Building a Character
To play the Infinite Horror TRPG, you first need to create a character sheetcharacter sheet人物卡The record of a character's numbers; also used for the character itself. of your own that follows the rules.
An Infinite Horror TRPG character sheet has six main sections: "Concept", "AttributesAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer.", "SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools.", "FeatsFeat专长A special ability bought with XP or character-creation points.", "Derived Traits", and "Abilities". The numbers in each section, and what they mean, are described in detail below.
Concept
A character's concept defines the roleplaying side of the character: appearance, background, personality, and so on. Here is the concept section of one character sheet as an example:
Name: Roland
Sex: Male
Age: 20
Height/Weight: 180 cm / 56 kg
Race/Nationality: Human / British
Languages:
Appearance/Features: Long, brilliant golden hair
Personality: All in all, a bit of a pushover.
Background: My parents named me after a paladin of old.
For a long time, I never understood what that name meant.
Paladins and all that... they felt so far away from our lives.
So far... almost out of reach.
But a quiet life isn't bad. I don't hate it. You could even say I kind of like it. Maybe my life is just like that: plain, but not without its fun.
But that day, I got a little reckless. (laughs)
I knew perfectly well that if I carried the bomb off the bus, I would die.
But my body moved before I could stop it.
"Ah, what am I even doing," I sighed, running away as fast as I could.
"Stuff like this shouldn't be done by a nobody like me," I sobbed as I ran. But I didn't regret it. If sacrificing just me could save more people, then it was fine to be sacrificed.
At least at the very end, I lived up to my name.
VirtueVirtue美德A noble quality the character holds to./ViceVice罪恶A dark impulse the character struggles to resist. (Character TraitsCharacter Trait角色特性A roleplaying trait used instead of Virtue and Vice. Playing it out restores Willpower equal to its trait score.): Justice / Wrath
FlawsFlaw缺陷A drawback a character is born with or acquires.: None
TalentsTalent天赋A natural advantage a character is born with.: None
QuirksQuirk怪癖A personal habit or oddity that shapes personality more than power.: None
(This character is based on the legendary ReincarnatorReincarnator轮回者Someone summoned by the Overseer who survived their first Film; the player characters. Roland.)
Virtue and Vice are concepts inherited from WoD (World of Darkness). Once per FilmFilm影片A mission world the Overseer sends Reincarnators into, usually based on a movie, novel, or game., when a player roleplays in line with their character's Virtue, the character regains all their WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. (Willpower is described in detail under Derived Traits below). Once per scenescene场景A continuous stretch of story, such as one fight or one negotiation., when a player roleplays in line with their character's Vice, the character regains 1 Willpower (for what a scene is, see the Scenes and Actions page). Note that having a Virtue doesn't mean showing it all the time; an occasional moment of it counts too.
The seven Virtues and seven Vices to choose from, as in WoD:
Virtues:
Charity: when the character takes a risk to help others, Charity triggers and they regain all Willpower.
Faith: when the character finds meaning in chaos and grief, Faith triggers and they regain all Willpower.
Fortitude: when the character successfully withstands pressure and temptation, Fortitude triggers and they regain all Willpower.
Hope: when the character lifts others out of despair, Hope triggers and they regain all Willpower.
Justice: when the character takes a risk for the sake of justice, Justice triggers and they regain all Willpower.
Prudence: when the character passes up a shortcut for the safe path, Prudence triggers and they regain all Willpower.
Temperance: when the character has a chance to indulge (for better or worse) and resists the temptation, Temperance triggers and they regain all Willpower.
Vices:
Envy: when the character takes something good from someone else, or makes someone lose something good, Envy triggers and they regain 1 Willpower.
Gluttony: when the character indulges their appetites at the expense of everything else, Gluttony triggers and they regain 1 Willpower.
Greed: when the character takes a risk to get something they want, Greed triggers and they regain 1 Willpower.
Lust: when the character satisfies their desires on someone else with no regard for that person's feelings, Lust triggers and they regain 1 Willpower.
Pride: when the character takes a risk to assert their own views, Pride triggers and they regain 1 Willpower.
