramatically appropriate location.

Seventh Sense
Initiation: Constant
Cost: 7
Grading: Ungraded
Related Attribute: N/A
Modes: Specified Phenomenon

This aspect enables your character to perceive a phenomenon specified by the mode that would not normally be detectable by the five human senses. Whenever the specified phenomenon falls within your character's Action Range, he is automatically able to perceive its existence as well as any basic information about the phenomenon that can be determined by the asking the Director a simple “yes” or “no” question. Determining more specific information about the phenomenon requires a task roll to determine.

Hujrad’s Hacks: Possible Seventh Sense Phenomena

The phenomenon you select for the Seventh Sense aspect can be anything from specific phenomena such as as traps, danger, radiation, magic, trouble, or a certain type of animal animal, to more vague general feeling such as a feeling “of being watched”, “like something bad is going to happen”, et cetera. You may choose anything so long as it is approved by your Director and exists in the campaign as designated by the Genre Description.

Shootist
Initiation: Constant
Cost: 6
Grading: Ungraded
Related Attribute: N/A
Modes: Autoload (Specified Weapon), Deadeye (Specified Weapon), Double Iron (Specified Weapon), Quickdraw (Specified Weapon), Unending Bullets (Specified Weapon)

This aspect reflects a number of cool feats pulled off by gun-wielding, action-movie heroes. When selecting this aspect for your character, in addition to selecting a mode, you must also specify whether one of the following specific types of personal firearms:

· pistol
· maschinenpistole
· submachine gun
· shotgun
· sport rifle
· assault rifle

This aspect may also be applied to any personal missile weapon in genres in which firearms are not allowed or present as outlined in the Genre Description.

The autoload mode of this aspect enables your character to continuously fire the type of weapon specified without ever having to take any time or action to reload as long as there is ammunition remaining on his person. You still need to keep track of ammunition on your character's person as it is fired.

The deadeye mode of this aspect enables your character to quickly fire the type of weapon specified with uncanny accuracy. Whenever using the specified type of weapon, any aimed shot your character makes is treated as a Standard Action rather than an Involved Action.

The double iron mode of this aspect reflects a gift for simultaneously firing one of the specified weapon in each hand without losing any accuracy. Any time your character attacks a single target successfully while simultaneously firing ammunition from two weapons of the specified type, damage from both weapons is applied to the target. When each weapon is fired at two separate opponents, the attack is treated as a single action. This aspect also enables your character to saturate area with two Squares of Coverage if ten or more rounds/missiles are fired.

The mower mode of this aspect reflects an ability to put down multiple nameless bad guys that are lined up in a row or some sort of formation with a single sweeping attack. Upon a successful attack task roll against any single opponent in a group, the damage from the attack is automatically applied to an additional number of opponents in close proximity equal to the Heroic Level designated in the Genre Description. Your character must expend at least ten bullets/missiles during an Action Round to use this aspect.

The quick draw mode of this aspect enables your character to draw, ready, and fire the weapon specified by the mode without spending an action to do so and enables your character to automatically outdraw an opponent in your character’s Initiative Phase or later during an Action Round unless that opponent also possesses this aspect. In cases where two or more opponents draw during the same Initiative Phase, all involved characters make an opposed task roll to determine who draws first.

The unending bullets/missiles mode of this aspect creates a “phantom store” of bullets/missiles that may be fired during an Action Scene before depleting any of the bullets on your character’s person. The number of phantom bullets/missiles a character with this mode may fire during an Action Scene before running out is equal to the Heroic Level of the campaign multiplied by the number of bullets/missiles your character is actually carrying for the specified weapon at the beginning of the Action Scene. All phantom bullets disappear at the end of the Action Scene.

Signature Action
Initiation: Constant
Cost: 7
Grading: Ungraded
Related Attribute: N/A
Modes: Specified Standard Action

This aspect reflects an unnatural bent toward the specific type of Standard Action specified by the mode. To reflect this talent, the player of a character with this aspect receives one point of floating Ité each game session to spend any time the character commits the action specified.

A Signature Action must be related to your Character’s History and describe both a specific action and a specific condition. For example, “whenever rolling initiative while fighting with the ancestral blade of my character’s family” or “attacking a lizard man at the light of the full moon” or “sneaking in an urban environment to steal from the rich and give to the poor” would all be acceptable conditions in most cases. The Director will have the final say on whether the signature action conditions are specific enough for purposes of this aspect.

Trademark Skill
Initiation: Constant
Cost: 8
Grading: Ungraded
Related Attribute: N/A
Modes: Specified Concept Skill

This aspect enables your character to perform actions of awesomeness when performing a task related to his character concept. To reflect this ability, once per game session, you receive one floating point of Ité that you may spend on an action related to the concept skill specified by the mode.

Überstrength
Initiation: Constant
Cost: 10
Grading: Ungraded
Related Attribute: N/A
Modes: N/A

This aspect reflects an inexplicable ability to perform feats of strength beyond the norm for an origin. Characters with this aspect determine their Action Mass by multiplying the result described in their origin by ten.

Damage inflicted when making a melee or thrown missile attack is not directly affected by this aspect, however melee attacks made by a character with the Überstrength aspect may have additional benefits as judged by the Director such as knocking down an opponent who does not have any extraordinary means of preventing it as judged by the Director.

Hujraad’s Hacks: An Example of Überstrength in Action

Two characters, Sheriff Blokk the Dark and Jacques the Plucky French Weightlifter, decide to have a contest to see who is more macho. Both characters possess a STR of +5, however Blokk has the Überstrength aspect. They both walk up to a hippopotamus and decide to each take one punch at its nose to see who can affect it more.

They flip a coin to see who gets to punch it in the nose first. Blokk wins the toss, pops the creature in the nose. Due to the Überstrength aspect, the Director decides that while the damage the blow inflicts is negligible, the force of the blow is enough to cause the hippo to momentarily cringe in pain and back a few startled steps away from the lawman.

Jacques then steps up and strikes the hippo, however his blow has no effect due to the small amount of damage inflicted by the blow. The Director decides that the poor hippopotamus gets a free attack. It opens its mouth, plunges its massive teeth through the Frenchman’s abdomen, and starts whipping him back and forth like a rag doll, shredding his intestines and breaking all of his vertebrae in the process.

Weapon Family
Initiation: Constant
Cost: 5
Grading: Ungraded
Related Attribute: N/A
Modes: Axes, Bludgeons, Curved Blades, Drawn Missiles, Exotic Weapons, Flailed Weapons, Launched Missiles, Long Blades, Medium Blades, Pole Arms, Rope-and-Chain-based Weapons, Short Blades, Thrown Missiles

This skill reflects a unique ability to pick up any archaic weapon that falls within the family specified by the mode and wield it with no penalties for being unskilled in its use. If your character possesses one or more grades in a concept skill for a weapon belonging to the specified family, the player may use that skill’s Action Modifier for tasks when using any other member of the weapon family.

Hujraad’s Hacks: A Weapon Family Example

Colorado Smith has a concept skill of Whip with an Action Modifier of +12 and a Combat skill with an Action Modifier of +6. He purchases the Rope-and-Chain-based mode of the Weapon Family aspect. Now, any time he uses a whip, a lasso, a rope, or a similar weapon, he uses his Whip Action Modifier of +12 rather than the Combat Action Modifier +6.

Wire-fu
Initiation: Constant
Cost: 7
Grading: Graded
Related Attribute: N/A
Modes: N/A

Each grade of this aspect increases the dimensions your character may jump upward and forward as specified in your character’s origin traits by one meter per grade.

Hujraad’s Hacks: An Example of Wire Fu

From a standing start, a human can jump forward 2 meters forward and vertically. From a running start, the maximum distance is 10 meters (5 Action Moves/round x 2 meters). A human character possessing the Wire-fu aspect at a grade of 2 can jump 4 meters forward and vertically from a standing start and up to 20 meters forward if running at a full sprint for a round.


Descriptive Aspect Descriptions


Attribute
Initiation: Constant
Cost: 7
Grading: Graded
Related Attribute: N/A
Modes: N/A

This aspect enables you to increase one of your character’s attributes by one point per grade.

Form Stat
Initiation: Constant
Cost: 3
Grading: Graded
Related Attribute: N/A
Modes: Action Mass (Specific), Action Move (Specific), Action Range (Specific)

This aspect reflects something about your character that would increases one of your character’s Action stats. If your character has different action stats for different forms of movement, you must select which form of movement the aspect applies to. For example, if your character can walk and fly or has multiple loads based on different body parts, you will need to select which part of your character's form (flight vs. walking, tail vs. arms, et cetera) is affected by this aspect.

The Action Mass mode of this aspect represents something that enhances how well your character is able to throw or lift things Each grade of this aspect increases your character’s Action Mass stat by one kilogram.

The Action Move mode of this aspect represents something that enhances how well your character moves. Each grade of this aspect increases your character’s Action Move stat by one meter.

The Action Range mode of this aspect reflects your character possessing a higher sensitivity to the environment. Each grade of this aspect increases your character’s Action Range by one meter.

This ARMV mode of aspect reflects one or more physical features that actually affect your character’s Armor Values. The cosmetic or physical feature you specify increases the Armor Value specified by the mode by one point per grade.

The PHYS mode of this aspect increases a character's PHYS stat by one point per grade.

The STUN mode of this aspect increases the heroic factor by one point per grade when used for calculating a character’s STUN stat.

Resistance
Initiation: Constant
Cost: 2
Grading: Graded
Related Attribute: N/A
Modes: Specific Damage Type

This aspect reflects a natural ability to resist a specific type of environmental or hazmat attack specified by the mode. When an attack of the type specified by the mode is directed against your character, you may inform your Director of the resistance, and she will add the grade of this aspect to the DR of the task roll.

Completing Step Six


The Genre Description will designate a number of points in an aspect point pool to spend on your character’s aspects.

Hujraad’s Hacks: Genre-Specific Aspects

Like skills, the aspects available to your character are closely related to the genre of the game. In addition to the Descriptive and Cinematic aspects available to all genres, there may additional aspects unique and specific to the genre of the game you will be playing. Any genre-specific aspects available for your character will be described in the Genre Description.

Selecting Aspects and Modes


To complete this step, you will first look at your character concept and choose one or more aspects that most closely fit(s) the character you were hoping to play. If an aspect has one or more modes listed, you will need to select one and record it on your character sheet


Determining Aspect Grades


Next, for each aspect you select, you will need to determine its grade. For ungraded aspects, you will assign a grade of “N/A” while for graded aspects you will assign a grade of 1.

