Disturbance Timeline RPG: 2nd Edition- Character Creation

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This video walks through creating a character in the Disturbance Timeline RPG: 2nd Edition system.

On DriveThruRPG: https://www.drivethrurpg.com/en/product/417853/Disturbance-Timeline-RPG-2nd-Edition
On Amazon: https://www.amazon.com/dp/B0D5VTHP2Q

https://www.jeremiahdonaldson.com

This video will go over how to create a player character in the Disturbance Timeline RPG: 2nd Edition system. It will follow the 'Building a PC' points on page 53 of the rule book.

The first thing you need to know from your Game Master is what Level of PC you are creating.

Then fill out the PC's name, sex, height, weight, hair, and eyes. These details have little or no game impact, however, weight is important when it comes to aircraft.

Decide Handedness and determine natural Ambidexterity with a 2D10 roll. The PC has a +30 Ambidextrous modifier on a 01 result.

Decide Origin. Note the Origin modifiers if you want.

Determine starting Honor. This will be 0 unless the PC has an Origin that affects their Honor or the GM is giving players custom direction on this stat based on the planned campaign.

Decide Primary Language and check for Bilingualism with a D10 roll. Make another D10 roll if the result is 1. If only the first D10 result is 1, then the PC picks a second language from their region. If the first D10 result is a 1 and the second D10 result is also a 1, then the PC can pick their second language from all available. It is recommended that all player characters share a language, even if not the most common one in their region.

Decide starting age. There are modifiers associated with ages outside the 18-30 range.

Distribute Attribute Points. PC's start with 100 and it is easiest to start with 10 in each of the 10 Attributes and adjust from there based on the planned Skill set.

Note all Attribute modifiers from the table on page 52.

Determine Hit Points, adjusted for levels beyond 1. Characters start with 30+2D10 HP, modified by their Vigor modifier. They gain D10+1 HP per level, modified by their Vigor modifier, with a minimum of 1.

Determine starting Skill Points, adjusted for levels beyond 1. Characters start with 50 Skill Points, modified by their Logic modifier. They gain 20 Skill Points per level, modified by their Logic modifier.

Note starting Skill Base percents, modifying according to Origin. All Skills start at 10, plus/minus any Origin modifier.

Decide Focus Skills. These are the character's primary Skills. Three Skills are picked to give +30 to. Should the player be familiar with the PC creation process and convert Skill Points to Knack Points to pick up one of the Skills added by a Knack at level 1, they can choose to pick that Skill as a Focus Skill.

Distribute Skill Points. All, part, or none of the Skill Points are distributed. Skills are easier or harder to raise based on their Base Percent. Skill Points can be saved for any amount of time or turned into Knack points at a 2:1 ratio. At 2nd level, 10 Skill Points can be used to raise an Attribute by 1.

Fill in Skill modifiers and total values. The Luck modifier has its own spot since it modifies everything and the Ambidextrous Skill is a special case due to being modified by a different Attribute, depending on what weapon is in the off-hand.

Decide starting Recipes or decline them. Character's get 3 levels of Recipes at creation. They can be used however the PC wants: x3 1st levels, x1 1st and x1 2nd level, or x1 3rd level Recipe. Some or all Recipe levels can be declined for +2 Knack Points for each level declined.

Determine starting Knack Points. Characters start with 10 Knack Point, adjusting for levels beyond 1 and modified by their Wit modifier and whether the character declined any Recipe levels. They gain 10 Knack Points per level, modified by their Wit modifier. Knack Points can be turned into Skill Points at a 1:2 ratio.

Distribute Knack Points. These points can be saved for any amount of time. 1st level characters may or may not have enough Knack Points to purchase a Knack. However, they can always turn the Knack Points into Skill Points to distribute if they desire. Knacks always have a base cost of 20 that can be modified by Attributes, Skills, or other Knacks.

Determine starting gold, adjusting for levels beyond 1. Characters start with D10+5 G of gold per level. Luck modifiers are applied at 1:.01 G per 1 G after gold is awarded. Gold counts against Carrying Capacity and total weight carried once the character has 10 G, or .01 KG.

Buy starting equipment. The game assumes characters have access to anything they can afford at creation. Game Master's may decide otherwise.

The last part of creating a PC for the DTR2E system is making sure all numbers and modifiers are noted such as Speed, Damage Resistance, Deadlift, and so on.

There are PC build examples on page 54 and a random Skill table on page 100 to help prevent paralysis by analysis due to the anything goes nature of the character creation.

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