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Extras are represented by a single trait, their rank.
Example
Because extras are generally represented by only one or two dice, the players can defeat vast hordes of extras in one roll of the die pool they use in combat.
More on slaughtering cannon fodder can be found in the Battle Scenes section.
An enjoyable extra can become promoted to a guest star, and a guest star can be promoted to regular cast simply by the persona being a fun part of the story. In these cases, additional traits are specified to more fully define the persona.
Players should write down a brief, one paragraph background to the persona on their record sheet, and also list any Allies and Enemies. It is suggested every persona should have one or two Allies and Enemies, and no more than five in total.
The Gamesmaster should help players work out their Allies and Enemies, in order to fit with the needs of the campaign.
Example
Species: Acroyear
In addition to the main three batches, there is a fourth batch which is determined by the Species of the persona:
At the end, all Traits will have at least one die specified - and any trait in the Racial Batch will have two dice specified.
The species die (see below) means that three dice is the most number likely to be specified for any given trait at the end of character generation.
A complete example is included later, to demonstrate how this process works.
Example
Example
If the Gamesmaster asked for a Precision-Technical roll in order to pick a lock, Bug could add his Calling dice, while Prince Acroyear could not.
If they were protecting a Hero from attack, they might both be able to include their Fate dice. Bug could include Fate if he is a Sidekick to the Hero being rescued, and Prince Acroyear could include his Fate if rescuing the Hero was the most honorable course of action.
Example
In a life or death situation, the persona's Enigma dice could also be included in a resource roll.
Example
The Gamesmaster determines the target value for a resource Task Roll.
It is possible for Fate to change. A Sidekick may become a Hero; a Villian may become an Anti-hero. It all depends how the story progresses. Discuss any possible changes to Fate with the Gamesmaster.
Bug is an Insectavorid, which restricts him to a maximum Fly of D6.
Bug is an agile, precise kind of person, who is lacking in physical resiliance and power. His player assigns the Attribute batch as follows:
D4 in Strength
Bug is a thief, and knows a bit about picking locks and bypassing mechanisms, plus he's a crack shot with his weapon. His player assigns the Talent batch as follows:
D4 in Fly (which is less than his restriction of Max Fly D6)
Bug is an Insectavorid Master Thief Sidekick so we already know 3 out of 5 Identity traits. His preferred Weapon is the Rocket Lance and his preferred armour is his own Carapace. The Identity batch is divided as follows:
D4 in Armour: Carapace
Finally, we divide his Racial batch. Insectavorids divide between Agility, Precision, Enigma, Blast, Calling:
D4 in Blast, making it D12 + D4 + d8
Bug's completed persona record is listed at the back of the rules.
3. Heroes & Villains
3.1 Personas
Any story is full of personas, some important, some trivial. In Micronauts they are divided into categories relating to their importance to the story. The players are always the most important personas, and only the major archvillains are afforded a similar level of importance.
3.2 Extras
The grunts in any Micronauts game - the hordes of bad guys with bad combat training, lousy weapons and strangely inaccurate shooting skills - are known as extras. Anyone - anything - that the plot only requires to walk on and promptly die is considered an extra.
3.3 Regular Cast & Guest Stars
Everything that is not an extra is either part of the regular cast (the players and any other major heroes and villains) or a guest star. Members of the regular cast are described by fifteen different traits, whilst guest stars have a number of traits specified, but not necessarily a complete set.
3.4 Background, Allies & Enemies
Every persona in the regular cast has a background, as well as any Allies and Enemies they have acquired.
3.5 Traits
Any game of Micronauts uses fifteen traits arranged into three batches:
Each persona has a different named trait in each case for Identity:
Attributes describe the physical make up of the persona, and generally include traits for Strength, Endurance and Agility.
The second batch are the persona's Talents which are represent learnt skills. The Talent batch usually includes a Blast and Duel trait amongst others.
The third batch of traits describe who the persona is in the game world. The five Identity traits are Species, Role, Fate, Weapon and Armour.