After determining each aspect’s grade, you will subtract a number of aspect points equal to the cost parameter of the aspect’s from your pool of aspect points.

Hujraad’s Hacks: Upgrading An Aspect

If you select a graded aspect for your character, you can choose to upgrade it while you are creating your character. To do so, you simply spend an additional number of aspect points equal to the cost of the aspect for every additional +1 you add to the grade of the aspect. If you do this, make sure you keep track of the number of points in your aspect point pool you spend so that you don’t run out of points before purchasing all of the aspects you want for your character.

Determining Related Attributes

For aspects with either “Involved” or “Reactive” listed as the Initiation parameter, you will need to determine the related attribute for the aspect. To do so, look at the related attribute parameter listed in the aspect description. If more than one attribute is listed, you may choose the more favorable of the listed attributes.

Determining Action Modifiers


Once you have determined the grade and related attribute each aspect, you will need to determine if the aspect requires the calculation of an Action Modifier.

For aspects with “Constant” as the Initiation parameter, you will assign the aspect an action modifier of “N/A”. For any other aspects, you will calculate an action modifier using the following formula:

Action Modifier = Aspect Grade + Related Attribute

Once you have written down each aspect’s parameters you are ready to move on to the next step.

Hujraad’s Hacks: One Line Aspect Descriptions

After recording all of the parameters for each aspect, write a real quick one-line description of what the aspect enables your character to do to for quick reference during the game on your character sheet. For your convenience and to help guide you, one-line summaries are provided for the aspects presented herein in Appendix 5.


Step Six Example: Johnny Parkour


In the Genre Description, Ogun was given an aspect point pool of 50 Points with which to purchase aspects for his character.

Looking at his character concept, Ogun knows before even begins that he wants Johnny to have an over-the-top level of ability with his Parkour skill, so he immediately buys the Trademark Skill aspect. Seeing it has a mode that is not listed as “N/A”, he realizes he will need to specific a mode. He writes down Trademark Skill-Crazy Parkour Skillz on his character sheet and subtracts the cost of 8 from his Action Point Pool of 50, leaving him with 42 aspect points. He then looks at the Grading parameter of the aspect, and seeing it is listed as “Ungraded”, assigns it a grade of “N/A”.

To go along with this aspect, Ogun also purchases the Wire-fu aspect, to pump up Johnny’s ability to jump crazy distances and heights. He writes the name of the aspect on his character sheet and subtracts the cost of 7 aspect points from his Action Point Pool of 42, bringing it down to 35. Noting the aspects Grading parameter is listed as “Graded”, he notes a grade of 1 on his character sheet.

Ogun next decides to enhance Johnny’s acrobatic nature by purchasing the Railing aspect, so that no matter where Johnny is, he will always have something to use as a platform for crazy acrobatic antics. He subtracts the cost of 4 aspect points from his pool of 35, reducing it to 31 points. Seeing it is an Ungraded aspect, he records its grade as “N/A”

Figuring he has more than reflected johnny’s acrobatic nature, Ogun moves on to reflect the role he has described in Johnny’s character concept. Remembering his discussion with his Director Sarah, he pictures his character more of a likable troublemaker rather than a
malicious or mean-spirited sort of character, so he purchases the Presence aspect and specifies the Likability mode. He writes Presence-Likability on his Character Sheet, and reduces his aspect point pool by 7 points to 24 points. He then looks at the Grading parameter of the aspect, and seeing it is listed as “Ungraded”, assigns it a grade of “N/A”.

Ogun thinks about how Johnny might use his abilities to help the other players. Seeing that Johnny’s Combat skill is not one of his strongest, Ogun decides that Johnny will use his extreme mobility in strategic ways during Action Scenes to distract opponents and support his friends rather than diving into the front lines of combat. Ogun decides to give Johnny a bag of marbles that, while they won’t do a lot of damage, might be used in all sorts of interesting ways; a few well-placed thrown marbles might distract an opponent or turn the tide of battle. He reads the Shootist aspect description and decides he will to purchase several modes, specifying “Marbles” as the weapon for each.

He starts with the Deadeye mode so that he can throw marbles at specific targets while still doing cool acrobatic stunts and the Unending Bullets mode so he doesn’t have to bother with counting or recovering any marbles he throws during an Action Scene. He records them on his character sheet and reduces his aspect point pool by 12 (6 points for each mode) to 12. He then looks at the Grading parameter of the aspect, and seeing they are both listed “Ungraded”, assigns them both of them a grade of “N/A”. Ogun also selects the Go Ballistic aspect and specifies Marbles for the mode so that his attacks will not go ignored. He writes Go Ballistic-Marbles on his Character Sheet and subtracts 5 points from his aspect point pool as described in the cost parameter of the aspect, reducing it to 7 points. Seeing it is listed as an “Ungraded” aspect, he assigns it a grade of 0.

Ogun looks at his Character History for further inspiration to see if there is anything mentioned that he can reflect with his remaining aspect points. He decides that another way he can help the other players is by helping them detect dangerous situations before they happen. He chooses the Seventh Sense aspect and specifies “Danger” as its mode. Seeing it is listed as “Graded”, Ogun assigns it a grade of 1.

