# Basic Character Creation Click [[Character Creation Template|here]] for a Character Creation Template you can use, and click [[XRRPG 1.0 Core Rules|here]] for the Core Rules! - [[XRRPG 2.0 Core Rules#Chroma|Chroma]] and [[XRRPG 2.0 Core Rules#Stats|Stats]] - Choose a chroma: Red, Blue, Green, or Grey. Each one has a corresponding stat. - Red: Vigor - Blue: Endurance - Green: Initiative - Grey: Wit - Take one of the following: - +2 to your chroma stat and a +1 to a different stat - +3 to your chroma stat, a +1 to a different stat, and a -1 to another stat - +2 to two different stats and a -1 to another stat (for people with multiple chromas) - You can also take a clear chroma if you'd like, but that means you can't take the adept class. - For clear chroma, take a +1 to to three different stats, +2 to your Powerful Item Limit, and 2 extra skills. - As you [[XRRPG 2.0 Core Rules#Leveling Up|level up]] you upgrade your stats and skills and gain better Mastery Dice. - Species - Check out the [[XRRPG 2.0 Core Rules#Species|Species]] and pick one of them! - Each species has visual characteristics and a common chroma that you may take if you like. - [[XRRPG 2.0 Core Rules#Classes|Classes]] - Pick a class! Classes grant magical abilities, technological skills, or superpowers. - [[Full Class Reference List#Adepts|Adepts]] have superpowers that are tied to their chroma. - [[Full Class Reference List#Mages|Mages]] make pacts with gods, demons and devils that grant them support abilities, healing powers, and damage. - [[Full Class Reference List#Magicians|Magicians]] learn the a magical language that control the xeon and grant them flexible power and utility. - [[Full Class Reference List#Technologists|Technologists]] can create gadgets and weapons that give them all sorts of skills and abilities. - [[Full Class Reference List#Spiritualists|Spiritualists]] make relationships and pacts with xenic spirits and use them to affect allies and enemies, deal damage, or manipulate the elements. - Click [[Full Class Reference List#Class Detail Chart|here]] for a class reference chart with more details. - [[XRRPG 2.0 Core Rules#Health and Injuries|Health and Injuries]] - Start with 10 + Vig + 2x End HP for Level 0. - When you fail on Action Rolls you'll take an injury which will affect future Action Rolls - [[XRRPG 2.0 Core Rules#Stamina and Mastery Die|Mastery Die]] - At Level 1 you have a d4 Mastery Die, which gets better as you [[XRRPG 2.0 Core Rules#Leveling Up|level up]]. - You can add this die to checks you do using class abilities, and you have to spend a Stamina every time you use your class abilities. - Skills - At Level 1 you start with 2 skills which may be General or Specific. - General Skills get a +2 - Some examples of General Skills are stealth, insight, persuasion, and investigation. - Specific Skills get a +3 - Some examples of Specific Skills are slinging, intimidation, nature, history, cooking, and plumbing. - Look at the [[Skill List]] for ideas, but you can pick anything you want! - A good rule of thumb is if it seems like a skill would affect a wide range of checks or would be commonly used in a normal campaign then it's probably a General Skill. Stealth only gets a +2 because it's a pretty common skill check to use. - Check [[XRRPG 2.0 Core Rules#Leveling Up|Leveling Up]] for at which levels you upgrade skills and get new skills. # [[XRRPG 2.0 Core Rules#Leveling Up|Leveling Up]] - Milestone Leveling: You level up when your GM decides you do! There is no XP. - Class Levels: You take a level in any class you'd like each time you level up! Most classes have a max of 3 levels, and some have additional levels beyond that. - Skill and Stat Upgrades: You gain more skills and stat plusses as you level. - Total Character Level Max is 9 (unless you really wanna go beyond that, but past 9 is a lot of abilities to deal with). # Basic Rules Check [[XRRPG 2.0 Core Rules]] for more detailed rules. - [[XRRPG 2.0 Core Rules#Adventuring|Adventuring]] - Basic Action Roll: 2d10 + Stat + ([[XRRPG 2.0 Core Rules#Skills|Skill Plus]], if you're using a skill) + ([[XRRPG 2.0 Core Rules#Stamina and Mastery Die|Mastery Die]], if you're using class abilities) - Stats: There are 4 [[XRRPG 2.0 Core Rules#Stats|stats]], each with slightly-overlapping aspects. - Vigor: Movement, burst power, force of will - Endurance: Toughness, endurance power, resilience, endurance - Intuition: Dexterity, instinct, creativity, perception, charisma - Wit: Learning, innovation, recall, synthesizing data - [[XRRPG 2.0 Core Rules#Scenes, Beats, and Actions|Actions]] - Whenever you want to do something risky you do an Action, where you roll against an Action Difficulty. How well you roll determines how well you do and what kinds of consequences you take. - Each Action has [[XRRPG 2.0 Core Rules#Action Difficulty|difficulty]] and [[XRRPG 2.0 Core Rules#Action Risk|risk]] which determine how hard an Action Roll is and what level of consequences you'll take if you fail the roll. - There are varying [[XRRPG 2.0 Core Rules#Action Roll Thresholds|degrees of success]] that an Action Rolls can take, each with its own severity of consequence. - You can decide to [[XRRPG 2.0 Core Rules#Group Actions|combine your efforts]] to get a bonus on an Action that the whole group does together, where each character succeeding helps the group and each character failing drags the group down. - [[XRRPG 2.0 Core Rules#Stamina|Stamina]] - You use a min of 1 and a max of 3 Stamina each time you use your Class Abilities - For each Stamina you spend you roll a Mastery Die to add to your Class Action - If you ever run out of Stamina you take a special Critical Injury called Stamina Exhaustion (the only Critical Injury that goes away with a Deep Rest) - Resting: You may take a [[XRRPG 2.0 Core Rules#Resting|Shallow, Deep, or Safe Rest]] to heal yourself and refill your [[XRRPG 2.0 Core Rules#Stamina and Mastery Die|Stamina]] (only a Safe Rest heals Critical Injuries) - [[XRRPG 2.0 Core Rules#Combat|Combat]] - Your team members each decide an Action to take, and the group and/or the GM decides Risk and Difficulty for each Action. Then everyone rolls and characters deal and take damage depending on how well they rolled. - Most Actions in combat should at least be of Medium Risk ## Other Rules - Adventuring - Load Limit: You can only have up to 2 large weapons or implements on your person at one time, and only 5 weapons total. More can be stored in a pack or storage device. - Fall Damage: You take a d10 of dmg for each 10 ft of height you fall down - Pushing the Roll: If you want to retry a check you may reroll it and take a level of Spirit Decay. The effects of Spirit Decay come into effect after you finish the roll, check [[Spirit Decay]] for more details. - Gaining More Skills: You may start a [[Gaining New Skills and Decaying DRs|Decaying DR]] to gain a new skill! # Optional Rule Modules - [[XRMECHA (Kids in Mechs)]] - [[Spaceship Rules]] - [[Drug Rules]] - [[The Stress Meter]] - [[Webrunning 2.0]] - [[Reputation and Relationship Rules]]