John is making a character.
The first step is to decide what kind of character he wants to make.
The second step is to use the Priority system.
- He assigns priority A to Trigger Skills.
- He assigns priority D to Side Effect.
- He assigns Priority B to Distinctions.
- He assigns priority C to Parameters.
In the end he has the following spread:
Priority A – Trigger Skills – 1 Skilled + 1 Novice
Priority B – Distinctions – 2 extra Distinctions
Priority C – Parameters – 23 points
Priority D – Side Effect – No side effect
The third step is to assign the parameter points to the five parameters. He can put the 23 points in the parameters however he wants.
- He puts 5 points in Trion, and 6 points in Skill. He now has 12 points left for the other three parameters.
- He puts 4 points in Mobility. He now has 8 points left.
- He puts only 1 point into command. That leaves him with 7 points.
- To determine his Attack parameter, he halves the sum of Trion and Skill, rounding down. (5 + 6)/2 = 5. The Attack Parameter is 5.
- To determine special tactics, he looks at what option triggers his character will use. The obvious one is Bagworm. He also sees the character using lead bullet in one of his revolver gun triggers. So that gives him a special tactics of 2.
- His revolver gunner trigger gives him a medium range of 4 (40 to 80 meters).
So he totals up all his parameters and they are:
Attack – (5)
Trion – (5) – 594 to 788 cubic centimeters
Skill – (6) – d8
Command – (1) – d4
Mobility – (4) – d6
Defense – (7) – d8
Range – (4) – 40 to 80 meters
Special Tactics – (2)
Total: 34
The fourth step is to determine what Trigger Skill he is skilled at, and which one he is novice at since he has priority A on Trigger Skills. Revolver Gunner Trigger: Asteroid is skilled at d8, and Revolver Gunner Trigger: Meteora is novice at d6. All other Trigger Skills will start at d4, including shield.
The fifth step is to flesh out his distinctions. He has two extras besides the High Concept and the Trouble which makes him really unique.
- For High Concept, he chooses “Hair Trigger Hand Cannon” to represent his powerful revolvers with meteora and his quick reflexes.
- For Trouble, he chooses “Destructive Savior” since his character uses meteora and has a tendency to shoot before he thinks. There will almost always be collateral damage of some sort when he is on the scene.
- For his first extra distinction, he chooses what type of test it will affect: Parameters/Defense. For the Special Effect, he decides that he views attack as the best defense and shoots at attacks to deflect them without thinking about it. For the Drawback, it focuses on the fact that he doesn’t think about it when he deflects like that and if a teammate is on the other side of the opponent, they could get hit if he misses or even from the ricochet if successful. Also if he still has his revolver switched to meteora when attempting to block a close range melee attack like that he could catch himself in the blast as well. For the Name, he chooses “Trick Shot Parry“.
- For his second extra distinction, he chooses the type of test it will affect: Parameters/Command. For the Special Effect, he decides that the character acts kinda foolish most of the time and this can tend to make people underestimate him. People may ignore him and his contribution if they think him incapable of affecting the flow of battle. For the Drawback, he considers the situations where people have to take him and his contributions and ability seriously that he’ll wind up doing something foolish. So for the Name, he chooses “Fool’s Gold Follly“.
The sixth step is to determine his teamwork/support function. When he is Solo, he is best, at d10. With only one more person Buddy, it’s a d8. But if the whole team is there or involved, it’s a d6.
The final step is to write this all down on the character sheet and determine what triggers he has slotted. He goes with:
Main Trigger
Revolver: Asteroid
Revolver: Meteora
Shield
Bagworm
Sub Trigger
Revolver: Asteroid
Revolver: Meteora
Lead Bullet
Shield