02.01 Character Generation
In order to play the game you’ll need to create a character. Before you get out the pencil, first think about your character. What do you want to be able to do with this character? What kind of person is he or she? What is their background and motivations?
The Concept is the general term that identifies the character, Usually this is the character’s profession or role in society. Examples: Gruff Bounty Hunter, Demon Worshiper, Kind Wizard or Street Cop. Try not to use more than a couple of words as a concept but it is important to have something that defines the type of character you are playing.
Agility: Measure of balance, limberness, quickness, and full–body motor abilities. It is also a measure of hand–eye coordination and fine motor abilities.
Stamina: Measure of ability to resist damage.
Strength: Measure of physical power.
Intellect: Measure of knowledge, strength of memory and ability to learn.
Perception: Measure of mental quickness and attention to detail.
Presence: Measure of emotional strength, physical attractiveness, and personality.
Willpower – Measure of mental defense. Will Power is based on Perception and Presence. Willpower is generally used to resist interaction attempts and mentally damaging attacks. Characters may generally use it instead of stamina to resist fatigue, sleep, and unconsciousness, though there may be some situations the gamemaster restricts its substitution. See the Stamina for information on difficulties.
The gamemaster can also use willpower to determine the reactions of players’ and gamemaster’s characters to each other and to their surroundings. The more the gamemaster believes that the character should be at ease or frightened, the greater the difficulty. Use the descriptions of standard difficulties to determine the level. This passive application of willpower is not an action.
Mental Defenses – In general, the resistance difficulty for any Psionics or interaction skill equals Moderate. The target cannot actively resist unless he knows that a psychic or interaction skill is being used on him by another character. If the gamemaster decides that the target suspects but does not know for certain that someone is attempting to influence him, the gamemaster may allow the character to take an action earlier than his turn in the round and roll his willpower to generate a new resistance difficulty. Should the character decide to actively defend against mental intrusion or personal interaction, he may devote all of his actions for the round to that task and roll his willpower adding +10 to the score to get the new resistance difficulty. However the interaction resistance difficulty is determined, gamemaster may further modify the number as the situation warrants (such as stress, surprise, or character relationship).
Extranormal – Measure of a character’s extraordinary abilities, which could include psionics, magic, or other Extranormal talents. Extranormal is based on Presence and Intellect. It is often listed with its type ie. Extranormal: Magic or Extranormal: Psionics. Characters almost never have more than one Extranormal attribute. Some settings may require a minimum Presence or Intellect to have access to one’s Extranormal ability.
Calculating Derived Attributes
Willpower and Extranormal attributes are calculated in the following way. Take two Mental Attributes associated to the Derived Attribute, drop the pips, and take the average of the two numbers in front of the D, rounding down. The final number represents the number of dice he has in that particular Derived Attribute. The only way these values increase is when the associated Mental Attribute goes up.
For example if the character has a 2D Presence and a 3D+1 Intellect, he drops the +1, and adds the other numbers getting a 5. The average is 2 after rounding down. This makes the characters Extranormal Attribute 2D.
Some Attributes and skills have a Passive Value which is equal to the number in front of the “D” in the opponent’s attribute or skill times 2 and add the pips.
Every character must choose from a Primary Class. They are the following:
Each Class has a Primary Attribute. This affects various things in Character Generation as well as Advancement. In advancement, a character can Multi-Class into another one to get a Secondary Attribute.
Each Novice character receives 80 creation points to distribute among all the options. Players may only spend creation points as whole points, not as fractions.
- One Attribute die equals four (4) creation points.
- One Skill Die/Rank equals one (1) creation point.
- Three Skill Specialization Dice/Rank equal one (1) creation point.
- Advantages and Special Abilities have their own costs associated with them; see the “Character Options” for details.
Other restrictions apply
- Class Attributes have a minimum of 1D and a maximum of 6D.
