> In "The Fringe" there is a part, in one of the examples of play, that
> goes something like this: "There is nothing about burglary in his
> character description, and he wants more than 2 dice, so he spends 2
> points to create a new Trait called Burglary (4). He now owes the GM
> 2 Details to explain his new Trait".
>
> I can't seem to find the rules for this seemingly on-the-fly character
> creation anywhere. Did I miss something? Can somebody point be to
> where I can find this rules if they exist? I think this is a pretty
> cool concept because games can start instantly, with only a quick
> decision on character concept.
Well, it's wushu, there are only so many mechanics, so you can probably
fill in the details pretty easily.
Characters have 6 points to spend on traits at 1 for 1, starting at the
default 2. Save some for use during play if you like.
If, during play, you decide you need a trait, and it fits in your
background, use some of your untrained points. Your narration must
include a flashback, discussion with other characters, or some other set
of details equal to the points you just spent, to say where it came from.
For instance, you spend 2 points to acquire burglary 4.
"Earl bends down and peers at the lock. He pulls out his picks and goes
to work, squinting at the tiny keyhole. "Did you know you can take
correspondance courses in prison? They're required by law to let you,
even if it's a locksmithing course," he continues, as the cylinder turns
smoothly and he eases the door open, revealing the darkness inside."
Our of a 5 detail narration, two (prison, locksmithing) go toward
acquiring the trait, the other three plus the base die are rolled against
his new trait of Burglary (4) to open the lock.
--
Daniel McSorley