SixShooter Character Slinger

Characters

No characters yet.

Character Slinger

Customization Points 10
Not checked yet Not checked yet
Description

This section has no mechanical influence and is purely for flavor and roleplay reference.

Units
Species

All Species share three Attributes: Cerebrum, Movement, & Size. These Attributes determine the average durability and speed of a given member of the Species. The default Species of the SixShooter adventure game is Human. Judges should feel free to develop new or add Species common for the type of game they are presiding over. Other Species Attributes are Features. Features include body locations, called Slots, that may or may not be present in any given species. Other Features may decrease or increase the cost to purchase other traits, provide access to free traits, or have other unique properties.

Legend

Some call it destiny, others refer to it as fate or even karma, but the SixShooter adventure game employs a mechanic named Legend. While destiny is usually viewed as an external force of the universe exerting its influence on persons to direct them towards a predetermined fate, which people arrive at regardless of their own or others’ actions, Legend is a character-driven force that can be thwarted, restructured, and harnessed.

Every character begins play with two Legend Traits. These traits are usually presented as phrases, such as Fastest Gun in the West or Restore Balance to Space Sorcery. Legend Traits dovetail with Backgrounds, but instead of describing a character’s past, they usually describe the character’s future... specifically the path the character is taking to arrive at that future.

Background

Backgrounds represent the history of the character before entering play. Each character receives two backgrounds, an Experience and an Entanglement Background, during character creation. Backgrounds have both mechanical and story implications.

Experience Backgrounds provide Abilities, Talents, and Equipment. Entanglement Backgrounds represent some sort of complication the character stumbled into before the adventure begins and assign Quirks. Both types of Backgrounds contribute to the story by allowing players to edit scenes by creating props or relationships relevant to their Background.

Backgrounds are dynamic and players are encouraged to craft their own or choose from the pregenerated lists.

Attributes Creation Ranks 6

The SixShooter adventure game system uses a variety of Attributes that serve as limiting and deterministic properties for characters. Species attributes, comprised of Cerebrum, Movement, and Size, determine health, and may set maximum values for one or more other Attributes. Setting Attributes may also be used that can affect Subsystems.

Attributes are measured in ranks, which are essentially positive or negative integer values. Attribute ranks are assigned during Character Creation and may be increased with Experience (Setting Attributes may or may not be able to be increased by Experience).

Primary Attributes

Primary Attributes are comprised of two Facets of three Attributes. The Facets, Body and Mind, each have Finesse, Power, and Resistance Attributes. Every Ability has a Key Attribute and its value is added to Action Rolls involving them. The minimum rank a character can have in an Attribute is negative five (-5). The maximum rank is the setting's Caliber. The six Primary Attributes in turn play a vital role in determining other types of Attributes such as Defense and Energy.

Should a character ever be reduced beyond negative five (-5) in an Attribute, that character falls prone, is helpless, and cannot take actions. Whenever Attributes change, all modifiers to connected Attributes and Abilities change as well. For example, if a character’s Body Finesse Attribute is lowered by one (1) rank, then the bonus to Reaction and Acrobatics also lower by one (1).

Body Finesse

The Finesse Attribute of a character’s Body (BF) covers characteristics such as dexterity, agility, and fine motor skills. This Attribute is most important for targeting opponents, acrobatic feats, maintaining your balance, and for avoiding mishaps and area affects.

Body Power

The Power Attribute of a character’s Body (BP) measures brawn and sheer physical might. This Attribute is crucial for inflicting injury upon foes during brawls and for lifting and carrying weight, especially while climbing or jumping.

Body Resistance

The Resistance Attribute of a character’s Body (BR) represents physical endurance, stamina, and the ability to defend against disease and sickness. This Attribute is essential for surviving poison, combating illness, and being able to absorb a blow.

Mind Finesse

The Finesse Attribute of a character’s Mind (MF) describes the ability to think on your feet and quick wit. This Attribute is necessary for situational awareness and helps a character react to social situations or to danger in combat.

Mind Power

The Power Attribute of a character’s Mind (MP) denotes critical thinking, the ability to remember, and breadth of knowledge. This Attribute is significant whenever information retention is required and for applying knowledge in craft.

Mind Resistance

The Resistance Attribute of a character’s Mind (MR) reflects will and determination as well as the ability to shrug off mind crushing events. This Attribute is key for resisting insanity, mental fatigue from sleep deprivation, and sustaining a battle of wills.

BODY

Power
Finesse
Resistance

MIND

Power
Finesse
Resistance

Derived Attributes

Defense Attributes

A character's Defensive Attributes determine how quick can she evade that exploding stick of dynamite, whether she’ll survive that scorpion’s sting, or even if she can keep her wits after being drugged with a psychedelic. Defensive Attributes will determine if you can survive the many perils of adventure. Unlike the previous Attributes, ranks in Defensive Attributes cannot be purchased; they are derived from your Primary Attributes or may be modified by Talents or Quirks.

Reaction

A character’s Reaction score represents the capability for evasion and responding to threats. It’s your reflexes and requires both mental and physical agility, thus the Body Finesse and Mind Finesse Attributes are used in its calculation.

Reaction: BF + MF

Resilience

A character’s Resilience score reflects protection from injury, fatigue, poison, and disease. It’s your fortitude and is composed of the Body’s Power and Resistance Attributes.

