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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

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