Sloth: when the character avoids something that needs doing and it gets done anyway, Sloth triggers and they regain 1 Willpower.
Wrath: when the character vents their anger with no regard for danger, Wrath triggers and they regain 1 Willpower.
Character Traits: if the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. and the PCs agree that Virtue and Vice don't capture the different roleplaying traits of their characters well, they can use Character Traits instead.
When using the Character Trait rules, each PC gives their character 2 to 4 Character Traits, and the ST decides each trait's "trait score" based on how difficult it is to play out. Once per scene, when a player successfully plays out a Character Trait, the character regains Willpower equal to its trait score.
This system works alongside Virtue and Vice: simply treat every Virtue and Vice as a Character Trait with a trait score of 1.
Some traits that are too easy to play out may be given a trait score of 0 by the ST, such as "emotionless", while "tsundere" might be given a trait score of 1.
Flaws, Talents, and Quirks are part of the advanced rules, and the ST is free to decide whether to allow them. See the Flaws, Talents, and Quirks page.
Roland sees his goal as becoming a paladin who champions justice. He chooses Justice as his Virtue and Wrath as his Vice: he roars out whenever he sees injustice.
Roland believes a noble paladin should have no Flaws or Quirks, so he chooses no Flaws, Talents, or Quirks.
Attributes
A character's Attributes define the most basic abilities they are born with. Unlike the six attributes of the original Infinite Horror novel (intelligence, mental strength, cell vitality, nerve reaction speed, muscle strength, and immune strength), the Infinite TRPG rules divide a character's Attributes into nine: three branches (Power, Finesse, Resistance) for each of three groups (Physical AttributesPhysical Attributes生理属性Strength (STR), Dexterity (DEX), and Stamina (STA)., Mental AttributesMental Attributes心智属性Intelligence (INT), Perception (PER), and Resolve (RES)., Social AttributesSocial Attributes互动属性Presence (PRE), Manipulation (MAN), and Composure (COM).).
| Power | Finesse | Resistance | |
|---|---|---|---|
| Physical Attributes | StrengthStrength力量Muscle power and explosive force. Abbreviated STR in checks. | DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. | StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. |
| Mental Attributes | IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. | PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. | ResolveResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks. |
| Social Attributes | PresencePresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. | ManipulationManipulation操控Influencing others and getting them to do what you want. Abbreviated MAN in checks. | ComposureComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks. |
Building a NewcomerNewcomer新人A summoned person still in their first Film. Survivors become Reincarnators. character
First, set all of the character's Attributes to 1. Assign 3, 2, and 1 points, in any order, to the Physical, Mental, and Social groups, then spend each group's points on Attributes in that group. Then add 3 free points to whichever Attributes you want to raise. Raising an Attribute that is already at 4 up to 5 costs 2 points.
Example 1: Passerby A assigns 3 points to Physical, 2 to Mental, and 1 to Social. In Physical, he raises Strength, Dexterity, and Stamina to 2 each, spending 3 points. In Mental, he raises Intelligence and Perception to 2 each, spending 2 points. In Social, he raises Presence to 2, spending 1 point.
His Attributes are now: Strength 2 / Dexterity 2 / Stamina 2 / Intelligence 2 / Perception 2 / Resolve 1 / Presence 2 / Manipulation 1 / Composure 1.
He doesn't like how uneven that looks, so he spends his remaining 3 points on Resolve, Manipulation, and Composure, raising each to 2. In the end, all of his Attributes are 2.
Example 2: Passerby B assigns 3 points to Mental, 2 to Social, and 1 to Physical. In Physical, he raises Stamina to 2, spending 1 point. In Mental, he raises Intelligence, Perception, and Resolve to 2 each, spending 3 points. In Social, he raises Composure to 3, spending 2 points.
His Attributes are now: Strength 1 / Dexterity 1 / Stamina 2 / Intelligence 2 / Perception 2 / Resolve 2 / Presence 1 / Manipulation 1 / Composure 3.
He thinks he should focus on InitiativeInitiative先攻The value that sets turn order in combat. and defense (explained under Derived Traits below), so he puts all 3 remaining points into Dexterity, raising it to 4.