Resilience: BR x 2

Resolve

A character’s Resolve score measures one’s mental defense and strength of will. It’s your willpower and the Mind’s Power and Resistance Attributes are used in its calculation.

Resolve: MR x 2

Energy & Health Attributes

Many Actions in SixShooter may consume points of Energy or Health, Body or Mind related, temporary or permanent, from the initiating character or her targets, or any combination of them all. Like Primary Attributes, Energy and Health Attributes come in two types: Body and Mind.

Vigor

Vigor is the Body Energy Attribute. Actions of a physical nature may have an Activation Cost in Vigor and some effects may drain it. If the character does not have Vigor equal to or exceeding the Activation Cost, then that Action cannot be performed. Vigor is determined by a character's Body Primary Attributes and is regained at a rate of one point per minute. Should Vigor ever be reduced to zero (0) or less, the character becomes Fatigued until she has Rested (regaining Vigor does not remove Fatigue).

Vigor: (BF + BP + BR) x 2

Anima

Anima is the Mind Energy Attribute. Actions of a mental nature may have an Activation Cost in Anima and some effects may drain it. If the character does not have Anima equal to or exceeding the Activation Cost, then that Action cannot be performed. Anima is determined by a character's Mind Primary Attributes and is regained at a rate of one point per minute. Should Anima ever be reduced to zero (0) or less, the character becomes Stressed until she has Rested (regaining Anima does not remove Stress).

Anima: (MF + MP + MR) x 2

Vitality

Vitality is the Body Health Attribute and it measures how much life threatening physical injury a character can sustain. Normally, a character can accrue her Size in Wounds to Vitality before falling unconscious and bleeding out and twice her Size in Wounds before she is dead; however, Talents and Quirks may modify this amount. Characters suffer a negative two penalty (-2) to Action Rolls for every Vitality Wound she has accumulated.

Vitality Wounds before falling unconscious: Size

Vitality Wounds before dying: Size x 2

Action Roll Penalty per Vitality Wound: -2

Sanity

Sanity is the Mind Health Attribute and it measures how much life threatening mental injury a character can sustain. Normally, a character can accrue her Cerebrum in Wounds to Sanity before falling unconscious and suffering madness and twice her Cerebrum in Wounds before dying; however, Talents and Quirks may modify this amount. Characters increase the Speed of any Action by one increment for every Sanity Wound she has accumulated.

Sanity Wounds before falling unconscious: Cerebrum

Sanity Wounds before dying: Cerebrum x 2

Action Speed Penalty per Wound: -5

Abilities Creation Ranks 12

Abilities represent knowledge and skills a character excels at. Ranks in Abilities govern how well characters can perform Actions as most every action can be tied to an Ability. However, only one Ability can apply to a single Action Roll. Abilities are fairly flexible and an Action may be accomplished through different Abilities at the Judge's discretion. For instance, using rope to tie someone up is usually managed through Security (i.e. binding prisoners) but using Animal Ken (i.e. hogtying farm animals) could also be an option for a creative player. If a character has ranks in both, then only the higher bonus applies.

Key Attribute

Every Ability has a Key Attribute and that Attribute’s rank applies to any Action Rolls employing that Ability. When using an Ability untrained, the Key Attribute still applies to the roll (assuming the Ability can be used untrained). Other traits may also modify an Action Roll for an Ability and any modifiers to an Ability's Key Attribute also apply.

Interaction Abilities

Abilities based in social interaction have additional requirements and limitations. In order to affect a target, which may be a group of targets, with an interaction Ability, the target must be able to understand and receive the communication the character employing the Ability. For instance, the target must be able to hear and speak the same language if a character is using some oratory method of communication.

The target must also be intelligent enough to comprehend the interaction. Some creatures may just be too limited in faculty to understand what the character is trying to communicate and some targets are completely mindless and are unaffected by interaction Abilities. The Judge is free to determine circumstance penalties depending on how difficult it is for a character to interact with another.

Equipment & Material Required Abilities

Some Abilities require equipment and/or materials to accomplish a task. For instance, most, if not all Crafts require both materials to create an item from and tools to refine those materials. Expertise: Mechanic would require tools in order to repair equipment while Expertise: Medicine would require a first aid kit for basic treatment or specialized implements for more advanced medical procedures.

Untrained Abilities

If a character doesn't have an appropriate Ability for an action, she suffers a negative two penalty (-2) to her Action Roll. Below is a table of Abilities, but Judges should feel free to add or remove new Abilities as necessary (i.e. Marksmanship [Firearms] would not be appropriate for an early medieval setting). Again, Abilities should not be considered inflexible, but instead be thought of as overlapping. One could navigate the wilderness using Expertise [Astronomy], Expertise [Geography], or Survival depending on how the player describes her character’s actions.

Loading abilities...

Talents

Talents are the epic feats of ability that are not covered by common Abilities. An ace pilot might have the Dogfighting Talent, while a bounty hunter might have the Gunslinger Talent. These Talents are trees and may have different paths to explore.

No talents added yet.

Quirks

Quirks are drawbacks or flaws the character needs to mitigate and deal with and provide the Judge mechanisms to challenge your character with. They are a treasure for roleplaying.

No quirks added yet.

Equipment Creation Ranks 12

Equipment is the gear, devices, vehicles, and even locations your character begins play having access to. Backgrounds can provide Equipment or they can be purchased with Creation Ranks. Some Backgrounds, Talents, or Quirks may modify the default rank of 12.

No equipment added yet.