Creating Characters

Here are the draft character creation rules for Destiny. I’ll start with the basic checklist, and explain as we go.

To create a character:

  1. Choose a Defining Trait. (A short phrase that encapsulates your character concept. “Rookie cop.” “Zombie Wrangler.” “Masked Avenger.” Everything else is built around this concept.)
  2. Assign Attributes as desired: 11, 10, 9, 8, 7, 5.
  3. Assign skills:
    1. 1 Primary skill at +8.
    2. 2 Secondary skills at +6.
    3. 3 Tertiary skills at +4.
    4. A number of miscellaneous skill plusses equal to your Intellect, no more than +2 per skill. (So an Intellect of 8 could give you four miscellaneous skills at +2, eight at +1 or any mix of those two.)
  4. Choose up to 3 Distinction Traits and 3 Difficulties. (These are short phrases describing the character. “Keeps His Cool.” “Trained by a Master.” Distinctions are generally helpful, Difficulties generally cause trouble.)
  5. Buy Stunts and Powers (reducing Action Rating). [These rules are unwritten. They will probably make their first appearance in draft 0.4a.]
  6. Equipment.

Advancement

After each session your character is given a number of Advancement Points, by default between 5-10. (Though this varies, according to campaign considerations.) It costs (# new plusses) to raise a skill by 1 plus.

Example: Increasing a skill from +2 to +3 costs 3 AP. Increasing a skill from +8 to +9 costs 9 AP.

You can only increase a skill by one plus after a session. Advancement Points can be banked for later (if a skill plus costs more than 10 points).

(Advancement costs for Attributes is undefined, right now.)

[Note: Using these rules, it costs 399 points to raise a skill from +8 to +29. That’s a minimum of 40 sessions. This may seem extreme, but a character with a skill of 31 will always succeed at CR 21 (Grueling) challenges and is considered one of the best in all of history, another Einstein, Da Vinci, or Napoleon.]

Complex Creation

The creation checklist above is designed to be fast and easy to remember. People who want some more customization can use the following steps in place of the above:

2. Instead of using the Attribute array, assign 50 points to the six Attributes, as desired.

3. Assign 32 + (Intellect) points in skills, with the following limitations:

  1. No more than 1 skill at +8.
  2. No more than 2 skills at +6.
  3. No more than 3 skills at +4.
  4. All other skills at no more than +2.

These two changes give you more control over your character, but take a little longer.

Altering the Default

The above character creation rules are the default, most campaigns will start with them (or something much like them). Some campaigns will have more skills/attributes (or less).

• A supers campaign, for example, could have an Attribute array of: 50, 45, 40, 35, 30, 25 and skills of 20, 15, 15, 10, 10, 10, and (x4 Intellect, max +8).
• A pulp heroes game might have 12, 11, 10, 9, 8, 7 and skills of 14, 10, 10, 6, 6, 6, and (x2 Intellect, max +4).
• A child heroes game (Adventures in Neverland) might have 9, 8, 8, 7, 6, 5 and skills of 6, 4, 4, 2, 2, 2, and (1/2 Intellect, max +1).

Both the speed of advancement and the initial starting values can very, based on GM/designer choices. Currently, the values are fairly plausible (assuming professional adults as default characters).

Skills and Difficulty: Internal Logic

Skill Challenges have been built with an eye towards the game mechanics and internally consistent logic. Challenge Ratings are normed against Skill Ratings, so that a specific Challenge Rating is a commensurate challenge for a specific Skill Rating. Also, Skill Ratings are built from both pluses (measured by how much training one has) and the Base Skill (determined by their Attribute.)

Here’s why things fit together the way they do:

The Base Rating for an Average attribute is 2. With Minimal training (or experience), +1, Average people have a Skill Rating of 3, Novices. An Average person with Minimal training is a Novice.

This is a common-sense, easily understood measurement. People with minimal training/experience are Novices. (Even the very talented but minimally trained are Novices: Base Rating 3 +1 = Skill Rating 4. Everyone, even those with potential, have to start somewhere.)

Average people (Base 2) with a Beginner’s training (+4) are Skilled (Skill Rating 6).

Average people (Base 2) with demonstrated Proficiency (+9) are Professionals (Skill Rating 11).

