- skills/rpg: SKILL.md + 7 references/assets encoding the house scenario system (convention one-shot structure, craft research, pregens, playtest protocol, production pipeline, living lessons log) - sync.sh: mirror ~/.claude/skills/ into repo - install.sh: install repo skills/ into ~/.claude/skills/ - README: document skills tracking + pull-before-sync ordering
2.7 KiB
2.7 KiB
Pre-Generated Characters
Pregens are half the scenario. A con player meets the game through the sheet.
The three tests (every roster must pass all three)
- Rules-accurate. Audit every sheet against the system's build rules —
attribute/skill budgets by experience tier, derived stats, restrictions
(e.g. Blade Runner replicant rookies carry no specialties). Show the audit
math in the pregens file so errors are checkable:
(Budget: Veteran +2 attr → INT A, EMP B; +12 skill increases ✓). - A working party. Each PC owns a distinct investigation/action lane with minimal overlap (scene-reader, people-person, muscle/pursuit, forensics/tech is a proven quartet). If the scenario has a set-piece, check no PC sits skill-dead all night — rebuild the sheet or the set-piece. Flag deliberate rebuilds of existing roster characters for review.
- Wired into the case. Every PC gets a Private (do not share) box: a personal seam the scenario will pull on, phrased as a question the night will force them to answer. The best private seams make the player decide something about themselves in Act Three, not just recognise a connection.
Sheet contents (per PC)
- Name, archetype, experience tier, one-line essence in italics — the essence line doubles as the GM's spoken pitch during Slot Zero pregen picks
- Attributes table, derived stats (show modifiers: incl. replicant +2/−2)
- Skills (only the ones above baseline), specialties with rules text inline
- Gear with the numbers the player needs (damage, range) — no page refs
- Signature item with a small mechanical hook (e.g. interact once per session to heal 1 stress) — these produce the best unprompted table moments
- Key memory and key relationship — write relationships to NPCs and places that appear in the scenario, so the case walks through their lives
- Private box (see above)
- "Playing X" — three bullet behaviour cues, imperative mood ("speak second, watch first"), so a stranger can act the character in 30 seconds
Roster-level checks
- Party seams: note which PCs pair naturally for splits, and give a recommended 2+2 split per act (but let players choose at the table).
- Player-count scaling: state which PC drops first at fewer players (their lane must be recoverable elsewhere), how splits adjust (2+2 → 2+1), and what a walk-up extra plays if the system supports a +1.
- The roster file opens with goals + audit notes + errors fixed from previous versions, so the next revision has provenance.
- Produce print-ready sheets (HTML → A4, one page per PC + a table quick-reference page). Portraits from the scenario art set.