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:
- 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.)
- Assign Attributes as desired: 11, 10, 9, 8, 7, 5.
- Assign skills:
- 1 Primary skill at +8.
- 2 Secondary skills at +6.
- 3 Tertiary skills at +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.)
- 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.)
- Buy Stunts and Powers (reducing Action Rating). [These rules are unwritten. They will probably make their first appearance in draft 0.4a.]
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.]
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:
- No more than 1 skill at +8.
- No more than 2 skills at +6.
- No more than 3 skills at +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).