- Non-Class attributes can have a minimum 1D and a maximum 3D
- The maximum starting number of Dice/Rank that may be added to any one Class skill or specialization of skill is 4.
- The maximum starting number of Dice/Rank that may be added to any one Non Class skill or specialization of skill is 2.
- Points must be spent on whole dice, though the purchased dice may be split and distributed in their category. For instance, if a player spends four creation points to get one Attribute die, the die may be split into three pips and divided among up to three Attributes, but no attribute pip may be traded in for a Skill die.
Players of Human characters may add up to 10 additional creation points to their totals by taking an appropriate number of ranks in Disadvantages. Non-Human species may have their own creation point totals, maximum number of points from Disadvantages, and starting Advantages, Disadvantages, and Special Abilities.
For worlds involving more Special Abilities, gamemasters should feel free to raise the number of starting creation points and the number of possible creation points received from Disadvantages.
Characters also receive the following aspects, like those created with defined limits:
- Move: This equals 10 meters per round.
- Strength Damage: Drop the pips from your character’s Strength or lifting score (including any Special Abilities or Disadvantages that affect the die code), divide the number by 2, and round up. This is the Strength Damage die code.
- Funds: Funds and silver measure how much wealth your character can usually get at without too much trouble. All characters start with a base Funds die code of 3D. Look under “Funds” in this chapter for modifiers to this roll and how to convert this number to cash. The cash equivalent of Funds goes on the Silver line.
Selecting Character Options
Advantages, Disadvantages, and Special Abilities make the character more interesting, more (and less) effective, and more fun to roleplay (if you do it right). You know the story of your character – here’s what that story means.
Advantages are perks that the character has because of her status in society, the people she knows, or something in her background. They generally do not directly affect attributes or skills.
Disadvantages hamper the character in some way. They might affect her attributes or skills or they might mean trouble for her in certain situations. Both Advantages and Disadvantages make the character more rounded and more believable.
Special Abilities are those abilities that exceed the natural capabilities of a Human character. The character’s species, some sort of unique training, or a magical/super–science/cybernetic/other effect might explain their origin. They give the character a bonus to her attributes or skills, or they provide her with access to something that the average Human character can’t do.
Example:You decide to give your character a Special Ability that provides him with a +1 to one of three combat–related skill totals. If you don’t have any points to spend on Special Abilities, your character needs to have some kind of Disadvantage as well. The character might have to add 1 to the difficulty of all interaction–related skill totals, or you might include a totally unrelated Disadvantage (of comparative power) – like the character is afraid of the dark and has trouble acting when in the dark.
Costs at Character Creation
Each rank in an Advantage or Disadvantage is worth one creation point per number. Advantages cost creation points, while Disadvantages give you creation points (or skill dice). Thus, a Rank 1 Advantage costs one point or die, while a Rank 4 Disadvantages gives you four points or dice.
The cost of one rank of the Special Ability is included in parentheses. Some Special Abilities, such as Ambidextrous, do not lend themselves to being taken more than once. Players may also add Limitations to their Special Abilities, which reduce their effectiveness (and the cost) or Enhancements, which increase their effectiveness (and the cost); these are described at the end of this section.
In settings where characters with Special Abilities are common, additional ranks of each Special Ability cost one point per rank at character creation. In settings where characters with Special Abilities are uncommon, additional ranks of each Special Ability costs the value listed with the Special Ability.
When using templates or defined limits for attributes and skill dice, players may use skill dice or dice received from Disadvantages to get Advantages and Special Abilities. Players in games using character creation point pools may use some of the points in their pool or points gained from Disadvantages to purchase Advantages and Special Abilities.
A maximum of 10 creation points worth of Disadvantages is recommended for any genre.
Using the Additional Creation Points
You may use creation points that you earn from giving your character Disadvantages to buy Advantages (at their rank cost), more skill dice (at a rate of one creation point for each skill die), or more attribute dice (at a rate of four creation points for each attribute die).