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 β€œable- bodied.”
  • 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 – as bulging muscles, feline grace, witty dialog, or glowing health – 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