Calling: Prince
Fate: Honourable
Weapon: Energy Sword
Armour: Red Acroyear
This batch consists of five Traits taken from the other three batches. It is different for every species. In the rules, the dice from the Racial batch are listed as underlined, e.g. D8.
3.6 Generating Personas: Dice Batches
To create a complete persona, a complete dice batch is divided between all the traits in a particular batch. Each dice batch consists of one of each die used in the game - D4, D6, D8, D10, D12 - and any complete persona has one dice batch for each batch of traits.
3.7 Attributes
In a standard game of Micronauts, the five Attributes are:
Enigma is a special attribute, and is described in its own section, below.
Gracefulness, nimbleness and the ability to avoid being hit by objects that under the influence of ordinarily Physics would be moving too fast to be dodged.
Accuracy, hand-eye co-ordination and attention to detail. Precision is most commonly paired with Blast (see Talents, below).
Physical force, and the ability to wield large melee weapons. Strength is most commonly paired with Duel (see Talents, below).
The ability to absorb damage - in Space Opera, usually an absurd amount of physical damage. Endurance is most commonly paired with Armour (see Identity, below).
That certain something that gives the heroes the edge, and allows villains to escape their recently destroyed secret base to fight again.
3.8 Talents
In a standard game of Micronauts, the five Talents are:
Skill with a blaster, or with any similar ranged weapon. Most commonly paired with Precision, it may also be paired with Pilot for space battles.
Proficiency at fighting with melee weapons, or at fighting against a single foe. Most commonly paired with Strength, but can also be paired with Blast for a duel with blast weapons.
Talent at flying space ships, aircraft and indeed, any machine or beast that flies.
Skill at maneuvring through the air - aerial agility. This refers to when the individual has wings, or has a flight device of some kind (a glider pack in the default Micronauts setting, but it could be a rocket pack, a grav belt or any other plot device). It often replaces Agility, and is also often paired with it.
Repair, medical and design skills of all kinds come under the heading of Technical. It is most commonly paired with a relevant Calling (see below).
3.9 Identity
The five Identity traits have a different trait-name for every character.
Species, Calling and Fate are described in their own sections, below.
The race of the individual. The die assigned to this trait is known as the species die, and is denoted with a lower case d. Because it is a bonus die, it only counts once, no matter how many times it appears in a pool.
A description of the persona's profession, or role in life.
The destiny of the persona - most commonly Hero, Villain or Sidekick.
The signature weapon that the persona attacks with. It can be a melee weapon or a blast weapon. The character can attack with any weapon, but only their listed, signature weapon provides a bonus of any kind (it wouldn't be Obi Wan, for example, if he wasn't wielding a light sabre).
The signature armour of the persona. They can wear different armour for the purpose of disguising themselves, but they only gain a defensive bonus when they are wearing their signature armour. Some persona's do not wear armour, in which case their Armour trait is listed as None, and their Armour dice represent a defensive advantage they receive for not wearing armour.
3.10 Enigma
Enigma dice are used to represent the 'spooky' abilities of heroes and villains. The primary use of Enigma is to avoid being killed, but it also doubles as a 'sixth sense', and it can be interpretted as 'magic ' when necessary. The following list describes the main ways Enigma is used:
More on being Believed Dead, and other aspects of Status can be found in the Drama section.
3.11 Species
A persona's Species determines three things:
The different species will vary according to setting, but the most common ones in the default Micronauts setting are given in the Setting section.
3.12 Calling & Fate
A persona's Calling describes the role they fulfil in the game setting, whilst Fate describes their destiny and dramatic role. These bonus dice are added whenever a Task Roll or Pool Roll is appropriate to the persona's Calling or Fate.
3.13 Resource Rolls
Calling also determines what resources a persona has available. The Gamesmaster may ask for a Calling roll to determine if the persona has a certain resource available - troops, equipment, knowledge; whatever is appropriate.
3.14 Suggested Callings
Remember. These are suggestions. You are encouraged to pick whatever word best describes your image of the persona's role in life and put that as your persona's Calling. You can negotiate with the Gamesmaster as to when your Calling applies on a case-by-case basis.
A soldier of some kind. Calling applies to combat and military procedures.