His Attributes become Strength 1 / Dexterity 4 / Stamina 2 / Intelligence 2 / Perception 2 / Resolve 2 / Presence 1 / Manipulation 1 / Composure 3.
An ordinary person's average Attribute is 2, and the human maximum is 5.
For detailed descriptions of each Attribute, superhuman Attributes, raising and lowering Attributes, and so on, see the Attributes Overview page.
As a knight, physical fitness is essential. Roland assigns 3 Attribute points to Physical, 2 to Mental, and 1 to Social. He puts 2 points into Strength and 1 into Stamina; both Mental points into Resolve; and 1 point into Composure. His Attributes become:
Strength 3
Dexterity 1
Stamina 2
Intelligence 1
Perception 1
Resolve 3
Presence 1
Manipulation 1
Composure 2
Then he puts 2 free points into Stamina and 1 free point into Resolve, finishing the Attributes part of character creationcharacter creation建卡Building a new character by the rules.. His Attributes are now:
Strength 3
Dexterity 1
Stamina 4
Intelligence 1
Perception 1
Resolve 4
Presence 1
Manipulation 1
Composure 2
Skills
A character's Skills define the abilities and techniques they have learned for doing specific things.
Like Attributes, Skills fall into three groups: Physical Skills, Mental Skills, and Social Skills.
Physical Skills: AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind., BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons., DriveDrive驾驶Driving vehicles of all kinds, including ramming and chases., FirearmsFirearms枪械Using, maintaining, and repairing guns, from pistols to heavy machine guns., LarcenyLarceny手上功夫Defeating security, picking locks, picking pockets, and other sleight of hand., StealthStealth隐藏Hiding and moving unseen., SurvivalSurvival求生Living off the land, finding food and shelter, resisting poison and disease, and tracking., BladeBlade白刃The Skill for fighting with swords and other melee weapons., ArcheryArchery弓箭Shooting with bows.
Mental Skills: AcademicsAcademics学识Broad knowledge such as philosophy, history, and literature., ComputerComputer电脑Using computers, their systems, and software., CraftsCrafts手艺A trade, craft, or art, split into separate sub-skills such as Crafts - Smithing.*, InvestigationInvestigation调查Spotting clues and details others miss., MedicineMedicine医学Knowledge of the body, from first aid to surgery., OccultOccult神秘学Knowledge of curses, magic, legends, and the dark world; also used for spellcasting rolls., ScienceScience科学Physics, chemistry, biology, geology, and how to apply them.
Social Skills: Animal KenAnimal Ken动物沟通Understanding, training, and getting along with animals., EmpathyEmpathy感受Understanding and sharing other people's feelings and motives., ExpressionExpression表达A performing art, split into separate sub-skills such as Expression - Oratory.**, IntimidationIntimidation胁迫Making others afraid enough to obey, through force or threats., SocializeSocialize交际Smooth talking: bargaining, conversation, seduction, rousing, and persuasion., SubterfugeSubterfuge掩饰Hiding your intentions, deceiving others, and talking your way past them.
Beyond the Skills themselves, each Skill is divided into countless "SpecialtiesSpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.", which represent using the Skill in a particular way.
Specialties are usually agreed between the ST and the PC. In each Skill's section, we list some common Specialties.
When a player has a Specialty in a Skill, they gain a 1 DP specialty bonusspecialty bonus专业加值A bonus from a Skill Specialty. whenever they use the Skill in a way that fits the Specialty. Without a matching Specialty, they suffer the "no-Specialty penalty"; see the Skills chapter for details. Since it is a DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest., a specialty bonus does not help with uses of a Skill that involve no roll.
* Crafts is not a single Skill but a family of Skills. Crafts can have countless sub-skills: "Crafts - Cooking" and "Crafts - Smithing" are clearly two completely different Skills. The sub-skills, and the Specialties for each, are agreed between the ST and the PC.
** Likewise, Expression is not a single Skill but a family of Skills. Expression can also have countless sub-skills: "Expression - Oratory" and "Expression - Music" are clearly two completely different Skills. The sub-skills, and the Specialties for each, are agreed between the ST and the PC.
