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