User:Fwcain/PDQ/Char Gen

These are Franklin's "house rules" (i.e.: modifications) for generating characters using PDQ.

This article (and the rules therein) presume that the player has already read the relevant rules on character creation in PDQ Sharp.

Step "Zero": Concept
Usually, a player will already have a basic concept of the character they want to create. Sometimes, however, this concept doesn't come into being until partway (or even not until the end) pf the creation process.

Since not everyone will start off with their character's basic concept already in mind, this step can be thought of as "Step 0" (zero).

Step 1: Origin
Select an Origin for your character -- his background and childhood.

This Forte starts off at "Good [+2] Rank" Rank.

Your character's Origin could be defined as:
 * Species / Race
 * Nationality
 * Home World
 * Culture
 * (any other aspect of the character's birth and early life)

Depending on the specific back-story of your character, you might want to split this Forte into two separate Fortes. An example of this would be using "Species" and "Home World" in a sci-fi campaign (as was done in the various editions of Traveller).

If you take this option (and if your Game Master approves it), you could then split the usual "Good [+2]" Rank into two separate "Average [&plusmn;0]" Ranks for the two separate parts of his Origin. Or, you can just use this Forte (your character's "official" Origin) for the first Origin, and then use one of your extra Fortes (see below) for the second Origin.

Step 2: Past
Select your character's Past -- his early adulthood.

This Forte starts off at "Good [+2]" Rank.

Your character's Past is what your character did up until he became an adventurer. This could also be his current career, if that career is what he's doing as an adventurer.

If your character's back-story involves multiple careers (i.e.: more than one Past), use this Forte for the first Past, and then use some of your extra Fortes (see below) for the other Pasts.

Step 3: Motivation
Select your character's Motivation -- his reasons for taking action.

This Forte starts off at "Good [+2]" Rank.

Why is your character on this adventure specifically? Why is he adventuring at all? Why isn't he just a "regular" mundane person, slaving away at whatever occupation he used to have?

If your character's concept involves more than one Motivation, use this Forte for the first Motivation, and then use some of your extra Fortes (see below) for the other Motivations.

Step 4: Foible
Select your character's Foible -- his weakness, his tragic flaw. His Achilles' heel. The chink in his armor. (You get the idea.)

Foibles do not have a Rank.

It is possible for a character to have both a Motivation and a Foible that each use the same description> Two of the more obvious such shared descriptions would be "Revenge" and "True Love".

If your character's concept justifies having two Foibles, and if you want for your character to start play with both Foibles, you can use one of your Extra Fortes (see below) to do acquire that second Foible.

Step 5: Extra Fortes
You now have up to five (5) extra Fortes, to be assigned however you wish. These additional Fortes each start off at "Good [+2]" Rank.

Since Techniques (see below) that are chained to a Forte are priced at the lower rate usually allowed for the by-the-book "Signature" Forte, there is no need to assign that label to any of your character's Fortes when playing in one of Franklin's campaigns.

As usual, you can vary how you distribute these additional Fortes (i.e.: instead of actually acquiring one new Forte at Good [+2] Rank for your character, you could alternatively use it to improve an already existing Forte by one Rank).

You can use on of these extra Fortes to give your character a second Motivation.

You may split one (1) of these extra Fortes into two separate "Average [&plusmn;0]" Rank Fortes. Furthermore, you my convert one (1) of those split Fortes into a second Foible.

Step 6: Techniques
Pick your character's Techniques.

Usually, a techniques is assigned (i.e.: "chained") to a specific Forte. However, if you want an Unchained Technique, that will cost three of your usual Chained Techniques. So, you can have either five Chained Techniques or else the combination of one Unchained Technique with two Chained Techniques.

Techniques fall into these four categories:
 * Favoured Item -- Does your character favor a specific Tool, Weapon, or other Item?
 * Idiom -- This is the "style" or "flavor" of action preferred by your character.
 * Maneuver -- Does your character favor a specific type of action?
 * Situation -- This could be a specific Location or a specific type of Foe/Adversary.

Step 7: Gifts and Stunts
If the campaign calls for Gifts ("Powers" in T&J), you will need to choose your character's Gifts as well as the associated Permanent and Impromptu Stunts.

Step 8: Finishing Touches
Your character will need a Name, a Description, and all other miscellaneous details, as usual.

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