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end, or be re-rolled if the scores are too low.<br />
This method can give the flavor <strong>of</strong> fate, or<br />
destiny in the character's creation. You might<br />
even want to roll for each character's parent's<br />
occupation, or social class, if these factors<br />
are important to your Setting.<br />
¢ Points -A point value cost may be assigned<br />
to the various Traits. Point value costs may<br />
be allocated to Skills, Attributes, Abilities,<br />
and even Descriptors, depending upon their<br />
desired starting Rank, and inherent<br />
usefulness. Each Actor can then be allotted<br />
a number <strong>of</strong> points with which to purchase<br />
her role. The starting point allowance for a<br />
role could even be increased by adding Flaws<br />
to the character, for which the Actor would<br />
gain bonus purchase points.<br />
¢ Templates -<br />
The Director may create<br />
character Templates as described under<br />
'Makeup and Costuming', which the Actors<br />
may then customize and personalize to build<br />
their roles. This method may be easily<br />
combined with one <strong>of</strong> the systems described<br />
above.<br />
Feel free to mix and match, or invent your own<br />
methods, in order to come up with a style that best fits your<br />
Setting. Above all, we recommend that you listen to your<br />
Actors' needs. If you have an Actor in your group who<br />
can't roll dice to save her life, then consider limiting the<br />
use <strong>of</strong> dice in role generation. If one <strong>of</strong> your Actors is<br />
uncomfortable with her writing skills, then you should take<br />
this into account as well. The important thing is that you<br />
and your Actors have fun, and enjoy the roles that each<br />
person develops.<br />
LISTS<br />
After you've hammered out a suitable method for<br />
character creation, the next step is to generate a Skill,<br />
Ability, and Descriptor list appropriate to your Setting. No<br />
Skill, Ability, or Descriptor list can ever be totally com<br />
plete, nor do you need to strive for that. Don't worry about<br />
getting every conceivable area <strong>of</strong> expertise, power, and<br />
background covered. You can add the odd ones later as<br />
you need. These lists need only be complete enough to<br />
give the Actors a good feeling for the breadth <strong>of</strong> knowl<br />
edge, powers, and backgrounds available to them within<br />
the Setting. Divide your Skills, Abilities, and Descriptors<br />
up into Categories, in order to better represent them by<br />
pr<strong>of</strong>essional classification, or type <strong>of</strong> power, etc. These<br />
Category divisions make it easier for your Actors to pick<br />
out appropriate Skills, Abilities, and Descriptors, and act<br />
120 Theat.-ix - The Core Rules<br />
as a guide for the creation <strong>of</strong> well adapted Main and<br />
Supporting Cast members.<br />
Skills<br />
Skills are areas <strong>of</strong> knowledge and expertise that<br />
may be taught to anyone with time, patience, and a little<br />
aptitude. Skills may be as complex as Nuclear Physics, or<br />
as simple as Sewing. How much knowledge any one Skill<br />
covers, and exactly what Skills are present to be learned,<br />
varies greatly with the Setting.<br />
Abilities<br />
Some Settings have no Abilities, while others are<br />
rife with them. Where there are few Abilities, you can<br />
probably create an adequate list as a guide for your<br />
Actors. With Settings that revolve around their multitudes<br />
<strong>of</strong> Abilities, such as superhero comic book genres, you'll<br />
only be able to come up with a sketchy outline <strong>of</strong> the<br />
powers available. The rest you'll have to judge on a case<br />
by case basis. Almost always, you'll have the chore <strong>of</strong><br />
individually Scaling each Ability as it's chosen by your<br />
Actors. Fortunately, the Skill Rank descriptions corre<br />
spond closely to those used for most Abilities. Start as you<br />
would for Attributes, and set both the high ('10.0', nothing<br />
is Impossible) and the low ('0.0' totally unskilled) marks.<br />
Remember again, that you're only covering the useful<br />
Range <strong>of</strong> each Ability. The high '10.0' mark sets the limit<br />
<strong>of</strong> power for that specific version <strong>of</strong> the Ability. Fill in the<br />
rest <strong>of</strong> the Scale, referring to the Skill Rank descriptions<br />
as a guide, ie. a '3.0' should possess a 'competent'<br />
amount <strong>of</strong> power, a '6.0' should be capable <strong>of</strong> 'Extraordi<br />
nary' feats <strong>of</strong> power, etc. Lastly, place the character<br />
somewhere upon this Scale. Repeat this process for each<br />
Ability chosen.<br />
For example, lets use a four color superhero Set<br />
ting, and the Ability to control fire, listed as an example in<br />
'Makeup and Costuming'. We'll now completely Scale<br />
this Ability as might be appropriate for such a genre. In<br />
case you don't remember, what we wanted was ...<br />
¢ A character who can ignite herself on fire,<br />
sustaining no damage, fly through the sky at<br />
the speed <strong>of</strong> a jet, and throw columns <strong>of</strong> fire<br />
ather enemies. The higher the rating<strong>of</strong>these<br />
powers, the faster she'll fly, and the more<br />
intense will be her fire.<br />
The Director discusses this Ability with the Actor in<br />
question, and determines the maximum potential that will<br />
be allowed for this Chronicle. This serves as the Ability's<br />
'1 0.0' mark. The Director also decides that she'll start the<br />
Actor out as a competent, but not masterful fire wielder,<br />
so there will still be a lot <strong>of</strong> room for growth. The character