Building a Newcomer character
First, set all of the character's Skills to 0. Assign 6, 5, and 4 points, in any order, to the Physical, Mental, and Social groups, then spend each group's points on Skills in that group. Then add 5 free points to whichever Skills you need. Normally, Skills on a starting character sheet can be at most 3. The character also gets three Specialties for free, which they can place under one or more Skills of at least level 1.
As with Attributes, the 6, 5, and 4 points can go to Physical, Mental, and Social, or to Mental, Social, and Physical, or to Physical, Social, and Mental. It all depends on what the player needs.
For raising Skills, gaining extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded., XP discounts, how Specialties work, and so on, see the Skills Overview page and each Skill's detailed page.
How could a knight not know how to wield a sword? Roland assigns 6 Skill points to Physical Skills, 5 to Social Skills, and 4 to Mental Skills.
He then raises Brawl and Blade to 3 each. He raises Socialize to 3 and Empathy to 1, chooses the Poetry sub-skill of Expression and raises it to 1. He raises Investigation to 3, then Occult to 1.
His Skill list now looks like this:
Athletics
Brawl 3
Drive
Firearms
Larceny
Stealth
Survival
Blade 3
Archery
Academics
Computer
Crafts
Investigation 3
Medicine
Occult 1
Science
Animal Ken
Empathy 1
Expression - Poetry 1
Intimidation
Socialize 3
Subterfuge
He still has 5 free Skill points. He raises Athletics to 3 and Survival to 2.
His Skill list becomes:
Athletics 3
Brawl 3
Drive
Firearms
Larceny
Stealth
Survival 2
Blade 3
Archery
Academics
Computer
Crafts
Investigation 3
Medicine
Occult 1
Science
Animal Ken
Empathy 1
Expression - Poetry 1
Intimidation
Socialize 3
Subterfuge
Finally, he picks 3 Specialties. Roland takes "Swimming" and "Light Throwing WeaponsLight Throwing Weapon轻投掷武器Made for throwing: +1 DP equipment bonus on thrown attacks." under Athletics, and the "Heavy Swords" Specialty under Blade.
Here is Roland's finished Skills section:
Athletics 3 (Swimming, Light Throwing Weapons)
Brawl 3
Drive
Firearms
Larceny
Stealth
Survival 2
Blade 3 (Heavy Swords)
Archery
Academics
Computer
Crafts
Investigation 3
Medicine
Occult 1
Science
Animal Ken
Empathy 1
Expression - Poetry 1
Intimidation
Socialize 3
Subterfuge
Feats
Feats define a character's special abilities, which help them in certain actions.
Building a Newcomer character
Spend 5 points on Feats; each point buys 1 Feat level. If a Feat has several levels, you spend 1 Feat point per level, except that going from level 3 to level 4 costs 2 Feat points.
For example, for a Feat with levels 1 to 4, you can spend 5 points to get all 4 levels, or 3 points for 3 levels, or of course 1 point for just level 1.
Many advanced Feats may cost more points. If a Feat starts at level 2 when you buy it, it costs 2 Feat points.
For every 1 point of Intelligence, a character gets 2 Language Feat points, which can only be spent on Language Feats.
Some Feats have purchase restrictions at the start.
For specific Feats, see the Feats Overview page.
Roland believes a knight should stand up to protect his teammates and strike hard at his enemies. He thinks the "Diehard" Feat perfectly captures a knight's toughness. Diehard requires Stamina 3 and Resolve 3; Roland has 4 in both, so he qualifies, and he raises Diehard to level 3.
Roland has 2 Feat points left, and he takes the "Special Identity" Feat at level 2. Special Identity level 2 lets him gain either 2 extra free Skill points or 4 extra Specialties. Roland takes the 2 free Skill points and puts them into Medicine and Intimidation.
Special Identity level 1 also lets him carry some common items into Films. After talking it over with his ST (mainly to confirm what the ST counts as common items), Roland decides to bring a light sword.
Finally, since Roland's Intelligence is 1, he gets 2 Language Feat points. He raises English to level 2.
