Character Generation

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There have been some modifications to the games character generation. Those changes are presented here with this document. If you have questions about why something was changed or need clarification please contact the staff or email me directly at worldgate989@gmail.com. Also, this document has been shortened from it's book format to remove irrelevant information not needed for this game.

Character Creation[edit | edit source]

Creating a character can seem daunting at first but given enough time and experience the entire process can go quickly. In the following material we, the staff, hope to make this creation process as easy as possible for both you, and the staff, so that we can get you out onto the game area as easily as possible. We have, over time, added new information to help round out and flesh the character so that we know what kind of scenes and scenarios you would be most comfortable in and would more likely enjoy. Our ongoing campaign will have spots available for all types and power levels of characters to become involved in. Even villians could be involved. We don't view characters as a class and race, instead we look at the entire scope of the character and make a judgement based on what it can do, its background, its flaws and its secrets. Characters should have a reason to exist beyond 'well this class is cool'. We currently have no limitations on characters so feel free to come up with as many ideas as you like.

Step 1: The Eight Attributes[edit | edit source]

All characters have eight prime attributes, three mental and five physical. Attribute numbers are used to evaluate the strengths and weaknesses of your character. Attributes are also called "Statistics" or "Stats." Before continuing further you should find an R.C.C.[1] and O.C.C.[2] you wish to play. You might consider asking a staff member if the combination would pose any issues before starting the generation process to avoid any problems. Note that having no R.C.C. would mean you use human, or rather, continue with the rolling methods below. Otherwise use the racial's dice.

The first step in creating a character is to roll up the eight attributes[3]: I.Q., M.E., M.A., P.S., P.P., P.E., P.B., and Spd. These represent your character's natural mental and physical abilities. Some of the Physical skills and special abilities from an O.C.C. may provide bonuses to increase some of the character's attributes, so it is important to make notes of these so all modifiers and bonuses are accounted for.

Three six-sided dice (3D6) are rolled to determine each attribute (for humans, other races have their own dice usually). The higher the number, the greater the ability. Start with I.Q. and work your way through the rest.

Exceptional right off the bat: If an initial attribute roll using three six-side dice (3D6) adds up to a 16, 17, or 18, that attribute is considered exceptional and the player rolls one additional six-sided die (1D6), and the resulting number is added to the total for that attribute. If another six is rolled (a rarity), roll yet another 1D6 for that attribute! Stop there. No additional dice are rolled even if the second 1D6 bonus miraculously comes up a six. Note: This bonus 1D6 is only rolled during the initial attribute generation and does not apply to attributes raised to 16 or higher from skills, O.C.C.s, augmentation, magic or special abilities. Likewise the dice bonus is ONLY available to dice rolls of 3D6 ONLY. Races which gaint any other type of roll do not gain this bonus.

Attribute Bonuses from Skills: Many of the Physical skills provide the character with attribute bonuses that help them in the performance of skills, combat and work. For example, wrestling offers a +2 bonus to the P.S. and P.E. attributes, so if the player has already rolled a total of 15 for P.S., he adds another two points for a total of 17[4]. If his P.E. was 8, the +2 would raise it to 10[5]. All Physical skill point bonuses are cumulative.

Note: See the Attribute Bonus listings for high attributes and superhuman strengths, as well as the new. Penalties for Low Attributes.

The Eight Attributes[edit | edit source]

Intelligence Quotient (I.Q.): Indicates the character's intelligence. The exact I.Q. is equal to the I.Q. attribute multiplied times ten (I.Q. x 10). Characters with an I.Q. of 1-6 are, um, morons and should be played like the classic dumb lug. However, having a low I.Q. does not necessarily make the character a complete idiot. An I.Q. of 7-9 is slightly below average, but far from an imbecile. An I.Q. of 10-13 is average, 14-16 above average. An I.Q. of 17 or better is exceptional, the higher the number the more brilliant the character. An I.Q. of 16 or higher receives a one-time bonus to all skill percentages, including O.C.C. Skills, O.C.C. Related Skills and even Secondary Skills.

Mental Endurance (M.E.): Measures the amount of mental and emotional stress the character can withstand. M.E. 16 or better provides a bonus to save vs psionic attacks and insanity.

Mental Affinity (M.A.): Represents the character's like-ability, personal charm and charisma. Natural leaders, with an M.A. of 16 or higher, have a bonus to invoke trust or intimidation in others. A person with a high M.A. may appear trustworthy to some, but intimidating to others. This may depend on the character himself or the circumstances of the situation. At the player's option, a character with a high M.A may choose to be only especially trustworthy or only intimidating. This explains how your friendly neighborhood ice cream man and some knife-wielding thug might both have the same high M.A., but use it differently.

Physical Strength (P.S.): This is the raw physical power of a character. Any character with a P.S. of 16 or better receives a bonus to damage an opponent in hand to hand combat. This bonus is applied to punch and kick attacks, as well as handheld weapons such as a club, knife or sword. It does not apply to the bow and arrow or guns.

Notes[edit | edit source]

  1. Racial Character Class
  2. Occupational Character Class
  3. After picking your R.C.C. and O.C.C.
  4. Note bonus as 15 (+2 wrestling).
  5. Note as 8 (+2 wrestling).