Expert in some technical area. Calling applies primarily to Technical rolls, when they apply to machines.
A biomechanic - Calling applies to Technical when it is used to heal.
A daredevil pilot of some kind. Calling applies primarily to Pilot rolls (or Fly rolls, if more appropriate), and to Technical rolls involving space ships and other flying machines.
Heir to a realm. Calling can be used to recruit resources of all kinds appropriate to the species in question. May also apply where knowledge of their realm would be useful.
Loyal servants can use their Calling to recruit resources in the name of their liege and to Technical when it is used for healing people of their liege's species.
They may add their Calling dice whenever they are fighting to protect those whom they are pledged to protect, but if their charges are killed, their Fate dice are downgraded.
A host of different skills, such as picking locks, climbing, picking pockets and so forth. Calling is applied to any thief-like activity.
A mystic or teacher of some kind. A Guide may add their own Enigma dice to other personas pools, as well as being able to use their Calling dice to recall or research forgotten legends and lore.
Someone who can survive in a harsh environment, and follow people to the ends of the universe. They may use their Calling-Perception dice to attempt to follow people, Calling-Techincal to track star ships and the like. The Gamesmaster may allow them to make a Calling-Enigma in some situations just to see what their 'instincts ' tell them.
3.15 Suggested Fates
Once again, these are just suggestions. If you can think of a dramatic role not represented here, discuss it with your Gamesmaster. Be careful not to confuse Calling (which represents a profession, lifestyle or background) with Fate, which represents the dramatic role, destiny or archetype the persona belongs to.
The good guys. They can add their Fate if they are rescuing someone, or fighting an Archvillain.
Whenever they are helping their friends (their friends do not have to be Heroes or Heroines explicitly, but it helps), they can include their Fate.
They may work with the good guys, but are they heroes or villains? Can include their Fate when working in their own best interests, at the Gamesmaster's discretion.
The lover of one of the regular cast. Their dramatic role is frequently to be captured and then rescued, but sometimes their roles and the roles of the heroes become inverted. Lovers can include their Fate dice whenever they are being rescued by their lover, or whenever they are rescuing their lover, as well as anytime their lover is in immediate danger.
This Fate applies to anyone who spends a sizeable part of their life learning how to win the favour of the opposite sex (assuming a predominantly heterosexual setting). They may use their Fate dice to attempt to seduce people (player's do not have to co-operate if they don't wish to!), and are also adept at running away: include Fate dice when they are being chased.
Thoughtful and incomprehensible, the Mysterious persona may include their Fate dice whenever they can get the other players (or the Gamesmaster's minions) to engage in a course of action without explaining it first. (This may lead to all the players following the Mysterious player for no reason other than to give that persona bonus dice).
Anyone with a strong code of honour. They may use their Fate dice whenever they are vigorously pursuing that code of honour.
Someone cast out from their own world. To compensate for the animosity of their species, an Outcast may use their Fate die any time they are opposing people of their species.
Villains may add their Fate dice whenever they are opposing Heroes, and Archvillains may also use Fate-Enigma to attempt to escape certain death.
Persona's whose Fate is Comic Relief may include their Fate dice whenever their declared action (or accompanying dialogue) makes any player in the room laugh sincerely. (The Gamesmaster is the final arbiter of a sincere laugh).
A victim's dramatic role is to be killed, captured and have terrible, terrible things happen to them. The Gamesmaster should utterly and unfairly victimize anyone who chooses this Fate. As compensation for this ghastly state of affairs, a Victim may add their Fate dice into any pool they choose without restriction.
3.16 Sample Character
Example
D6 in Enigma
D8 in Endurance
D10 in Agility
D12 in Precision
D6 in Duel
D8 in Pilot
D10 in Technical
D12 in Blast
D6 in Fate: Sidekick
d8 in Species: Insectavorid (applies to Agility, Precision, Blast)
D10 in Weapon: Rocket Lance
D12 in Calling: Master Thief
D6 in Precision, making it D12 + D6 + d8
D8 in Agility, making it D10 + D8 + d8
D10 in Calling, making it D12 + D10
D12 in Enigma, making it D6 + D12