With all of his character’s aspects selected and their grades assigned, Ogun now moves on to determine the values of any action modifiers that need to be calculated. He look over his character’s aspects, he notes that all of them are listed with an Initiative parameter of “Constant” except for one: his Seventh Sense-Danger aspect which is listed as being “Reactive”, so this is the only one that he will need to calculate an Action Modifier for. Seeing that PERC is the related attribute for this aspect, Ogun adds Johnny’s PERC attribute of +1 to the grade of 1 to get a total action modifier of +2 for the aspect, and writes it down on his character sheet.

Monday, May 28, 2018

A SNEAK PEEK: The HiBRiD Player's Spielbook Chapter 2: Step Five of Eight: (Character Skills)


Step Five: Determine Skills and Action Modifiers


In addition to determining your character’s natural abilities, you will also need to determine your character’s learned abilities. Whether juggling vials of acid, flying a helicopter, or fast-talking a guard, skills are used represent all the things your character has learned through study, training, practice, education, and experience. 

The Two Types of Skills: Common and Concept


Your character possesses two types of skills. The first of these types of skills, Common skills, are skills possessed by all characters regardless of the character concept. They encompass very broad categories of tasks and reflect your character’s overall level of ability when performing any tasks that fall within that category while making a living or trying to survive on a day-to-day basis. The second type of skills, Concept skills, are more narrow categories of tasks specifically related to your character’s concept. They represent extra time your character has spent studying a specific topic or performing more specific sorts of tasks than those reflected by a Common skill.

Hujraad’s Hacks: Common Skills versus Concept Skills

To get a good idea of the difference between Common and Concept skill, let’s consider a character concept in which the Role is defined as “a swordsman”. A swordsman would naturally be someone who is particularly good with a sword, however, he might be a soldier who excels in the use of a sword or a socialite who has taken up fencing in his spare time and has gotten rather good. Both characters would have a Concept skill of Swordsmanship indicating a significant amount of time practicing with a blade over and above what they normally spend their time doing living their daily lives. The soldier, however, would tend to be better at the Combat Common skill as he spends most of his time training and fighting, while the Socialite would tend to be better in the Social skill, as he spends most of his time hobnobbing with the rich and famous. 

The Six Common Skills


There are six Common skills defined within the game rules.

The first Common skill, the Academic skill, is used to represent your character's learning through schooling or other formal education. It represents your character’s ability to do math, read and write, speak languages outside your character’s native language, and your character’s general knowledge of the world’s natural phenomena. 

The second Common skill, the Athletic skill, is used to represent the time your character has spent practicing feats of physical prowess such as running, weightlifting, parkour, or gymnastics. 

The third Common skill, the Combat skill, is used to represent your character's experience in combat and covers multiple facets of combat, from the use of firearms and melee weapons, to explosives, tactics, and strategy. 

The fourth Common skill, the Fringe skill, is used to represent your character's experience living outside of the laws of civilization and society or dealing with such individuals. It includes anything from surviving on the wild frontier to eking out a living on the rough urban streets. 

The fifth Common skill, the Social skill, is used to represent your character's experience dealing with people. This includes practice reading and intuiting people’s emotions and motives and using that knowledge to perform such tasks as predicting behaviors, inspiring, motivating, manipulating or commanding others. 

The sixth Common skill, the Technical skill, is used to represent time your character has spent learning to perform tasks based on technology. This includes tasks such as using tools to build, grow, repair, or create things, piloting and operating large craft and vehicles, using computers, painting, and singing. 

The Three Concept Skills


In contrast to the six Common skills, there are no specific Concept skills defined by the game rules. Instead, you are allowed to select any three specific things you think your character would be really good at that are related to his character concept and declare them as your character’s Concept skills. 

To declare a Concept skill, all you need to do is simply name the skill and write it down on your character sheet. You may declare a Concept skill with any name you wish; whether you declare a Concept skill using either a more formal tone such as “Automobile Driving” or in more colorful terms such as “Mad Driving Skills” makes no difference.

When you declare a Concept skill, it must be significantly narrow in scope so as to reflect a small number or types of tasks. A Concept skill that is too broad in scope and enables your character to perform a large number of tasks defeats the purpose of the Concept skill, which is to help reflect those few things your character is not just good at, but actually better at than most others, and makes him unique from other characters.

Hujraad’s Hacks: Significantly Narrow In Scope?

You may wonder what it means that a Concept skill must be significantly “narrow in scope”. As an example, if your character concept says your character is a “fighter”, you may at first wish to select “Fighting” as a Concept skill. But “Fighting” can include almost as many types of tasks as the Combat Common skill, so that would not be allowable as a Concept skill. Similarly, if your character concept has a Role of “Pilot”, you might rightfully think declaring “Piloting Stuff” as a Concept skill is more narrow in scope than either the Technical or Athletic Common skills. But “Piloting Stuff” can still include anything from a boat to a plane to a helicopter , however each of these is vastly different in nature from one another, so “Piloting Stuff” would also not constitute a Concept skill; you would still need to narrow the scope a bit to “Piloting VTOLs (Vertical Takeoff and Landing Vehicles” or “Piloting Fixed-Wing Aircraft”. Ultimately, the Director will let you know if any of the Concept skills you declare are significantly narrow in scope to be allowed, and will help you if you have trouble defining your character’s Concept skills.