At this point the basic steps of character creation are done. Next, Roland works out each of his derived traits using the Derived Traits section below. Then he is ready for playplaying a session跑团Playing a tabletop RPG session..
Here is Roland's finished character sheet:
Name: Roland
Sex: Male
Age: 20
Height/Weight: 180 cm / 56 kg
Race/Nationality: Human / British
Languages:
Appearance/Features: Long, brilliant golden hair
Personality: All in all, a bit of a pushover.
Background: My parents named me after a paladin of old.
For a long time, I never understood what that name meant.
Paladins and all that... they felt so far away from our lives.
So far... almost out of reach.
But a quiet life isn't bad. I don't hate it. You could even say I kind of like it. Maybe my life is just like that: plain, but not without its fun.
But that day, I got a little reckless. (laughs)
I knew perfectly well that if I carried the bomb off the bus, I would die.
But my body moved before I could stop it.
"Ah, what am I even doing," I sighed, running away as fast as I could.
"Stuff like this shouldn't be done by a nobody like me," I sobbed as I ran. But I didn't regret it. If sacrificing just me could save more people, then it was fine to be sacrificed.
At least at the very end, I lived up to my name.
Virtue/Vice (Character Traits): Justice / Wrath
Flaws: None
Talents: None
Quirks: None
Feats:
Diehard (3):
The character's body rules their mind; they can endure pain and exhaustion.
The character gains a bonus equal to this Feat's level on Fortitude savesFortitude save强韧豁免The save against poison, disease, and other effects on the body..
The character's HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. +2.
The character ignores fatigue points equal to this Feat's level. The character does not fall unconscious when their health boxeshealth box生命槽One box of Health. Damage fills boxes with its grade (B, L, or A). are filled with bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows.; and when their health boxes are filled with lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets., they stay conscious as long as the boxes filled with aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal. do not reach or exceed half their Stamina.
Special Identity (2):
Level 2: Roland is a young man who dreams of becoming a knight.
At character creation, gain 2 extra free Skill points. May carry a light sword when entering a Film.
You may have noticed that the Feat text here is not exactly the same as the Feat descriptions in the Feats section. For example, Diehard has no level 4 or level 5 text here. That's because Roland only has Diehard at level 3, so he can't enjoy the benefits of its levels 4 and 5. If he later raises Diehard to those levels, he will need to copy those parts in.
The same goes for BloodlinesBloodline血统A resource that changes the character's lineage, granting racial or inherited powers., AugmentationsAugmentation改造A resource that modifies the body through technology, magic, or anomalous means., Eye TechniquesEye Technique瞳术A special power used through the eyes, such as the Sharingan or Byakugan., items, and so on. Don't leave only keywords on your character sheet; copy in every part of the rulebook you will need to use.
Writing character sheets this way makes it easy for the ST and the PC to look up the character's abilities, and makes the sheet nicer to read.
Choosing the useful parts of the rulebook and copying them onto the character sheet is an essential skill for every PC.
Attributes:
Strength 3
Dexterity 1
Stamina 4
Intelligence 1
Perception 1
Resolve 4
Presence 1
Manipulation 1
Composure 2
Skills:
Athletics 3 (Swimming, Light Throwing Weapons)
Brawl 3
Drive
Firearms
Larceny
Stealth
Survival 2
Blade 3 (Heavy Swords)
Archery
Academics
Computer
Crafts
Investigation 3
Medicine 1
Occult 1
Science
Animal Ken
Empathy 1
Expression - Poetry 1
Intimidation 1
Socialize 3
Subterfuge
Items:
Thrusting Sword
EssenceEssence本质The fundamental nature of a resource or effect: Natural, Technological, Magical, or Anomalous.: Technological EssenceTechnological Essence科技本质The Essence of things made by science and technology. Vulnerable to a Film's tech suppression.
Weapon traits: weapon damage 3L, [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense. 1]
Derived Traits
Derived traits are usually determined by a character's Attributes, Feats, and so on. Note that all the values below are starting values; they may change with the various upgradesupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus. a player exchangesexchange兑换Buying resources from the Overseer with Reward Points and Ranks. for.
SizeSize体积How big a creature or object is. It affects reach and some rolls.: an ordinary adult is Size 5. By choosing the right Feat or Flaw, you can increase your Size to 6 or reduce it to 4. Size is defined in detail on the Miscellaneous Rules page.
Whenever you change your Size by any means, it affects you in various ways. This is called the Size adjustment. The detailed Size adjustment rules are on the Miscellaneous Rules page.
Some resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. let you change your Size without following the Size adjustment, or say "this Size change does not change Attributes". In that case, the changed Size only affects Health and speed.
Speed:
There are three kinds of speed:
Base speed: how far the character can move with one move actionmove action移动动作Moving, or anything that takes as long.. Its starting value is Strength + Dexterity + Size, in meters.
Land speed: how fast the character moves on land. It usually starts equal to base speed, but some abilities may change it.
Flight speed: how fast the character moves through the air. A character needs a special ability to fly, and that ability states the character's flight speed.
Initiative: decides the order of actions in combat. Its starting value is Dexterity + Composure.
Base DefenseBase Defense基础防御A character's basic defense without gear.: decides the character's defense. Its starting value is the lower of Dexterity and Perception. Base Defense from this stacks with Base Defense from other abilities.
Health: equal to Stamina + Size.
Sensory rangesensory range敏感范围How far around them a character can notice things.: the range within which a character can perceive things clearly. Within it, for example, they can clearly see the faces of characters across from them and clearly hear what they say. A character's starting sensory range is Perception x 10 meters. Normally, most creatures can only pinpointpinpointed精确定位Knowing exactly where a target is. a target by sight. Without a special ability, a creature that pinpoints by sight can only get an approximate locationapproximate location模糊定位Knowing only roughly where a target is. by hearing. Only creatures with "keen scent" can get an approximate location by smell.
Approximate sensory range: within this range, the character can only tell that a target is there, without making out its appearance. A character's starting approximate sensory range is sensory range x 10 meters. In general, without a special ability, only sight reaches the approximate range.
Because targets differ in Size (bigger targets are easier to notice), the sensory range may adjust when observing a particular target, as follows:
For every point the target's Size is above 5, the character's Perception counts as 1 higher against that target; for every point it is below 5, the character's Perception counts as 1 lower.
Sensory range here doesn't care how something is perceived (so it covers sight, hearing, even intuition). Being outside the sensory range doesn't necessarily mean the character can't perceive a target at all; by the rules, it means they can't target specific parts of it, and can't make out decorations or writing on it. A target beyond the approximate range, however, definitely cannot be perceived, so it cannot be chosen as a combat target.
Some abilities let a character perceive beyond their sensory range and approximate range; those abilities say so.
Also, some abilities extend the range of a single sense. A telescope, for example, extends sight distance. These abilities only extend that sense's range, not the sensory range itself.
When writing this up, sight can be written simply as sight, or as a sensory range that uses sight.
In such cases, only the matching sense uses the larger range; the other senses use the normal range. And abilities whose ranges are defined by sensory range or approximate range do not change at all.
WillWill意志值How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum.: a measure of how steadfast the character's mind is. Its base value is Resolve + Composure.
Willpower: a character's Willpower represents their ability to turn a bad situation around or change reality by sheer force of will. Willpower is a pool of points you can spend for benefits. Its starting maximum is Will, and a new character starts with full Willpower.
Basic use of Willpower: when a character takes an action (on or off their turnturn回合One character's moment to act within a round.), if it is not an extended action and needs only one roll (including but not limited to attacks, Skill rolls, opposed rolls, and defense), they may spend 1 Willpower, without taking any action, to gain a 3 DP perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. on that action. This can only be used once per action. Or, when attacked, the character may spend 1 Willpower to gain a perfect bonus of 3 to defense against that attack.
For more uses of Willpower and how it recovers, see the Health, Willpower, and Energy Pools page.
Will rolls: some rules elsewhere call for a Will roll or a Will saveWill save意志豁免The save against mental and mind-affecting effects., which use this. They are often used to resist mind-affecting effects or mental damagemental damage精神伤害Damage that strikes the mind directly.. Note that a "Will roll" and a "Will save" are not the same. A Will save's starting DP equals RESResolve决心Decisiveness and determination, and stubbornness too. Supernaturally, the strength of the spirit. Abbreviated RES in checks..
Note that since Will is made up of Resolve and Composure, Composure also gives a bonus to Will rolls and savessave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude., but effects on COMComposure沉着Calm and quick thinking; keeping your head under pressure. Supernaturally, the vitality of the mind. Abbreviated COM in checks. rolls do not affect Will rolls and saves. See the Health, Willpower, and Energy Pools page for details.
Reflex: some rules elsewhere call for a Reflex roll, which uses this. It is often used to avoid area attacksarea attack范围攻击An attack that hits everything in an area. Targets usually make a Reflex save.. A Reflex roll's starting DP equals DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + Athletics (Self-Protection).
Fortitude: some rules elsewhere call for a Fortitude roll, which uses this. It is often used to resist effects on the body. A Fortitude roll's starting DP equals STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. + Survival (Self-Protection).
These three are usually called the three savesthe three saves三豁免Will, Reflex, and Fortitude saves together..
Abilities
This covers all kinds of items, special abilities, and so on.
When building a new character, agree with the ST on which items they bring into the Film. Generally you can't bring things your background gives you no way to get.
Ways to Improve a Character
In the Infinite Horror TRPG there are three main currencies:
RanksRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points.: there are five Ranks, from lowest to highest D, C, B, A, and S. In most cases, an ability priced at C is almost certainly stronger than one priced at D, and an ability priced at B is stronger than a C ability in turn. Owning a full set of S-Rank abilities and chaining them into a dazzling combo is every Reincarnator's dream. Ranks can be freely split or combined: 3 D-Ranks combine into one C-Rank, 3 C-Ranks into one B-Rank, and so on. Splitting works the other way too: one C-Rank can be split to buy three different D-Rank resources.
Reward PointsReward Points奖励点数The most common currency of the setting, spent to exchange resources and upgrades from the Overseer.: also called points, the most common currency in the Infinite Horror setting. Usually, the resources you can buy cost some Ranks and some Reward Points. For example, a high-energy particle pulse rifle priced at D+500 means you pay one D-Rank and 500 Reward Points for this expensive weapon of future technology.
XPXP经验值Points earned in Films and spent to raise Skills and buy Feats.: experience. XP represents growing stronger through experience in Films. Obviously, XP one person earns cannot be given to another. Nor can XP create an ability from nothing; it has to be used to "study" or "train" something you already have some foundation in. You can find more on the Experience System and Self-Taught Abilities pages.
Normally, each Film a Reincarnator survives earns them at least D+1000 as a completion reward. This may vary from ST to ST.
In the resources section, you can find all kinds of abilities and items, each with its own price. You can spend the matching Ranks, Reward Points, and experience to buy and learn them. Raising a character's Attributes and Skills also costs Reward Points or experience.
Character Sheet Template
Below is a fairly simple character sheet template. You can also find blank character sheets in the various Infinite Horror TRPG groups.
Name:
Sex:
Age:
Height/Weight: ?? / ??
Race/Nationality: ?? / ??
