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=== Characters === Characters have Traits, derived Stats, Edges/Hindrances, Gear, and Bennies. If you're playing a game with supernatural events, characters may also have Powers (whether they are magic, psionic, weird-science or divine miracles is fluff; supernatural Powers have the same mechanics). '''Traits''' come in two types: Attributes, which everyone has, and Skills, which only some characters have. Traits are rated by the size of a single die used for rolls when testing that trait: d4, d6, d8, d10, d12. d6 is considered average. If a character is attempting to use a Skill they do not have training in, they roll d4-2. If a character is made from scratch, a point-buy system is employed: Attributes start at a d4, and players get as many points as there are Attributes to spend. Each point must be spent to raise an Attribute Trait one step to the next die size. (ie. 2 points would raise d4 to d8). Similarly, the player gets 15 points (or 3* # of Attribute Traits?) to purchase Skill Traits -- the first point raises (or 'trains') the skill to d4. '''Attribute Traits''' for most plot points are Agility, Smarts, Strength, Spirit, and Vigor. '''Skill Traits''' are too numerous to list here, and will change depending on the setting. '''Derived stats''' do not have points assigned to them, but are calculated based on the character's existing Attribute and Skill distribution. They are Charisma (positive or negative modifiers to an NPC's arbitrary disposition towards you), Pace (12 yards/turn by default), Parry (2 + 1/2 of Fighting skill, for a total of 2 if you a character doesnโt have ranks in Fighting), Toughness (2 + 1/2 of Vigor attribute + armour bonuses). Setting books may also add another derived stat to characters, such as 'faith', 'grit' or 'honour'. '''Edges and Hindrances''' are what other systems would call merits & flaws. They give the character advantages and disadvantages, which often pertain to how the character is portrayed and are not always numeric modifiers. Normal Human player characters get one free Edge, and may take two minor Hindrances and a major. Minor Hindrances may be 'cashed' for extra starting funds or an extra skill point; two minor Hindrances or one major Hindrance can purchase an Attribute point, or an additional Edge. Examples of Edges and Hindrances include being illiterate, attractive, more difficult to wound, or dramatically heroic, though there are many more. '''Gear''' is starting equipment. Characters start with $500 in the setting's currency by default, and equipment lists are in the setting handbook as well as the main rulebook. Equipped Gear can alter a character's derived stats; ie: a shield to improve Parry, or a kevlar vest to improve Toughness. It also includes incidental items, such as flashlights or torches, rope, and other useful adventuring ephemera. '''Bennies''', short for benefits, are hero points. Each player gets three at the start of each session, and they can be used to re-roll any skill or attribute roll, attempt to quickly recover from wounds, or use very specific advantages from Edges. Each important NPC also gets two bennies at the start of a session, and all the NPCs get a pool of (# of players) bennies to draw from. Bennies cannot be saved for the next session, although they may be spent at the end of a session to get an opportunity for more experience.
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