03.00 Other Char. Creation Items
Advantages, Disadvantages, and Special Abilities
Advantages and Disadvantages are benefits or quirks your character has developed. Some affect the character’s attributes and skills, while others serve as useful roleplaying tools for rounding out the character. Special Abilities are unusual talents or powers the character has that are outside the norm for Humans. Character options discusses these characteristics. You may ignore this section if you don’t want to add them to your character.
This number (usually 10) represents how many meters your character moves in a round at maximum walking speed in standard (1 g) gravity. (The running skill can increase this rate. It also serves as the base for other movement skills.)
Should the character have a different sort of movement than normal (such as fins for legs), see the Hindrance Disadvantage (described in the Character Options) for information on how to account for this variability.
Players’ characters typically start the game with one Fate Point and five Character Points. You can spend these points to improve your character’s chance of succeeding in especially difficult situations. (The mechanics of this are discussed in the Game Basics.) Character Points alternatively are used to permanently improve skills. Your character earns more Character and Fate Points by having adventures.
There is no limit to the number of Character or Fate Points your character may have at any time.
Strength Damage indicates the amount of harm a character can do in combat with body parts, melee weapons, thrown weapons, and most primitive ranged weapons.
Determining Strength Damage
To determine the Strength Damage die code, take the character’s Strength or lifting (including any diecode modifiers from Disadvantages or Special Abilities) and drop the pips. Divide by 2, and round up.
Example: A character with 3D in Strength has a Strength Damage of 2D. A character with 6D+2 in lifting has a Strength Damage of 3D.
To allow the gamemaster to more easily adjust the “real world” cost to something appropriate for her world or her part of the world, this system substitutes difficulties for the prices of items.
Each character thus gets a Funds attribute, which represents the amount of money the character can get without too much trouble on a regular basis because of work or investments. All characters start with a base of 3 in Funds. Use the accompanying table to1 adjust this number. Include any modifiers to attributes due to Disadvantages or Special Abilities. The minimum total is 1. The final total becomes the die code in the Funds attribute.
After character creation, a player can increase the Funds attribute by spending Character Points (using the rules in Improving Characters) or through bonuses received as adventure rewards. If the gamemaster prefers to use cash or its equivalent, multiply the Funds total by a value specified by the gamemaster (typically the equivalent of US $150, 150 euros, or 15,000 yen, but gamemasters who want more accuracy can use a currency converter). This is how much money the character receives per week for whatever sort of work the character does or investments the character has.
|1D in Presence||-1|
|1D in Intellect||-1|
|4D or more in Presence||+1|
|4D or more in Intellect||+1|
|8D or more in the character’s business skill plus its highest specialization||+1|
Example: Your character has 4D in Intellect, 6D in Scholar-Business, and +2D in a specialization of Business: Investing. Starting with 3, you add to it 1 for your high Intellect score and 1 for having at least 8D in business plus a specialization. Your final total is 4, which gives you a Funds score of 5D. If your gamemaster preferred cash, you would start with a regular income of $750, 750 euros, or 75,000 yen per week.
Using the Funds attribute is discussed in Equipment.
Players of starting characters may select one small weapon and a little protective gear plus a few tools of their characters’ chosen trade, unless there is equipment already listed on the template sheet. Some basic equipment is explained in the Equipment; the gamemaster may allow other options.