Character Creation

Steps of Character Creation 1. Think about your character concept. 2. Decide your Home Space-Time 3. Decide your Faction and Department/Order (if applicable) 4. Go through the phases (see below) in order, picking two Aspects each phase. 5. Assign your Skills 6. Select Stunts for your character and determine your Refresh Rate (9 – Stunts). 7. Determine your Stress Tracks 8. Determine Gear

1. Think about your character concept. While players have the leeway to explore any ideas that interest them, it’s worth remembering that espionage games have a handful of easily recognizable character types. While you are far from obliged to fit characters into these neat little “boxes”, we encourage you to create characters that match the overall flavor. Beyond that, you’re free to fill in details as you like. A Crosstime game can support characters of almost every stripe, but there are a few common themes worth taking a look at.

2.2.1 Academic

The academic lives somewhere between the scientist and the explorer. The academic is compelled by his interest in his field, which is usually something like history, linguistics, anthropology or (most famously) archaeology. The academic knows that lost, hidden, and forgotten knowledge exists all over the world. Ancient ruins, obscure libraries, mysterious artifacts – all these can offer answers to questions that have not even been asked yet.

What are you doing: You are answering questions, finding what was lost, and trying to expand the breadth of human knowledge.

2.2.2 Explorer

Though much of the map of the world is filled in, much of it remains blank or is simply wrong. The explorer thrives on discovering who and what is in those unknown places. The khaki-clad, pith-helmeted image of the explorer is perhaps the most compelling, but the same spirit can beat in the hearts of ship captains, spelunkers, or even ambassadors.

What are you doing: You’re discovering the world, opening new doors and seeking lost secrets and treasures.

2.2.3 Faceman The faceman is a consummate liar, a master of disguise and deception. Whether an operative for OTL or an independent con artist, the faceman lives and dies by their wits.

What are you doing: The faceman may be working to forward their faction’s agenda or simply scamming enough to live on, but either way, they keep their real self hidden under prosthetics, masks, and lies.

2.2.4 Fixer

The fixer is an agent, perhaps for one of the Big Two, perhaps for a small organization. They may not know, themself. But it means they’re connected (well connected), and is privy to secrets that others just don’t know about.

Their job? To put people together. They know everyone everywhere, and when their faction needs to find the right operatives, with the right equipment, and the right plan, the fixer puts it all in one place. Their connections are their lifeblood

What are you doing: You’re putting things together, crafting the great plan.

2.2.5 Gadgeteer

The gadgeteer is the recipient of the wonders of science. He is the keeper of a unique piece of technology, usually at the behest of one of the factions. The device in question is usually quite potent, and serves as a signature for the character – something interesting and immediately recognizable, like a jet pack, a super car, or an exotic weapon.

What are you doing: With great technology comes great responsibility. Your gadget has made you more capable of taking action (whatever action you pursue), so you have embraced it.

2.2.6    Hacker

The computer is their instrument, the program their masterpiece. The hacker specializes in breaking into secure databases, searching for obscure data, and leaving no trace of their electronic presence. They

What are you doing:

2.2.7 Intfiltrator

2.2.8 Pointman

What are you doing:

2.2.9 Primitive

Usually of a people that some explorer has ‘discovered’, the primitive is an outsider in the world that other heroes operate in. The subject of condescension and curiosity, he is also the keeper of knowledge that has been lost, or not yet discovered, by the white man in his tall cities.

Perhaps this knowledge is some form of “magic” or something more recognizable as science, like a knowledge of botany far beyond what “modern” man has discovered. One way or another, the primitive is usually quite sophisticated, albeit in a way that most people don’t recognize.

What are you doing: You are representing your people, looking for knowledge to take back to them, or perhaps trying to carve out a new life in exile.

2.2.10 Scientist

Science is the door to the future, and every educated man has an interest in it. Despite that, it is easy to spot the committed scientist, master of one or more fields, dedicating his time and effort to the pursuit of science. Whereas other heroes seek adventure and appreciate science, the scientist seeks science and appreciates adventure.

While the scientist may have richly appointed labs or shops, there is still too much to be found, too many theories to be tested, too much to do, to simply stay cooped up. Scientists can have one or more fields of interest, which will generally be reflected by their equipment. A chemist or botanist may have a steady supply of bizarre and unique concoctions, while an engineer might have exotic gadgets or weapons.

What are you doing: You’re challenging assumptions and testing theories, bringing science out into the field with the intention of proving a theory that can solve a problem or create something new and beneficial to mankind.

