Charicters in Mistborn and their actions.
Ok so I have adapted the tabletop game A LOT to try and make it work on here as well as to make it easier for myself to GM and keep track of. For your chars there are 3 main things you need to define and these are listed below.
ATTRIBUTES (11 points shared between them, Scored from 2-6)
Physique: Physical fitness and speed, including strength, agility, and endurance
Charm: Natural charisma and social skills, including appearance and ability to lead
Wits: Intelligence and insight, from wisdom to raw knowledge to resourcefulness (wits also plays a part in the order your actions happen during the turn)
TRAITS
These are player-defined characteristics like Drive, Profession, Specialty, Feature, and
Personality. They can also cover skills, knacks, quirks, relationships, and more.
POWERS
A few Heroes also have superhuman or metaphysical abilities, which can include:
Allomancy: Mistborn and Mistings can consume and burn metals for various effects.
Feruchemy: Feruchemists can store physical, mental, and emotional aspects of their
being within “metalminds,” and then tap them for dramatic boosts to the same aspects.
All actions will be resolved by Dice roll. Basically the harder the action, the higher the random generated die will have to roll for you to succeed, and yes as GM I will be doing all the of rolling and decided on difficulty according to your base attributes and the enemies actions (if there is an enemy) basically if one of your main traits is that you burn pewter and your action is to hit a weak wooden wall with a sledge-hammer then the difficulty will be very low and you’ll almost always succeed. If you instead try to throw the hammer across the room and out a tiny window while aiming to knock a gun out of the hand of someone who is leaning out of the window of a car driving past at speed… then its near impossible to do your exact objective and you’ll probably fail.
Failed actions will also have repercussions dependant on how badly you failed them and the situation. Lets say you tried to make the hammer throw above and only failed by 1 or 2 on the dice roll, most likely I’d describe the hammer hitting the vehicle causing the enemy to duck back in for a turn, you didn’t make them loose the gun but you made them skip a turn. Fail by 3 or 4 then you might hit the window frame and simply have wasted your turn. Fail by 20 or more and you might just accidently hit your friend who was standing too close to the window because you slipped as you threw the hammer.
Ok onto making your char. I won’t accept a half assed char sheet cos your bio matters here as you can see from above. If you are a lessor noble playing at thief to let off steam then you will have family ties and resources that you could very carefully employ that a street thug couldn’t dream of, but that street thug will have a reputation in the local taverns and bars that will get him into places and get people talking where a lesser noble could never approach without the best possible disguise. Think your char through. I will also not accept char ability or attribute changes mid game.
You will be allowed 2 Major and 1 minor power/ability in this game. Major means something you excel at and they are your two strongest abilities in life, the minor is something your good at but not as much as the major so will have a lower basic success rate. This could be an allomatic ability, a feruchemic ability or a normal ability that your char is great at like sword fighting, gun mastery, card shark, lock pick etc. allomatic and feruchemic must be one of the major ones if you have it and I wont allow everyone to have both Power type abilities cos that would ruin the game. These are going to be you main traits that along with the dice rolls define what your character can do and how successful they are at it. The additional misc info will be taken into account in tie breaks or if you do an action where none of your main traits would have a direct effect.
NAME:
DESCRIPTION: (PICTURES CAN HELP IF YOU WANT BUT THEY MUST FIT THE WORLD)
BACKGROUND AND HISTORY: (IT CAN BE BRIEF BUT NEEDS TO BE THERE, MUST SAY WHY YOU JOINED THE THIEF GROUP.)
ATTRIBUTES: (SEE ABOVE)
TRAITS AND POWERS: (2 MAJOR AND 1 MINOR POWER/ABILITY THEN JUST LIST OR NAME YOUR OTHER QUIRKS, JOBS, RELATIONSHIPS ETC.)
MAJOR 1:
MAJOR 2:
MINOR 1:
MISC ADDITIONAL: