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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.

Extras are represented by a single trait, their rank.

Example

Dog Soldiers are the basic grunts used by the villain in the Microverse, Baron Karza. They are represented by D6, with Dog Soldier commanders sometimes warranting D8 + D8.

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.

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.

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.

3.4 Background, Allies & Enemies

Every persona in the regular cast has a background, as well as any Allies and Enemies they have acquired.

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.

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:

Example

Prince Acroyear's Identity traits are

Species: Acroyear
Calling: Prince
Fate: Honourable
Weapon: Energy Sword
Armour: Red Acroyear

In addition to the main three batches, there is a fourth batch which is determined by the Species of the persona:

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.

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.

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.

3.8 Talents

In a standard game of Micronauts, the five Talents are:

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.

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:
  1. Whenever the personas life depends on the outcome of a Task Roll, they may include their Enigma dice. Heroes get tougher the tougher the odds get!
  2. Whenever a persona is unable to use their regular senses, they may use Enigma as a sixth sense to replace Precision at the Gamesmaster's discretion.
  3. Whenever a persona is Believed Dead, they can downgrade their Enigma dice to be resurrected in some manner. This procedure is described in more detail in the section on Drama.
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:
  1. To which traits the persona's Species die can be added.
  2. Which five Traits constitute the Racial Batch.
  3. Any limitations that govern traits for that Species.
The different species will vary according to setting, but the most common ones in the default Micronauts setting are given in the Setting section.

Example

Bug is an Insectavorid. His species die applies to Agility, Precision and Blast. His Racial Batch contains the Agility, Precision, Enigma, Blast and Calling traits. His limitations are that his Maximum Fly is D6.

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.

Example

Bug's Calling is Master Thief, his Fate is Sidekick. Prince Acroyear's Calling is Prince and his Fate is Honourable.

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.

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.

Example

Master Thief is not a Calling with much attached to it in the way of resources, but Prince is. If Prince Acroyear needs a small band of warriors, the Gamesmaster could ask him for a Calling roll, to determine if he can muster his forces successfully.

In a life or death situation, the persona's Enigma dice could also be included in a resource roll.

Example

If Prince Acroyear were fighting in a region where Acroyear warriors might be found, and was attacked by a vast horde of Battle Cruisers, he could make a Calling-Enigma roll to see if a heroic band of Acroyears just happens to be nearby and can come to his aid.

The Gamesmaster determines the target value for a resource Task Roll.

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.

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.

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.

3.16 Sample Character

Example
It is always best to start by choosing the Species of a persona, since most species have restrictions on how their dice batches are divided.

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
    
D6 in Enigma
    
D8 in Endurance
    
D10 in Agility
    
D12 in Precision

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)
    
D6 in Duel
    
D8 in Pilot
    
D10 in Technical
    
D12 in Blast

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
    
D6 in Fate: Sidekick
    d8 in Species: Insectavorid (applies to Agility, Precision, Blast)
    
D10 in Weapon: Rocket Lance
    
D12 in Calling: Master Thief

Finally, we divide his Racial batch. Insectavorids divide between Agility, Precision, Enigma, Blast, Calling:

    D4 in Blast, making it D12 + D4 + d8
    
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

Bug's completed persona record is listed at the back of the rules.


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