On Character Builds

The Crisis does not begin right away, and the way the characters fit into the world can affect how events progress. The players may find themselves safe from the danger for long periods of time and embroiled in other events.

Most Skills will be useful, but players should try to build a hardy group which can handle some combat. There will be many possible approaches to every situation, but characters should be prepared for travel, hardship, long periods away from civilization, and inevitable combat and hazards as a group. Of course, the larger the party the more specialized each character can afford to be.

While the GM will not try to kill the players, this is an apocalyptic horror campaign and it is possible for them to die. When that happens, players are encouraged to make new characters and join the party through some event contrived by the GM. The campaign will carry on even if all players are killed, but the new characters may find themselves involved in a very different set of circumstances from the previous ones, in the same timeline, embroiled in The Crisis from a different angle entirely.

Since many supernatural abilities are locked behind Unusual Background (Touched), it would behoove power-gamers to combine that background with one or more such traits. Although there is limited sci-fi at the start of the campaign, it will certainly feature later on in the campaign, and so space-related Advantages and Disadvantages may be added to the starting lists at some point.

At some point, I will devise a number of Character Templates to assist players in picking rough archetypes.

See also: Points.

Regarding Power Gaming: I wholly encourage it! Just keep in mind that most rolls will (probably) not be combat rolls. I encourage power gamers to approach the entire list of skills with their mindset, and to game out interesting combinations. Finding novel ways to use skills (combat related or not) to get through adventures will almost always result in some extra bonus points at the end of a session. Players are encouraged to be creative and come up with non-standard cheese, using the skill system to come up with characters who can influence the game world. The GM (me) is happy to spend any length of time assisting with a character concept. Characters are encouraged to come up with new Perks and Quirks if they want, even from the first session. Custom Advantages and Disadvantages are also allowed, but will be weighed with more care. The GM has the final say on what's allowed, statistically.