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detroit:new_player_guide

New Player Guide

Welcome

Welcome to Detroit! This document is intended to outline the process to get you jumping into the game. If you ever have any question during character creation, please ask in the #character_creation channel or ask your GM. Everyone except Jadmin is here to help.

Character Creation

First Step: Generating a power

Send a trigger (or cauldron vial) to a GM, along with any wishes if you have them. They're pretty amenable. The GM is your “shard” - they decide what you can and can't do, and you can always talk to them for clarifications. You can identify them by their blue colour in the sidebar.

They will generate a power based on the trigger and come back to you with your power. This process might take a while, so use the time to get a feeling for the RP!

Most people opt to keep their power specifics and sheet (somewhat) secret.

Second Step: Perks and Flaws

As a further step in fleshing out your power, when given the go-ahead you have a choice: Either you roll a power perk, a life perk, a power flaw and a life flaw - or you roll one type of perk and one type of flaw (generally power perk & life flaw), as well as a perk and flaw of the same type.

Perks generally improve your character, while flaws are negative. You can check here to get a rough idea of them. You can roll your character's perks and flaws in the #rolls channel. There's a bot that will print them for you if you use the %perk power, %perk life, %flaw power, %flaw life commands.

Sometimes perks/flaws are hard to apply to a power or don't really apply to Detroit. Your GM will let you know to reroll those. The Skitterdice rulebook also covers banned perks.

Third Step: Creating your character

Fill out the character sheet (make a copy under File > make copy), You can flesh out your backstory etc., but it's not a high priority.

The most important thing is distributing your stats & skill points and filling in your power, as well as perks/flaws.

Stats will heavily depend on your power. Talk to your GM about what would make sense. You can find out about what stats do here. Barring any superstats (which your GM will explain), you get 3 points in each stat, which you can move around at your leisure.

Look at the skill points section on the Skitterdice doc. You should max out one attacking skill and one defense skill (evade for athletics, withstand for brawn/guts). You get skill points equal to your mental stats (Wits+Social+Knowledge). Each skill is associated with a stat, and you can't have more points in a skill than you have in a stat. The fifth pip is a specialization, which you can only have as many of as you have Knowledge.

When you're done distributing Stats and Skills, use the rolls calculator for guidance on filling out the rolls block on the bottom of the character sheet. These will be what you use in combat!

Everyone gets a full-quality costume that provides 5 armor and two qualities (only one of which can be a resistance). I recommend taking resistance of a wound type (cut, bash, pierce, freezes, and shocks). To defend against burn damage, coverage is probably more helpful than just resistance.

You should also fill in what kind of equipment your character takes to fights.

Fourth Step: Milestones

Each newly generated character gets three milestones off the bat to help them catch up to the older, more established characters. Generally power perks, stat points, then skill points are the most important (in that order). You may also choose to roll for a power augment, which are generally weaker than power perks but do not need to be gambled for.

Fifth Step: Choose a faction

Most people play in one of the factions. Going Independent is also an option, but not recommended because most of the interesting RP happens in-faction, with fights between factions the primary cause of the drama.

Sixth Step: Setting goals

Characters in Detroit get stronger by achieving milestones. This could be winning 3 fights in a row, defeating every cape in a faction, successfully robbing a bank, etc. You can be very creative here! Each character can have 3 milestones they are working on. Send your milestones to your GM for approval. It's fine if you don't have any milestones at first - Getting revenge on the first player to knock you out is a great milestone ;)

Detroit has a fairly large focus on character growth, so be sure to eventually have milestones set.

Seventh Step: Playing

To start playing, just write up something in one of the RP channels. It could be your character coming to the PRT base to officially join, or your cape approaching the villains for a place in their gang, or just taking your first stroll out in costume.

The GM and AGMs occasionally run “events”, where the factions of Detroit must unite against a common enemy. These can be S-Class threats like the Endbringers and the Slaughterhouse Nine, as well as lower level threats, such as new gangs encroaching upon the city or A-Class villain teams assaulting the city. Events frequently have a milestone as a reward, or sometimes a “half-milestone” which is self explanatory. Events that award milestones have a much higher chance of death than a usual fight between factions.

See also

detroit/new_player_guide.txt · Last modified: 2019/03/06 14:15 by hyper

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