Five Minutes To Midnight
First up: Strike! is a new system that is struggling for backers, and the chargen rules aren’t in the free sample pack, so I’m not going to copy them verbatim here. Instead, here’s a summary:
Pick a Background.
Backgrounds give you four skills, between zero and two Resource Skills, and a Trick. The book has a big long list of them, and instructions for making your own.
Skills can be anything but they need to be thematically consistent with your background’s concept.
Resource Skills are ways you make money and fend for yourself. The more of them you have, the poorer your character starts out. They come in three categories: Making, Finding, and Connections.
Your Wealth is equal to two minus the number of Resource Skills you have: two Resource Skills makes you Broke, one makes you Poor, zero makes you Rich.
Finally, a Trick is something that you can always do if you spend an Action Point to do it. Again, it needs to be consistent with your background: if your background is Chef, your Trick might be something like “A Chef can always make something delicious out of what is to hand.”
Pick non-background stuff.
After picking your background you then get to pick two additional skills, one additional Resource Skill, and two additional Complications. These are things which aren’t necessarily something to do with your background — they’re specific to you.
Complications are ways that your character creates trouble, or ways that trouble finds your character. They can be internal struggles like “addicted to stims” or external like “marked for death by the Steel Lotus”.
They are, however, OOC positive things for you. You can activate them:
- to turn a tied Opposed Roll into a failure for you
- to get a Twist on a roll instead of rolling
- to generate a Twist without a roll.
Nobody can use your Complication in this way but you. And when you do this, you get an Action Point in exchange. You can spend Action Points to use your Trick; to gain Advantage to any roll, or to gain extra actions in combat.
So Complications are actually a good thing: they let you choose when they apply, sacrificing rolls you don’t care about in exchange for advantages later on.
Your character starts with anything that they need to use their starting skills, plus two more items, subject to group approval.
Write down three relationships. These are NPCs that your character knows. One should be an ally, one should be an enemy, and one should be somewhere in between.
You can spend an Action Point at any time to have a Relationship show up and change the nature of a scene. They don’t get to choose which one, though, nor do they get to choose what the Relationship shows up to do.
Your combat role is what how your character contributes to a fight. This doesn’t have to relate to any of the skills you have bought in character generation, but it can do if you wish — it just won’t grant you any benefit. Your combat role can be one of the following:
Striker: Ranged or melee, your attacks hit hard, and your mobility helps you get out of trouble.
Defender: You’re tough and durable. You can take damage more readily than other characters, and use your Marking ability to keep enemies off of your more fragile teammates.
Controller: You are good at locking down enemies, so that they can’t fight to their full potential. You can keep enemies helpless while your teammates finish them off.
Leader: You’re good at keeping your teammates together: you are able to get them back up when they’re hurt, and move them around the battlefield into the best position.
Blaster: You’re good at taking out multiple weaker enemies at once with area attacks.