The Action Modifier 


Your character’s ability to perform tasks related to a skill is reflected in a single stat known as that skill’s action modifier. The action modifier takes into account both the amount of time your character spends practicing a skill and your character’s natural abilities.

Grade


The amount of time your character has spent learning or practicing a skill is measured in terms of a stat referred to as the skill’s grade. The lowest grade of any skill is 0, which represents a character unskilled or lacking any significant amount of training or practice performing tasks related to a it. Increasing grades in a skill represent more time spent using it.

Hujraad’s Hacks: What Does a Grade Mean?

A grade represents a rough estimate of the amount of time your character has spent doing a particular set of activities, regardless of whether your character was educated formally through some sort of training/schooling program or informally by living life and learning things necessary to survive. Each grade of a skill reflects roughly 1,000 hours of practice using the skill. To put this more descriptively, you can think of a grade of 1 as representing a character who practices the skill occasionally or has only done so for a short amount of time, a grade of 5 representing a character who has become a journeyman or of a professional level of skill, and a grade of 10 representing a character who is a master of that skill.

Related Attribute


For each skill, one attribute, referred to as that skill’s related attribute, is used to indicate the natural ability that most often affects tasks related to that skill. 

For each Common skill, a specific attribute is designated as the related attribute as follows:

Common Skill Related Attributes

  • Academic = INTL
  • Athletic = STR
  • Combat = RFLX
  • Fringe = RSIL
  • Social = WILL
  • Technical = PERC

For each Concept skill, unlike a Common skill, you are required to choose the related attribute for each skill. 

Hujraad’s Hacks: Concept Skill Related Attributes

The rules assume that as characters learn to perform a tasks of a certain type, they also learn how to use their natural abilities to best effect when performing those types of tasks. For example, suppose two characters each have the Concept skill “Sneak Around”. One character might rely on his PERC attribute to notice the darkest shadows and avoid squeaky floorboards while another character might rely on his RFLX attribute to react quickly and move away from a squeaky board or slide into a shadow as its level of darkness changes with the opening or closing of a door.

Completing Step Five


To complete this step and determine your character's skills, you will need to perform three tasks.

Declare Concept Skills and Select Related Attributes


The first thing you will need to do is declare your character’s three Concept skills and decide upon each skill’s related attributes. To do this, look at your character concept and take a minute to think of the three things your character would be really good at doing that fit in with the concept you have written. Next, declare these three things as “Concept skills” by writing them down in the appropriate place on your Character Sheet,

Next, you will need to determine the related attribute for each Concept skill you have declared. To do so, think about what natural abilities would help your character the most when performing tasks related to each skill and find the attribute most closely matching it. If you feel that two or more attributes are related to a Concept skill, then you may choose the higher attribute of the two as the related attribute for that Concept skill and record the attribute and its value on your Character Sheet in the appropriate space next to the name of the Concept skill.

Once you have declared all three Concept skills and selected their related attributes, you will submit them to your Director for her approval to ensure they are within the scope of a Concept skill. 


Assign Grades


Once the Director has approved your character’s Concept skills and their related attributes, you need to assign grades to all of your character’s skills.

You will start by assigning grades to your character’s six Common skills. To do this, look at your character’s History and take a minute to think about what a character with such a background would spend most of his time doing. Next, keeping this in mind, assign one of each of the following grades to each Common skill: 0, 1, 2, 3, 4, and 5. Remember that a grade of 0 means your character spends the least amount of time doing those types of tasks and a grade of 5 represents the types of things your character does the most often if not every day.

Next, you will assign grades to your character’s three Concept skills, Keeping your character concept in mind, assign one of each of the following grades to each Concept skill: 6, 7, and 8. Remember that the skill with a grade of 8 represents the skill that most strongly reflects your character concept.

Calculate the Action Modifiers


Finally, with the grades and related attributes for your character’s skills determined, you can determine the action modifier for each skill using the following calculation:

Action Modifier = Grade + Related Attribute

As you determine each skill’s action modifier, write its value in the appropriate space on your character sheet.


Step Five Example: Johnny Parkour


Ogun now needs to selecting his character’s skills and calculate their action modifiers. 

Ogun begins by first declaring his character’s Concept skills. Reading his character’s concept, he first decides to reflect the Descriptor “acrobatic” in his Concept skills. Rather than just using the word “Acrobatics” however, he decides to give his character a Concept skill of “Crazy Parkour Skillz” to reflect the sorts of running and jumping actions he envisions his character performing. He next thinks about which attribute would most closely be related to performing tasks associated with Parkour. He decides that his character’s PERC attribute of +1 might help to find handholds or judge distances, his RFLX attribute of +5 might help Johnny time moves or grab objects, and his STR of +4 might help him jump farther distances and move more quickly. The highest of these three attributes is RFLX at +5, so Ogun selects RFLX as the related attribute for this Concept skill and writes “Crazy Parkour Skillz” along with “RFLX” as the related attribute in the appropriate spaces on the character sheet. 

Ogun next decides that nothing else in his character’s concept reflects any specific skills, so he returns to his character’s history for other ideas. As he reads it, the mentioning of searching high and low for the missing fortune teller suggest to him that a “Tracking and Trailing” skill would reflect this. Ogun now needs to choose a the related attribute for this skill. He figures his character’s PERC of +1 might reflect a natural ability to find a trail or signs of passage, his WILL of +2 might be used to reflect his persistence and drive that would help him find clues when others might quit, and his INTL of 0 would be helpful to logically deduce where a person he is tracking might go next or do next. The highest of these three attributes is WILL at +2, so Ogun selects WILL as the related attribute for this Concept skill and writes it next to the Concept skill of “Tracking and Trailing” in the appropriate spaces on the character sheet.

For his third Concept skill, Ogun decides that Johnny’s search for the missing fortune teller has led to his developing a high level of investigation techniques, so he declares his third Concept skill to be “Sleuthing and Investigation”. Looking at his character’s attributes, an INTL of 0, that would represent his character’s ability to piece things together, his PERC of +1 to reflect noticing clues, and WILL of +2 to reflect making creative and intuitive leaps of inductive reasoning, Ogun decides to select WILL as the related attribute for this Concept skill and writes it along with the Concept skill of “Sleuthing and Investigation” on the appropriate spaces in on the Character Sheet, 

With his character’s Concept skills selected and their related attributes assigned, Ogun shows his list to the Director, and she approves it, allowing him to move on to assigning grades to his skills. 

Ogun first assigns grades to his character’s Common skills. He decides that since most of his character’s life has been spent practicing acts of physical prowess such as high-wire walking, flying in the trapeze, lifting weights and so forth, he assigns the highest grade of 5 to his character’s Athletic skill. 

Ogun then thinks a little bit more and decides that the circus life is one of constantly being on the move and living off the land wherever he and his circus family set up their tents, and not really grounded in one place or in one community, so he assigns his grade of 4 to his character’s Fringe skill. 

Next, Ogun figures that his character has had to work with the public when filling in as the ticket booth salesmen, ring announcer, and barker, so he has developed his Social skill to some extent, so he assigns it a grade of 3. Ogun also figures that living in the circus would also require occasionally helping with repairing tents, maintaining wagons, sewing costumes, and driving the wagons, so he assigns a grade of 2 to his character’s Technical skill. 

Finally, looking at his remaining Common skills, Ogun decides that between the Combat and Academic skills, his character has had to learn to read and write and not really spent a significant amount of time in situations where fighting was necessary, so he assigns his Academic skill a grade of 1 and his Combat skill a grade of 0. His resulting skill grades are as follows:

Academic 1 
Athletic 5
Combat 0
Fringe 4 
Social 3
Technical  2

Now, Ogun turns his attention to his Concept skills. Immediately, he assigns “Crazy Parkour Skillz” a grade of 8 because it is so strongly a part of his character concept. Next, looking at his two other skills, Ogun figures since his character spends more of his time on the outskirts of towns, he probably uses his Tracking and Trailing skill more often and for more than just tracking down the fortune teller from his history such as when hunting when in more rural areas and the funds are particularly low. He assigns the grade of 7 to “Tracking and Trailing” skill and a grade of 6 to his “Sleuthing” skill. His resulting skill grades are as follows:

Mad Parkour Skillz 8 
Tracking and Trailing 7
Sleuthing and Investigation 6

Now all that remains is for Ogun to determine the action modifiers for his character’s skills as follows:

Academic Action Modifier
= Grade (1) + INTL (0)
= +1 

Athletic Action Modifier 
= Grade (5) + STR (+4)
= +9

Combat Action Modifier 
= Grade (0) + RFLX (+5) 
= +5

Fringe Action Modifier 
= Grade (4) + RSIL (+3) 
= +7

Social Action Modifier
= Grade (3) + WILL (+2)
= +5

Tech Action Modifier
= Grade (2) + PERC (+1)
= +3

Now Ogun has to determine the Action Modifiers for his character’s Concept skills as follows:

Crazy Parkour Skillz Action Modifier
= Grade (8) + RFLX (+5)
= +13 

Tracking and Trailing Action Modifier 
= Grade (7) + WILL (+2)
= +9

Sleuthing and Investigation Action Modifier 
= Grade (7) + WILL (+2)
= +9

Ogun records all of the action modifiers he has calculated on his character sheet, and is now ready to move on to the next step of the character creation process.

A SNEAK PEEK: The HiBRiD Player's Spielbook, Chapter 2: Step Four of Eight (Character Origin)

Step Four: Select an Origin and Determine Traits


All characters come from somewhere, whether born from a long line of ancestors, grown in a vat, built in a laboratory or assembled in a factory. To reflect the physical features of your character resulting from these beginnings, you will need to select an origin for your character. Your character’s origin determines the limits of your character's natural physical and mental abilities, as well as how your character moves, communicates, and interacts with his environment. The origin you select will describe these abilities in terms of five of origin traits.

Age

This trait determines how old your character is. The character’s age does not affect any game stats in the Default Genre. For more realistic genres, your characters age may increase your number of skills and decrease your character’s physical attributes as your character ages, while in some more supernatural genres, there may be magic or psychic effects that may age your character.

Size

The stats associated with this trait determine your character’s size. There are two stats associated with this trait.

Height

This stat is the number of centimeters tall or long your character is. Your character’s height is used to determine how fast your character moves.

Mass

This stat is the number of kilograms of matter that make up your character. This stat affects how your character interacts with objects and creatures larger or smaller than himself. 

