So how does an Actor discover their role? A casting call of course. In this chapter we focus on the minimalist approach to the character creation process in the Reel 20 system. There are six key areas that an Actor needs to focus on in order to portray their role properly, once you understand you'll exclaim, Aaaaaa!
Attributes
No one is shaped quite like you. In this regard the character creation process in no different. Just because you and your fellow actor have both chosen to fill the role of the fighter does not mean they will be built as a perfect mirror copy of one another. Some people might be naturally strong, while another is fleet in foot, or perhaps its their understanding of how they see the world that sets them apart. It is in this regard Aptitudes come into play. There are seven key aptitudes in the Reel 20 system. Three physical: Brawn, Grace, and Endurance, two intelligence based: Knowledge, Wits, and two social base: Conviction and Empathy. Attributes are assigned through starting Attribute points are character creation, and further enhanced through attributes(race, class, background), and when permitted Augmentations. A first level character starts with 42 ATP. or Attribute Points. We will breakdown the point spread more in Chapter Three, Attributes.
Brawn
Concerning how strong your character is. This is involved in how much you can carry, how much you can lift, and even how much damage you do with your melee weapons.
Grace
This is how well you are at dexterous activities, such as dancing, or dodging. It can also be used for ranged combat, or some more finessed weapons.
Endurance
How hardy your character is. Can you take the hit? Will you die from the poison? Endurance will help determine that.
Knowledge
Book smarts. How much does your character know from lessons and history? Do you know how to do open heart surgery? That's in here.
Wits
Street Smarts and Common sense are under your wits. Wits will tell you when its not a good idea to go down that specific alley, or eat that oddly green piece of cheese.
Conviction
Determination and grit, Conviction is how hard it is to divert your attention from a specific goal or task.
Empathy
Feeling for your fellow being. This can help you understand their plight, or let you know when they're lying to you.
Aptitudes
Aptitudes covers abilities given to you by your class, your species, or your backstory.
An example of things given to you by your class attributes, would be an entertainers Inspiration power, where their words carry magical levels of power bolstering their allies.
An example of a gift of your Species would be the exceptional eyesight of the elves, given in the form of their night sight ability, allowing them to see in darker areas than others.
An example of a backstory attribute would be the Hero in Trainings ability to be potentially known in any town.
These Aptitudes can also bolster your Abilities, giving bonuses to the scores, usually +1 or +2.
You can also get attribute points via training, using the training system explained in Chapter X: Downtime Activities
Abilities
Abilities in Reel20 are what other systems call Skills. Abilities come in a few types. There are mental abilities, physical abilities, social abilities, and combat abilities.
Mental abilities cover knowledges, medical or even researching information.
Social abilities cover things like deception and discerning when it is used, performing, and diplomacy.
Physical abilities will be things like heavy lifting, running, jumping and acrobatics.
Combat abilities cover the art of the sword and bow, armor and shield, and even dodging. Why are they different than physical abilities? Because someone might not be good at lifting a bale of hay, but can easily parry with their rapier.
Aspects
Aspects are tricks or tasks you have learned over time. Not as powerful as an Augmentation, but potentially empowering a class attribute. There will be many of these in your character, as they are the core of Character and species advancement.
Augmentations
Augmentations come in 2 varieties, Equipment and Enhancements. This allows for you to make use of your powers, and create whole new powers in some cases.
Equipment is what it says on the tin, your swords, guns, bows and armor. Your vehicles. Your food, more importantly. The craft table isn't always available.
Enhancements come in 3 varieties. Static enhancements that bolster stat, Powers which covers magic and psionic abilities, and Disciplines which allows for special tricks, like a samurai's Iaijutsu technique, allowing for many strikes in one attack. Enhancements will be further covered in Chapter X: Enhancements, as well as Powers and Disciplines having their own sub chapter under those.
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