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General Generation NAMEA name or preferably an alias, as there are definitely going to be more than one Jesse Jenkins, the value of a given name is a little bit diminished. RACEWe are talking multiverse here, so just Human won't suffice, there needs to be some clarification, like Nice Human from Universe 69, or something. Or you could not even be Human at all! CLASSYou can go wild with the expected role, find best character description... or just simply write Viper Alter, but that's... ALIGNMENTNot evil is good enough. APPEARANCEArt (preferably anime) and some basic Description. Technically multiverse is far and wide, so appearance can be quite wacky. Also clothes are important, because style is of value here. CHARACTERThe defining qualities of your character and also their quirks. Viper was never a paragon of justice, as he literally avoided any and all legal work with all of his hero stuff. STORYBasically the life before character was transported to this world. How did they get power? What kind of power? How did they learn of responsibility? What made them a Viper-Alter? Snakes? And don't forget to add Milestones here! SKILLS≫ Three distinctions ≫ Distributed fashion ≫ Two Power Sets with six (1d10, 2d8, 3d6) powers distributed between them. ≫ Three SFX ≫ Two Limits + Desynchronization. ≫ One d10 + four d8 Specialties ≫ One Milestones, if you want to opt in for Event Milestone. Two Milestones otherwise. Each trait is described in detail further on this page. INVENTORYIt's not like you can be sucked into another universe with your whole house, so... Inventory is going to be used as a status-effect tracker. You can write it like this: XP: ? Stress: P 0 / M 0 / E 0 Effects: ≫ Assets, Resources, Complications
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Distinctions
Essentially Distinction is a catchphrase that describes attitude, personality, background, or physical traits of a character. Every distinction is a double-edged sword, that can be as hindering as it is useful, giving character a way to earn PP. But don't worry, they are mostly useful.
Distinctions are yet another way to give narration a mechanical output, as not only player characters have them. Non-minor NPCs and even Scenes also have defining qualities, which are described using Distinctions. Players can use Scene distinctions in their pool the same as their own character's, as d8 or d4 + 1 PP. You can also spend 1 PP to add additional Distinction to your pool.
Every player character has three Distinctions. While creating them, you can add the short description of a Distinction to explain it.
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Fashion
Fashion replaces Affiliation, as it would be useless in current game. Fashion represents the chosen style of a character. Here you should distribute d6, d8 and 10 between those three options. Fashion means that even if everything else between two heroes is similar, their approach to problem-solving can be different just because of their personality.
≫ Aesthetics Style over Substance is your priority. If you want to kick your opponent's ass, you would prefer to look cool as hell and the result will come.
≫ Rationality Substance over Style. You prefer to approach any situation with a careful plan to ensure the best result possible. Maybe you don't act as fast as others, but the end result is what matters most.
≫ Improvisation No style is style by itself! Plans are hard, it's better to improvise! If you don't know what the hell you are doing, then nobody does!
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Power Sets
Power Set is basically a box, where you put your powers, SFX and Limits. You put connected ones in, slap some cool name on top and get your own Power Set. Using popular examples: "Web-shooters" is a power set of Spider-Man, allowing him to do more than just swing through city. Same goes for Denji, who has a whole array "Chainsaw Man", giving him not only chainsaws, but also regeneration and other features... All I am saying is that this system fits CSM like a glove.
Each power set includes a number of traits, called Powers traits, only one of which can be used in the pool simultaneously. But that goes for every power set, so more power sets means more dice! There is no upper limit, but SFX and Limits are mostly connected to only one set, so if you need them, you have to buy them again and that's not cheap.
Every power trait has a die, connected to it, representing the strength of it. Ranging from minor d6 to more signature moves, like Wolverine's "Adamantium Claws". Again, don't forget to give some description, to outline your intentions with power.