Attributes

This trait reflects your character’s natural capacities in terms of six stats referred to as attributes. Each attribute describes one of the physical or mental capabilities of your character

Strength

This attribute, abbreviated hereafter as STR, represents an estimate of the maximum amount of force your character's muscles can generate, as well as a representation of a character’s musculature. A high STR does not necessarily the size of a character and may indicate that a character either has small but incredibly dense muscles or beefy but less dense muscles.

Resilience

This attribute, abbreviated hereafter as RSIL, represents how well your character's body resists and bounces back from any physical stress or invasion be it shock, poison, disease, fatigue, or any other traumatic insult. Characters with a high RSIL are able to take larger amounts of damage, resist the effects of poisons or starvation, and exert themselves longer than most people. 

Reflexes

This attribute, abbreviated hereafter as RFLX, represents your character's reaction speed, flexibility, balance, and hand-eye coordination. Characters with a high RFLX are light on their feet, quick to react and accurate in combat, and spout lightning-fast witty verbal comebacks with ease.

Intelligence

This attribute, abbreviated hereafter as INTL, represents a character's ability to store and access information, use logic, and solve problems. A character's INTL is also used to improve skills and learn new ones. Characters with a high INTL learn quickly and solve difficult puzzles with ease.

Will

This attribute, abbreviated hereafter as WILL, reflects your character's internal conscious mental resolve and willpower. It reflects a character’s level of intensity when it comes to desire, faith, self-discipline, and creativity. Characters with a high WILL more easily resist mental influence, come up with creative solutions to problems, and are highly capable of making things happen despite facing great resistance. 

Perception

This stat, abbreviated hereafter as PERC, reflects the overall sensitivities of your characters physical senses as well as the character's ability to notice details and out of place things in their local surroundings. While ranges are mostly consistent from all characters of a given origin, overall sensitivities differ from individual and are reflected by this attribute. Characters with a high PERC notice hidden objects more consistently, determine patterns more easily, and sense things more quickly than others.

Hujraad’s Hacks: Charisma and Personality Attributes

Attributes represent a character’s natural physical or physiological capabilities in relation to all characters of the same origin. While many games have stats to reflect a character’s presence, natural likeability, charisma, attractiveness, and so forth, such abilities have no physiological basis behind them, so they are not reflected in a character’s origin. Such abilities of an a more supernatural, legendary, and cinematic nature and are reflected elsewhere (Step Six) in the character creation process.

Form


This trait consists of a set of stats that reflect how tough your character is, how your character moves (and how quickly), the range of your character’s senses, and how much your character can lift. To resolve actions quickly during play, your character’s form is reflected by the following stats.

Move

This stat reflects the number of meters your character is able to move in a round while still maintaining a complete awareness of the environment without difficulty.

Load

This stat reflects the number of kilograms your character is able to carry or manipulate without difficulty.

Range

This stat reflects the number of meters within which your character is able to perceive small details in the local environment without difficulty.

Armor Value

This stat (hereafter abbreviated as ARMV) reflects your character’s ability to resist damage. 

Studliness

This stat (hereafter abbreviated as STUN) reflects your character’s heroic ability to take ungodly amounts of physical and mental punishment as many heroes in legend and action movies often do before being sidelined. Such things as when struck by a bullet, falling from a building, or crashing into another car in one scene but then miraculously being able to run with a slightly soiled shirt or mild limp in the next scene are perfect examples of this stat in action.

Physical Damage Capacity

This stat (hereafter abbreviated as PHYS) represents the amount of real physical damage your character can sustain from such things as sprains, broken bones, ripped open arteries, severed appendages, or internal hemorrhages

Natural Abilities


This trait describes any of the natural abilities specific to your character’s origin that may separate it from other origins. It can include anything from structural differences, such as possessing a tail or claws to unique survival adaptations such as seeing in the dark or being able to make food from sunlight.

Genre-Specific Origin Traits


Since the game can be played across multiple genres, the opportunity exists for characters of all sorts of origins to appear that are specific to each genre. In a classical fantasy genre, for example, elven or dwarven origins may be featured while in a science fiction genre, there may be any number of alien origins. 

If there are any genre-specific origins available for characters, there may be additional origin traits for each origin or some of the above traits may be omitted. Any of these differences will be listed for each origin in the Heroes section of the Genre Description. 

Completing Step Four


To complete this step, you will need to select one of the origins described in the Genre Description and record each of your character’s origin traits on your character sheet.

If an origin trait requires you to select a certain value, any choices you make must fall within the range of values defined for that trait in the Genre Description. Similarly, if an origin trait requires you to calculate any stats, the methods for doing so will also be provided therein. 

The Default Origin: Humans


The Default Genre assumes all characters are of human origin. To make a character of human origin, you will need to determine your character’s origin traits using the following methods.

Age

Humans naturally live to a maximum age of 125 years by default. The adult human age of physical maturity in the game is 18, though the physical onset of adulthood can start as early as 10 years of age. The average lifespan of a human is dependent on the level of technology and type of environment, but typically falls in the range of 50 to 90 years of age. 

You may choose any age for your character within the human range. 

Size

Adult humans reach a maximum height of 272 centimeters, but typically average 170 centimeters in height. The default height assumed for all human characters is 170 centimeters. If you wish to be more specific about your character’s height, you may choose your character's height within the ranges listed above.

Adult humans reach a maximum mass of 650 kg but typically average 70 kilograms in mass. The default mass assumed for all human characteris 70 kilograms. If you wish to be more specific about your character’s mass, you may choose your character's height within the ranges listed above.