Languages:
Appearance/Features:
Personality:
Background:
Virtue/Vice (Character Traits):
Flaws:
Talents:
Quirks:
Feats:
▓▓▓▓ Attributes:
▓ Strength: base (0) legendary (0)
▓ Dexterity: base (0) legendary (0)
▓ Stamina: base (0) legendary (0)
▓ Intelligence: base (0) legendary (0)
▓ Perception: base (0) legendary (0)
▓ Resolve: base (0) legendary (0)
▓ Presence: base (0) legendary (0)
▓ Manipulation: base (0) legendary (0)
▓ Composure: base (0) legendary (0)
▓▓▓▓ Skills:
▓▓ Physical Skills:
▓ Athletics: (Specialties: )
▓ Brawl: (Specialties: )
▓ Drive: (Specialties: )
▓ Firearms: (Specialties: )
▓ Larceny: (Specialties: )
▓ Stealth: (Specialties: )
▓ Survival: (Specialties: )
▓ Blade: (Specialties: )
▓ Archery: (Specialties: )
▓▓ Mental Skills:
▓ Academics: (Specialties: )
▓ Computer: (Specialties: )
▓ Crafts - sub-skill A:
▓ Crafts - sub-skill B:
▓ Crafts - sub-skill C:
▓ Investigation: (Specialties: )
▓ Medicine: (Specialties: )
▓ Occult: (Specialties: )
▓ Science: (Specialties: )
▓▓ Social Skills:
▓ Animal Ken: (Specialties: )
▓ Empathy: (Specialties: )
▓ Expression - sub-skill A:
▓ Expression - sub-skill B:
▓ Expression - sub-skill C:
▓ Intimidation: (Specialties: )
▓ Socialize: (Specialties: )
▓ Subterfuge: (Specialties: )
▓▓▓▓ Derived Traits:
▓ Size = standard (5)
▓ Base speed = Size (5) + Dexterity (0) + Strength (0) + Legendary Dexterity (0) = 0
Land speed =
Flight speed =
▓ Initiative = Dexterity (0) + Composure (0) = 0
▓ Maximum Health = Stamina (0) + Size (5) = 0
▓ Will = Resolve (0) + Composure (0) + Legendary Resolve (0) + Legendary Composure (0) = 0
▓ Sensory range = Perception (0) x 10 meters + Legendary Perception (0) x 20 meters = 0
▓▓▓▓ Roll Reference:
▓ Will roll = Will (0) + Legendary Resolve (0) + other sources (0) = 0 + 0
▓ Will save = Will (0) + Legendary Resolve (0) + other sources (0) = 0 + 0
▓ Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects. = DEX (0) + Athletics (0) + other sources (0) = 0 + 0
▓ Fortitude save = STA (0) + Survival (0) + other sources (0) = 0 + 0
▓ PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. check = PER (0) + Investigation (0) + other sources (0) = 0 + 0
▓ Attack presets:
Attack method:
Attack pool = matching Attribute (0) + matching Skill (0) + other sources (0) = 0
Attack extra successes = matching Legendary AttributeLegendary Attribute传奇属性An Attribute level beyond human limits, granting extra general effects. (0) + matching Skill extra successes (0) + other sources (0) = 0
Attack special traits: Armor Piercing 0, Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects. 0, High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X. 0, 10-again10-again10加骰Each 10 you roll lets you roll one more die and add any success it shows.
Extra on-hit effects:
▓ Defense presets:
Base Defense = Dexterity (0) / Perception (0) = 0
Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. = Legendary Dexterity (0) = 0
Full defense = Base Defense (0) = 0
Insight DefenseInsight Defense洞察防御Defense from reading the opponent's moves. = Legendary Perception (0) = 0
Blade parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. = Blade (0) = 0
Shield DefenseShield Defense盾牌防御Defense provided by a shield. = equipment Size (0) = 0
Brawl parry = Brawl (0) = 0
Armor DefenseArmor Defense盔甲防御Defense provided by armor. = source (0) = 0
Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits. = source (0) = 0
Defense extra successes = Legendary Dexterity (0) + Legendary Perception (0) + other sources (0) = 0
Defense special traits:
Other defense modes:
▓▓▓▓ Tracks:
Health: maximum 0
0 healthy
0 B
0 L
0 A
Willpower: 0/0
Energy Pool: 0/0
▓▓▓▓ Bloodline:
▓▓▓▓ Augmentation:
▓▓▓▓ Eye Technique:
▓▓▓▓ Cultivation SystemCultivation System修炼体系A complete Eastern cultivation path with its own stages and techniques.:
▓▓▓▓ GrimoiresGrimoire魔导书A book of spells, used to learn and cast them.:
▓▓▓▓ TitlesTitle称号A resource representing a profession or identity, with its own advancement path.:
▓▓▓▓ ArtsArt技艺A martial or practical discipline learned through training.:
▓▓▓▓ Energy PoolsEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra.:
▓▓▓▓ Spellcaster role:
▓▓▓▓ Equipped items:
▓▓▓▓ Carried items:
▓▓▓▓ Purchase log:
▓▓▓▓ Wallet: