Characters - xvaldetaro/mendigames GitHub Wiki
Creating a character
Character Points
100-200 points disadvantages to half of points
Checklist
- Basic Attributes and Secondary Characteristics
- Build, Age and Beauty
- Social background, wealth and influence, friends and foes, identities
- Advantages
- Disadvantages
- Kills
Basic Attributes
Descriptions
- 6 or less: Crippling. An attribute this bad severely constrains your lifestyle.
- 7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for βable- bodied.β
- 8 or 9: Below average. Such scores are limiting, but within the human norm. The GM may forbid attributes below 8 to active adventurers.
- 10: Average. Most humans get by just fine with a score of 10!
- 11 or 12: Above average. These scores are superior, but within the human norm.
- 13 or 14: Exceptional. Such an attribute is immediately apparent β as bulging muscles, feline grace, witty dialog, or glowing health β to those who meet you.
- 15 or more: Amazing. An attribute this high draws constant comment and probably guides your career choices.
All start at 10
Strength
(ST) +-10
- Give/Take melee damage, lift, throw, move with a load
- Lifting capacity is ST^2
Dexterity
(DX) +-20
- Combination of agility, coordination, fine motor ability
- ability at most ahtletic, fighting, vehicle operation
- craft skills that call for delicate touch
Intelligence
(IQ) +-20
- Broadly brainpower
- creativity, intuition, perception, reason, sanity, willpower
- ability for mental skills
- sciences, social interaction, magic...
Health
(HT) +- 10
- Stamina, resistance (poison, disease, radiation...), basic grit
Secondary characteristics
Damage (Dmg) --> ST
- Derive: Damage table p16
See Striking ST p88
Basic Lift (BL) --> ST
- Derive: see ST-to-BL table p17
Basic Lift is the maximum weight you can lift over your head with one hand in one second.
Doubling the time doubles BL. Using 2 hands doubles BL
Gravity multiplies the weight for BL
See Lifting ST p65
Hit Points (HP) -->> ST
- Increment: 2 points per HP
- Derive: ST
- Cap: 30% ST (humans)
See Injury Effects and Recovering pp418-425
Will --> IQ
- Increment: 5 points per Will
- Derive: IQ
- Cap: 4-20
Ability to resist psychological stress and supernatural attacks.
Perception (Per) --> IQ
- Increment: 5 points per Per
- Derive: IQ
- Cap: 4-20
See Sense Rolls, p358
Fatigue Points (FP) --> HT
- Increment: 3 points per FP
- Derive: HT
- Cap: 30% HT
You can slow down, fall unconscious or die from losing FP See Losing and Recovering FP pp426-427
Basic Speed (Speed) --> HT+DX
- Increment: 5 per 0.25 Speed
- Derive: (HT+DX)/4
- Cap: 2.00 increment
Dodge = floor(Speed + 3) - (encumbrance). see Dodging p374, see encumbrance p17 Success roll on Dodge ducks or sidesteps and attack
Basic Move (Move) --> Speed
- Increment: 5 per 1 yard/second
- Derive: floor(Speed)
- Cap: 3 increment
Combat Move is reduced by 20% for each encumbrance point See sprinting in straight line p354
Water move is floor(Move/5). See Swimming p224
Build
See build table p18 for ranges to pick advantage/disadvantages
Skinny -5 points
- -2 ST to resist knockback
- -2 Disguise/Shadowing
- Cap HT 14
Overweight -1 point
- -1 Disguise/Shadowing
- +1 Swimming
- +1 ST vs knockback
Fat -3
- -2 Disguise/Shadowing
- +3 Swimming
- +2 ST vs knockback
- HT cap 15
Very Fat -5
- -3 Disguise/Shadowing
- +5 Swimming
- +3 ST vs knockback
- HT cap 13
Appearance
- Ugly -2 Reaction, -8 Points
- Unnatractive -1 Reaction, -4 Points
- Average
- Attractive +1 Reaction, 4 Points
- Handsome: +4 Reaction for Sexually attracted, +2 Rest. 12 Points
See Other Physical Features pp21-22
Social Background
Technology Level (TL)
- Increment: 5 points per TL
- Derive: campaign's
Equipment price doubles for every TL above campaign's See Tech Level and Starting Wealth p27
Culture Familiarity
- Increment: 1 (similar race) or 2 (alien culture) points per culture
- Derive: Pick one culture from GM's list
-3 to any skill with significant culture component if not familiar: Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching
See Cultural Adaptability p46
Language Comprehension
- Increment: 2 (Broken), 4 (Accented), 6 (Native) per language
- Derive: 1 Native language
Broken:
- -3 Core, -6 artistic
- Roll IQ in stressful situations (combat or reaction rolls) to communicate. Critical failure conveys wrong information.
- Hurried or Noisy connections roll at -2 to -8.
- Native haters react with extra -1. See intolerance p140
Accented:
-
- 1 Core, -2 artistic
- Can't be a spy
Core skills that depend on language: Fast- Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing.
Artistic skills: (Poetry, Singing etc..)
Wealth
- Dead Broke: -25p
- Poor: 1/5 average. -15p
- Struggling: 1/2 average. -10p
- Average
- Comfortable: 2x average. 10p
- Wealthy: 5x average. 20p
- Very Wealthy: 20x average. 30p
Independent Income/Debt
- Increment: 1 point per 1% starting wealth monthly
- Cap: 20%
Reputation
- Increment: 5p per 1 reaction roll bonus
- Cap: +4
- Increment Adjustment for percentage of NPCs in world that know:
- Everyone except one large class x2/3
- Large class x1/2
- small class x1/3
- Increment Adjustment for frequency of recognition:
- all the time x1
- Sometimes (roll of 10) x1/2
- Occasionally (roll of 7) x1/3
Status
- Increment: 5p per level
- Derive: 0 ordinary citizen
- Cap: -2 hobo, 8 emperor
Reaction bonus if recognized = PCStatus - NPCStatus Costs money to maintain p516
Rank
- Increment: 5 (coexists with status) or 10 (replaces) per level
see Rank varieties p30 confers authority over lower rank. requires Duty see p133