Attributes

For humans, the values for each attribute stat range from -5 to +5 with an attribute of 0 representing the average value for a heroic human character. An attribute of -5 represents the normal human minimum and an attribute of +5 represents a human attribute that is among the best of the best among all humans currently alive. 

To determine a human’s six attribute stats, you will assign one of the following six values to each: 0, +1, +2, +3, +4, and +5. 

Form

Humans are bipedal and possess two arms ending in hands with fingers and opposable thumbs. These features enable humans to walk upright, run, climb, and jump, swim, and use tools. 

Move

A human’s Move stat is affected by the height stat and is calculated as follows:

Height in meters (rounding to the nearest meter) x 10.

A human may run up to five times this distance within a span of ten seconds, however the faster the human moves, the more difficult it becomes to pay attention to the surroundings and perform other actions. The Move stat also affects how far a human can jump. All humans can jump two meters upwards and two meters forward from a standing start. When jogging or running, humans can jump further forward based on how fast they are running.

Load

A human’s Load stat is affected by the STR attribute and is calculated as follows:

Load = 10 + STR

All human characters may manipulate or carry up to ten times this mass, however as the mass being carried or manipulated increases, the ability to perform actions with it becomes more difficult. 

Range

A human’s Range stat is affected by the PERC attribute and calculated as follows:

Range = 10 + PERC

All human characters may perceive major details (such as the size or color) of an object any distance up to ten times the Range but perceiving small details at this becomes more difficult as the range increases.

ArmV

By default, all human characters possess an ARMV of 0 and must wear protection of some sort to resist sustaining damage from environmental hazards or weapons. Any such protection will specify what types of hazard or weapon from which it protects its wearer. 

STUN

A human character’s STUN is affected by both the character’s RSIL and the heroic factor of the genre, using the following formula

STUN = (10 + RSIL) x heroic factor

PHYS

A human’s PHYS is affected by the character’s STR and is calculated by the following formula:

PHYS = 10 + STR

Natural Abilities

Senses

Humans have five senses: sight, hearing, smell, taste, and touch. Within the distance of their Range stat, they can perceive objects without difficulty if they fall within the range of these senses. Objects falling between this distance and up to ten times out from this distance may or may not be perceived and are more difficult to determine details about. Beyond ten times the Range stat, characters can perceive nothing but the barest details about the environment.

Speech

Humans are born with the ability to communicate through language but not the skills to do so. All humans automatically learn to speak or sign one primary native language as they develop.

For characters within the Default Genre, you may select any language commonly spoken (or signed) in the modern world. If your character’s adventures will be taking place within a different genre, the native languages available to your character will be listed in the Genre Description.

The ability to speak a native language is not the same as the ability to read and write in that language; the ability to read and write a language is reflected in a character’s skills and is determined in Step Five of the character creation process.

Step Four Example: Johnny Parkour


Ogun now needs to select an origin and determine all of the game stats related to it. Since the game will take place in the Default Genre, all player characters are of human origin, so the decision of which origin has already been made for him. All that remains is to record his character’s various origin traits.

He begins by first settling on his character’s age stat. He decides his character will be a young adult and decides 21 years old will work just fine. 

Next, because he has no interest in creating a character of any particular size, Ogun simply chooses the average height and mass for a human and writes a height of 170 centimeters as his height stat and a mass of 70 kilograms as his mass on his character sheet.

Ogun next turns his attention toward his character’s attributes. He first decides that since his character concept will be one based on being “acrobatic” the RFLX attribute would be the most important and ranks it at +5. 

He next ranks his character’s STR attribute at +4 since it is also important when performing acrobatic feats. He then ranks his character’s RSIL attribute at +3 to represent the long number of hours his character has spent practicing and perfecting his various acrobatics routines. 

Looking at his character’s remaining attributes, he looks at his character concept again and decides that his character’s desire to share his happiness with others is more important to his character than his intellectual ability or awareness of his surroundings, so he assigns a +2 to his WILL. Finally, deciding that a life of a circus performer doesn’t allow for a lot of time to develop his mind, he assigns a 0 to his INTL, leaving a +1 to assign to his character’s PERC attribute. 

His final attributes are as follows:

STR +4
RFLX +5
RSIL +3
INTL +0
PERC +1
WILL +2

With his character’s attributes ranked, Ogun now calculates his character’s Form stats:

Move  
=170cm (height) = 1.7 meters 
= 1.7 meters (rounded to 2) x 10
= 20 meters

Load 
= 10 + STR 
= 10 + 4 
= 14 kilograms

Range 
= 10 + PERC 
= 10 + 1 
= 11 meters

ARMV = 0 

STUN 
= (10 + RSIL) x Heroic Factor
= (10 + 3) x 5 (From Step 1)
= 13 x 5 
= 65 

PHYS = 10 + STR 
= (10 + 4) 
= 14

Finally, Ogun decides that he will choose English as his character’s native language.

Ogun writes the various traits and stats associated with them on his character sheet in the appropriate spaces and moves on to the next step of the process.


HiBRiD Chase Music

Veracocha - Carte Blanche (Official Music Video) https://youtu.be/y6120QOlsfU?si=UpFLAtMu1GHrdaez Darude - Sandstorm