2.2.11 Sleuth

What are you doing:

2.2.12 Snoop

What are you doing:

2.2.13 Soldier

What are you doing:

2.2.14 Wheelman

Even with the power of crosstime Travel, everyone needs to get from place to place. The wheelman, master of transportation, shares much of his spirit with the explorer, and in many ways is the next step in the chain of discovery. The explorer may find an exotic locale, but it is the wheelman who ties it in to the rest of the world.

What are you doing: You’re connecting the world to itself. Your passion is in seeing all there is to see, going to strange and exotic locales and bringing the outside world along for the ride, and taking a piece with you when you leave.

2. Choose your Home Space-Time Everyone is from somewhen, and no two Travelers are from the same space-time. When deciding when and where your character hails from, you can either decide on one of the example space-times, or create your own. Either way, your home space-time will determine what Background Stunts are available to you, and suggest a Background Aspect. -Example 1 -Example 2 -Example 3

3. Choose your Faction There are twelve Traveler Factions. If you choose, your character may belong to any one of these factions. Belonging to a Faction gives you a bonus Faction Aspect, which gives certain advantages and limitations, detailed at the Faction’s description). The possibilities are either one of the Big Two: (The Revisionists, OTL), or a Minor Faction: (Archivists, The Free Market, Green Time, Hedonists, Machinists, Messiahs, Racketeers, The Shelter, The Span, Timelost).

If your character belongs to one of the Big Two, they must choose an Order (Revisionists) or Department (OTL), which further specifies your character’s bonus Aspect. RevisionistsRevisionist Orders: Chirurgeons, Constables, Firebrands, The Helm, Inquisitors, Kingmakers, Lancers, Scholars, Shadows, Trailblazers, Vagabonds, Witnesses OTL Departments: Covert Operations, Deep Cover, Exploration, Field Science, Political Operations, Surveillance, Tactical Operations, Technology Acquisition, Transportation

4. Go Through Phases There are five Phases that make up a PC’s backstory. You will gain eight Aspects, plus one Background Aspect related to your home space-time—and you may have an additional bonus Faction Aspect.

  • Background: Describe your home space-time
  • -Background Aspect
  • Starting Out: Adolescence and such
  • -Two Aspects
  • Crisis: A moment of physical or psychological crisis. Must guest star another PC.
  • -Two Aspects
  • Crossed Lives: Guest-starring in the Crisis of another PC
  • -One Aspect related to another PC, one additional Aspect
  • The First Tick: Your first time-travel experience.
  • -Two Aspects

It is worth noting that phases do not have to occur in chronological order—the First Tick could be second chronologically instead of last, for a character who has been Traveling for a long time. You may rearrange your Phases if it is more convenient.

5. Once all players have mapped out their phases and chosen their aspects, it’s time to pick skills. Each player gets to choose 20 ranks worth of skills. The PC must have one fewer skill at each higher rank—for example, in order to have one Great (+4) skill, he must have at least two Good (+3) skills, three Fair (+2) skills, and four Average (+1) skills. Any skill the character does not explicitly take defaults to Poor (-1). Because of the “shape” of this set of skills, this is sometimes referred to as the character’s skill pyramid. The default skill pyramid is 1 Great (+4), 2 Good (+3), 3 Fair (+2), 4 Average (+1), but other options are possible, such as 2 Good (+3), 4 Fair (+2), 6 Average (+1) or 1 Good (+3), 5 Fair (+2), 7 Average (+1).

6. Stunts and Refresh Rate Your Refresh Rate determines your starting pool of Fate Points. Players usually regain fate points between sessions when a refresh occurs. The amount of fate points a player gets at a refresh is called his refresh rate and is equal to 9 – the number of Stunts the character has. When a refresh occurs, players bring their number of fate points up to their refresh rate. If they have more, their total does not change. Remember that a Home Space-Time gives each PC a free Background Stunt, which does not count towards the Refresh Rate.

7. Stress Tracks There are two Stress Tracks, Physical and Social. Each takes damage during the appropriate Combat. Each PC’s Stress Tracks start at 3 boxes (O O O or 1 2 3). Each can be raised by the Endurance and Resolve Skills, respectively. Average-Fair Vigor/Resolve add +1 box. Good-Great Endurance/Resolve add +2 boxes. Superb-Fantastic V/Resolve add +3 boxes.

8. Determine Gear You do not need to determine your character’s exact possessions, but it may be useful to determine a few basic pieces of gear. You own any piece of gear you have bought through the Personal Gadget stunt, any item that has an Aspect related to it, and you may take one weapon for each two ranks you have in the Weapons or Firearms skill.

Character Creation

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