Typically, characters are humanoids. There is great variation in height, build, complexion, abilities, and scars. These features may be associated with cultures and regions (which they are in the Jehan setting). However, variation is not deterministic. It shapes attitudes within and from outside groups, and may pressure conformity. Divergent individual behavior may be crucial to campaign tone.
Identifying Features
Height: 125-225 cm. You can determine this randomly as: 125 + d100 roll.
Build: slender, medium, stocky.
Complexion: shades: coal-black to pale; hues: magenta, terra cotta, brown, olive green, or slate blue. Players confer with
Game Host about whether there are any culture or status-associations with hue.
Age: random roll is: 20 + 3d20. Life expectancy is 216 years.
Uncommon Features: describe differing features as trade-offs. Deafness & Read Lips +4; Blindness & Tactile Detection +4.
Scars are common, but also distinctive.
Prior Job Experience: this relates to starting skills, and relationship to the world.
Status in home city: Outlaw (5%); Outsider (45%); Prole / Laborer (50%); Pleb (Merchant or Clerk, 0%); or Patrician / Elite (0%).
Traits and Trait Bonuses
The Notches system uses four of the six Traits traditionally used in role-playing games:
Strength (STR), Dexterity (DEX), Intelligence (INT), and Charisma (CHA).
Only the Bonus values of Traits are tracked.
Distribute the following Bonus values among your Traits: -1, +0, +1, and +2.
Trait Bonuses normally do not change during the career of your Character.
Comment: STR subsumes Constitution factors; INT subsumes most Wisdom factors.
In Notches, INT includes Emotional Intelligence, the trait that enables Insight.
Charisma largely equates to ‘presence of character’ and so it governs Perception.
Association of Traits with Skills
Example associations: DEX with stealth; CHA deception and inspiration; INT with language and problem-solving. However you can propose unusual associations to the GM, such as INT for lock-picking rather than DEX.
| RESEARCH: Languages & Scripts (INT) Law and Contracts (INT) Interviews & Interrogation (INT or CHA) History (INT) Street-Smarts (CHA) Read Lips (INT) | CRAFTING: Cooking (INT) Brewing Potions (INT) Break, Bust, Demolish (STR) Repair & Tinkering (INT) Disable Traps (DEX or INT) |
| PERFORMANCE: Inspiring Speech (CHA) Storytelling, Poetry, or Acting (CHA) Negotiation (CHA or INT) Deception (CHA) Intimidation (CHA) Stealthy Movement (DEX) | WILDERNESS: Navigation & Astrogation (INT) Wildcrafting (INT) Trapping (INT) Climbing (DEX) Ropes & Knots (INT) Animal Handling (CHA) |
| CONFLICT: Grapple, Tackle, Bull-Rush (STR) Trip, Entangle, Interrupt (DEX) Attack with Bare-hands (STR) Attack with Blunts (STR) Attack with Blades (DEX) Lob a Device (DEX) Attack with Projectiles (DEX) | CONFLICT RELIEF: Deflect Verbal Attack on Ally (CHA) Deflect Physical Attack on Ally (DEX) De-Escalate Conflict (CHA) Defuse Anger of Ally (INT or CHA) Defuse Fear of Ally (CHA) Comic Levity (CHA) First Aid (INT) |
The Character Sheet
The Character Sheet for Notches is a simple spreadsheet. The sequence of sections reflects the priorities of the game. The first Section at the top of the page is called “Identity,” and it includes basic descriptive information and Trait bonuses.
The second Section is “Skills.” These are most of the areas where a Character will gain experience.
The third Section is “Worn Articles,” which helps give a sense of what the Character looks like, how they present themself.
The fourth Section is “Character Profile,” which contains a series of questions. The answers illuminate the personality of the Character.
The fifth and last Section on the first page is “Weapons.” Realistically, a Character is only going to have three, maximum.
The second page begins with a list of “Typical Gear.” Sometimes, creative use of that gear could solve major problems, so it is good to know exactly what you have available.
The second Section is “Armor.” In DnP this can include head-protection, body armor, and shields.
The third Section is the calculation of “Burden.” I have not worked out precise consequences in the game model, but you can imagine if a heavily-burdened Character tries to run, let alone climb a wall.
To the right of Sections Two and Three is an area in which you can place a lovely Portrait of your Character.
The fourth Section is “Other Items,” which includes keepsakes, cash, and treasure.
Context Constraints: Class, Debt, Burden, Shelter
1) SOCIAL CLASS: most settlements are sharply class-stratified. Characters are usually a Prole (45%) or Outsider (50%). This limits their access to jobs, contacts, and information. Proles & Outies do not have the right to wear arms or armor within most settlements. Outies also do not have Civil rights.
2) DEBT: virtually all Proles are indebted. Debt-free Outsiders are viewed with suspicion at Outlaws, as Wild-Landers. Campaigns begin with the struggle to work off debts. Debts are represented by an unbreakable wire choker, known as a Yoker. A pejorative term for all lower-class people is therefore ‘yokels.’
3) BURDENS: Gear is bulky, heavy, and it attracts unwanted attention. Characters need to figure out where to stow it while in town, and how to transport it into the Wild. Bicycles with trailers are an option. Mules with small wagons are an option.
4) SHELTER: Does the Party have a base of operations? Do you stay in an inn? Is it secure? What cost?