Average people (Base 2) with Expert training (+14) are Accomplished (Skill Rating 16).

Average people (Base 2) with a Mastery of the subject (+19) are World Class (Skill Rating 21).

Again, all of these are pretty straightforward and make sense. You can easily understand why a Master of a subject is World Class.

The rest of the Skill Ratings follow similar internal logic, as do the Challenge Ratings. Challenge Ratings are defined by how challenging they are, in relation to specific Skill Ratings. Difficult Challenges are apt for Professionals, for example. But the dice mechanics also come into play, specifically with how low you can roll.

Automatic Success

A Professional (Skill 10) always succeeds at Routine (CR 0) Challenges, because the lowest you can roll is -9.

Accomplished characters have skills of 16+, and always succeed at Easy (CR 5) tasks.

World Class characters have skills of 21+, and always succeed at Difficult tasks (CR 10).

A Grand Master has a Skill Rating of 26+, and they always succeed at Formidable Challenges (CR 15).

Legendary characters (Robin Hood, at archery) have skills of 31+, and they always succeed at Grueling tasks (CR 21).

In-world, “always succeeds” means the task is effortless. The character is so used to doing this, that they don’t even have to think about it or exert any effort. The player can roll, to get a higher Success Rating, but they don’t have to. Even in difficult circumstances, they will succeed.

It takes a long time to climb the skill curve (by deliberate design choice). But once you do, there are great benefits. Automatically succeeding at low-CR Challenges is one of them.

Cinematic Indulgences: A Treasure Trove of Tropes

Prepare to lose large chunks of your life: TV Tropes is that addicting. With thousands of pages, covering fiction tropes from “Actually, I am Him” to “You Can’t Go Home Again“, TV Tropes is a boot camp for the Genre Savvy (and required reading for the would-be Dangerously Genre Savvy).

Each page in the wiki defines and describes a specific trope, like the infamous (and hoary) Deus Ex Machina. And there’s thousands of pages, covering thousands of tropes.

What’s a “butt monkey”? Now you know. Don’t know what “Dark Fantasy” is? TV Tropes can help. What tropes are frequently used in “Star Trek”? It’s in there.

The best articles delve into historical background, critical analysis, and prominent examples (thus leaving you more educated about genre and genre tropes), while the worst are a stew of in-wiki cross-references: “This trope is like that one, but not like these two others, and often appears in conjunction with a fourth trope.” (These latter pages are obscure, maddening, and wholly unenlightening.)

So why is this a colossal time sink? Because there’s just so damn much material, thoroughly cross-referenced, written in an accessible, conversational tone of voice, and illustrated with concrete examples from all kinds of media (not just television). Maybe normal people wouldn’t find themselves opening 6 additional browser tabs, after reading just one article, but genre geeks should find it hard.

Such an encyclopedic compendium of tropes is an open bar for people looking to educate themselves on matters of genre. There’s just so much good stuff…

Whether building a setting, trying to understand the thematic elements of King Lear, or casually browsing for edification and entertainment, TV Tropes has you covered. If you can spare the time.

Banning the Bland in an Omni-Genre RPG

Destiny is an omni-genre game, it’s intended to support play in many different and varying genres. Fantasy, cyberpunk, space opera: any potential RPG genre can be represented by Destiny’s mechanics. (Not every setting, but any genre.)

The problem with this, from the point of view of a designer, is how to keep a genre-less rule set from feeling bland or uninspiring. Many, perhaps most “multi-genre” RPG’s fall into this trap.

In part this problem is averted by Destiny’s raison d’tre: it’s an Action-Movie RPG. Destiny is about Bad Boys, The Expendables, Die Hard. It’s about Jet Li, Sylvester Stallone, Will Smith. It’s about heroes and villains. Chases, interrogations, and gunfights. Most importantly, it’s about Trouble and Luck: action heroes suffer through much trouble but are also very lucky.

Trouble and Luck also provide a framework for play. Players are told to expect Trouble (and are given some sway over Luck), gamemasters are counseled to use Trouble to Fuel the Action, and the most prominent mechanics themselves are built around the ideas of Trouble and Luck.

The dice roll Hot and Cold. Traits provide Difficulties and Distinctions. Cards are both Boon and Bane. Spectacular Success is Lucky, Disasters Trouble.

