CAPÍTULO V........................................................................................................ 43
5.1. Presentación de resultados
You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think.
You gain the following characteristics:
Willful: +4 to your Intellect Pool.
Skill: You’re trained in resisting mental effects.
Skill: You’re trained in tasks requiring incredible focus or concentration.
Inability: Willful doesn’t mean brilliant.
The difficulty of any task that involves figuring out puzzles or problems, memorizing things, or using lore is increased by one step.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
1. Against your better judgment, you joined the other PCs because you saw that they were in danger.
2. One of the other PCs convinced you that joining the group would be in your best interests.
3. You’re afraid of what might happen if the other PCs fail.
4. There is reward involved, and you need the money.
with your GM to determine what happened that affected you so strongly. Maybe a group of bandits wiped out your family. A corrupt official stole your family’s savings or otherwise brought ruin to you and your loved ones. Perhaps a rival destroyed your romance by sullying your name. Death, finances, love: any of these can support your motivation.
In addition, consider to what extent your character will go to gain vengeance. Will you compromise your values to destroy the ones who wronged you? Will you sacrifice your companions to get what you want? Can you imagine a life after you get revenge, or will you throw yours away to punish the people who wronged you?
You gain the following characteristics:
Skill: The fires of your hatred make you an imposing figure. You’re trained in any task that involves intimidation, threats, or inflicting pain through torture.
Skill: You will follow your enemies to the ends of the earth. You’re trained in any task that involves finding and following tracks.
Skill: You’re trained in Speed defense actions.
Additional Equipment: You have an additional medium weapon.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You and the other PCs are headed in the same direction.
2. You believe that one of the PCs knows something about your enemy. You accompany the group to find out what that character knows.
3. One of the PCs survived the event that caused you to become vengeful. You travel with that character to protect him or her.
4. You drew everyone together to help you get revenge on your enemies.
VIRTUOUS
Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would how you became involved in the first
adventure.
1. You just tagged along and no one told you to leave.
2. You saw something important the other PCs did not and (with some effort) managed to relate it to them.
3. You intervened to save one of the other PCs when he was in danger.
4. One of the other PCs recruited you for your talents.
TOUGH
You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars.
You gain the following characteristics:
Resilient: +1 to Armor.
Healthy: Add 1 to the points you regain when you make a recovery roll.
Skill: You’re trained in Might defense actions.
Additional Equipment: You have an extra light weapon.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You’re acting as a bodyguard for one of the other PCs.
2. One of the PCs is your sibling, and you came along to watch out for her.
3. You need money because your family is in debt.
4. You stepped in to defend one of the PCs when that character was threatened.
While talking to him afterward, you heard about the group’s task.
VENGEFUL
One moment changed everything for you.
One dreadful encounter, one betrayal, or one horrific tragedy altered your course and made you who you are today. Looking back at that time, you often wonder how your life would have unfolded if not for the event that ruined everything. The life you imagine you should have had haunts you and feeds your appetite for revenge until vengeance is the only thing you have left.
To be vengeful, you must have someone or something you want revenge against and someone or something to avenge. Work
with food and whatever inexpensive or moderately priced items you need.
Additional Starting Equipment: You start with an additional expensive item, and all your starting possessions are of very fine quality.
Money Is No Object: You can buy whatever inexpensive items you need wherever they are available.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. You crave a life of adventure. You hired all the other PCs for your expedition.
2. Having wealth only creates an appetite for more. You join the other PCs to grow your fortunes.
3. You want to do good works with your wealth, and you see the PCs’ mission as an opportunity to help people.
4. The source of your wealth—a relative, a business, or your position in the
community—controls your life, and you have begun to feel stifled. You disguise your true identity and accompany the PCs for a chance at the freedom your fortune denies you.
WEIRD
You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in. The concept of
“the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.
Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and adopted the weird by choice.
You gain the following characteristics:
Inner Light: +2 to your Intellect Pool.
Distinctive Physical Quirk: You have a unique physical aspect that is, well, bizarre.
Depending on the setting, this can vary agree are virtues, while you eschew their
opposites: sloth, greed, gluttony, and so on.
You gain the following characteristics:
Dauntless: +2 to your Might Pool.
Skill: You are trained in discerning people’s true motives or seeing through lies.
Skill: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. The PCs are doing something virtuous, and you’re all about that.
2. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.
3. One of the other PCs invited you, hearing of your virtuous ways.
4. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than you.
You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
WEALTHY
You can’t remember a time when you wanted for anything. You have always had money and have largely lived a life of comfort and plenty. You might be stingy with your wealth, hiding your abundance lest others try to steal it from you. Or you might be magnanimous, spreading it around to any and all who need it.
The source of your funds is up to you.
Maybe you inherited your vast fortune from a relative. A sudden windfall could have made you flush with funds and given you a life you never dreamed of. You might be a successful merchant or entrepreneur, making your fortune through hard work and determination.
You gain the following characteristics:
Connected: You have connections, resources, and a head for business.
Whenever you spend at least an hour in a community with a population of 1,000 or more, you can find comfortable accommodations for you and your companions for as long as you stay there.
The accommodations also provide you
Skill: You are trained in supernatural knowledge.
Inability: People find you unnerving. The difficulty of all tasks relating to pleasant social interaction is increased by one step.
Initial Link to the Starting Adventure:
From the following list of options, choose how you became involved in the first adventure.
1. It seemed weird, so why not?
2. Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.
3. As an expert in the weird, you were specifically recruited by the other PCs.
4. You felt drawn to join the other PCs, but you don’t know why.
greatly. You might have purple hair or metal spikes on your head. Maybe you have nothing but a massive scar where your nose used to be, or you were born without a nose. Perhaps your hands don’t connect to your arms, although they move as if they do.
Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), or a feature with no explanation.
A Sense for the Weird: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.