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Special Effects Special Effects (SFX) are what gives the powers their juicy flavor. They represent cool personalized tricks with power traits, that distinguish your character from another with the same powers. They are something you don't do every time you use your power, but when you do, it hits. SFX are generally designed as "Use trigger - Get benefit". Trigger is the first part of SFX description and it describes an action you need to take to activate the effect. Trigger is often a cost, like spending PP or wasting your turn on something otherwise unnecessary. SFX are mostly connected to their Power Set and can't be used as a part of the other one, as it is just an extension. As a rough example, if you can use Area Attack with you grenade launcher, doesn't mean that you can do the same with your fists. If SFX states you to shut down your power, you can't use it until you recover it. It's done either by activating an opportunity, or by general Recovery rule with rolling against doom pool and having an effect die be equal or more than power's die. If it's less, your power recovered partially and is stepped down until your next recovery attempt. List of exemplary SFX:
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Limits On the other side of the SFX are Limits. The powers' weaknesses and backdoors, because no hero is complete until he has something relatable! Limits are vital for a healthy character design. And also they give players a way of earning more Plot Points. But Limits not only activated by characters themselves, as master also have such power by sacrificing a die from doom pool. But only after player refuses to do it themselves. Otherwise Limits are like SFX but with negative effects. Also, every character has Desynchronization Limit: Turn chosen power trait into a complication and remove the equal or less die from the Doom Pool. Activate an Opportunity to remove the complication and recover the power.List of exemplary Limits
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Specialties
Not everything heroes do is tied to their powers. Sometimes they have to use their own experiences. Specialties are exactly that. Advanced training, talents and skills are as important as some of the super powers. Every Specialty is represented by a die, but they also can be divided into smaller dice. Die divides into two stepped down once dice or three stepped down thrice and so on.
≫ Specialties of a d6 level are Rookie specialties. There is some definitely a skill in knowing how to drive, but you won't compete with a professional driver on track with that. ≫ Specialties of a d8 level are Expert-specialties. They represent that the character is better than average specialist of that field. ≫ Specialties of a d10 level are Master-specialties. They represent a world-renown skill, and character is one of the best you can find.
You shouldn't be too specific with your specialties. it's cool to be an Expert in videogames, but it won't help you as much as a general IT specialty.
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Milestones Milestones are a way of tracking story threads, connecting your heroes to the world around them. Each Milestone is moment of a great choice, possibly altering the direction of your character's story. Evry Event has up to two Milestones for every character, one of which could be an Event Milestone. But you can't choose more until you haven't finished your chosen one. All milestones have this format: MILESTONE NAMEWhat it means1 XP when... happens something that puts character on the road to a big decision. 3 XP when... when happens a Scene-defining moment. 10 XP when... the milestone is closed. You can get 1 XP as many times as you want, but 3 XP only once per Scene and 10 XP is a once in a lifetime opportunity. Progression As you can see Milestones provide you with XP, but what does it give you? In the Transition Scene or in the end of an Act, you can spend your XP on buying different level-ups. And you also can buy a PP at any given moment of the game! Which also increases your minimal amount of PP at the start of the Act by 1 and up to 5. That's a home rule, as the initial rule uses Sessions and resets on the start of an Act but... here rules are a little bit different. List of level-ups: 5 XP: ≫ Replace a Distinction ≫ Replace or add a Limit ≫ Swap two Fashion dice with each other ≫ Buy unique event Resources (d6) 10 XP: ≫ Add new SFX to the Power Set ≫ Step up d6 or d8 trait by 1. ≫ Add a d6 trait to a Power Set or to Specialties ≫ Remove a Limit from a Power set with at least two Limits ≫ Buy unique event Resource (d8) 15 XP: ≫ Step up a d10 trait by 1 ≫ Replace an existing Power set with the new one ≫ Add a d8 trait to a Power Set or to Specialties
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In The End
Finally you can design it all into a simple look like that and all is done!
== Distinctions == ≫ Distinction 1 — description. ≫ Distinction 2 — description. ≫ Distinction 3 — description.
== Fashion == ≫ Aesthetics: d. ≫ Rationality: d. ≫ Improvisation: d.
== Specialties == ≫ Master Acrobatics? — d10 ≫ Expert Science? — d8 ≫ Expert Banter? — d8 ≫ Expert at something else? — d8
== Once again Snake Genes == Jesse's sleeping mutant genes were awakened by a bite of genetically modified snake. It increased his overall strength and gave him some unexpected powers. ≫ Viper's Bite d10 No, Viper doesn't literally bite people, but his reflexes are sharp and his moves are fast, like a snake trying to bite. ≫ Thermal-360 d8 As snakes have their thermal vision, Viper also has one, covering all of his body. It allows him to picture the whole world around him, without looking with his own eyes.
≫ SFX ≫ SFX ≫ SFX
≫ Desynchronization ≫ Limit ≫ Limit
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