These elements make the game distinctive, they make it stand out, they make it memorable. They implement action movie tropes and make Destiny an action movie RPG. They give the game a sharp focus, and in so doing make it more than a bland, unfocused rules set.

They make Destiny into the game of Omni-Genre Action Movie Heroics. Which is flexible, by design, but never bland.

Skill Challenges: How Difficult is “Difficult”?

Skill Challenges are compared to a Challenge Rating, which roughly measures how difficult they are.

CR Description
0 Routine
5 Easy
8 Moderate
10 Difficult
15 Formidable
20 Grueling
25 Monumental
30 Nearly Impossible

Routine: A task so easy, you barely notice performing it. Even rank amateurs and raw recruits usually succeed at Routine tasks. Ex.:

Easy: A relatively simple task, something amateurs find too complex, and entry-level workers find challenging, but competent professionals almost always succeed at. Ex.: Taking off or landing an airplane in clear weather. Diagnosing a common disease. Swimming a mile.

Moderate: This sort of task is the bread-and-butter of veterans (who succeed most of the time), but the untried and inexperienced find them daunting. Ex.: A reporter writing a newspaper column or story.

Difficult: Veterans usually succeed at these sorts of tasks, and standout members of a profession nearly always succeed, but entry level employees usually fail. Ex.:

Formidable: Something seasoned characters struggle to achieve, but luminaries usually succeed at. Ex.:

Grueling: A task one of the best in the world fail at, more often than not. Ex.:

Monumental: Tasks the foremost expert in a field fails at most times. Ex.:

Nearly Impossible: Even a DaVinci or Napoleon finds these tasks difficult, failing more than half the time. Ex.:

[Note: Obviously, examples are missing for most of the CR ratings. As skill descriptions are written up, these examples will be fleshed out.]

FAQ Force Five (Destiny Rules FAQ, Part 5)

Initiative

Q. Why not just go first and Hold Action every round?

A. The Initiative language is being revised for 0.2a. It should address this.

Movement and Actions

Q. I don’t understand how movement works.

A. Movement rules are being revised for 0.2a.

The Rules

Q. Where can I get a copy of these rules?

A. For those involved in the playtest, the 0.1a version of the rules is available in the Yahoo Group, in the Files section. For everyone else, the rules are listed in the various posts tagged Destiny Game Mechanics.

When release 0.2a is finished, I’ll make it available as a general download and post links to it.

Feedback

Q. Are you actually paying attention to feedback?

A. Yes, very much so. Even when I decided to keep (or decline to alter) a criticized mechanic, I’m still tracking how it works. It the criticism appears valid, I am open to changing it. Indeed, such changes could appear without warning.

Cinematic Indulgences 2: Physics and the Cinema

Insultingly Stupid Movie Physics is a formerly great, but still pretty decent, site specializing in review and discussion of the many physics mistakes common to films. Did you know that bullets which ricochet don’t sparkle (unlike vampires)? Well, now you do.

Not only do they discuss common physics oversights/crimes against science in general, they also review and rate specific films for their accuracy in physics. (The worst offender? Unsurprisingly, it’s The Core, 2003’s so-bad-it’s-good inverse Armageddon.) The reviews were, at one point in time, the best part of visiting the site.

Unfortunately, the authors made the grave error of publishing a book compiling their posts, then removing the posts from the site. As a result, Movie Physics is a bastardized remnant of its former glory, with most of the best material missing in action.

I’m not one to begrudge anyone who manages to make money off of their own personal pursuits, posting opinions and diatribes to the Internet. But Insultingly Stupid Movie Physics did it foolishly, harming their audience and their site.

They’d have been better off to leave the reviews on the site, as they’re free advertising. People who like them will buy the book, and (if they’re any good) the authors will make money. Schlock Mercenary and The Order of the Stick both thrive off this model, and the creators (Howard Taylor and Jeff Burlew, respectively) are quite successful. (They make a living posting stuff for free!)

Still, the general discussion of specific areas movie physics differ from real-world physics are illuminating, and the current crop of reviews are good reads, if not as good as the reviews of yore. After all, how often does a big budget anti-physics masterpiece like The Core come along?