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Step 1:
Choosing your Profession
Step 2:
Determine your attributes
Step 3:
Determine Skills
Step 4:
Money and Equipment
Step 5:
Experience Points
Step 6:
Season Character to Taste
Since the GM is the only
person in the game that doesn't have a character (necessarily), it is important
to know how to create one,
but I suggest you read the other sections of this book before doing so.
Profession types:
The profession of your character
decides what skills he receives and what he/she will do in the game.
There are three types of
professions,
1. military
2. public
3. cult
Military professions produce
skills used in direct combat and related abilities (such as: martial arts,
sniper shooting, demolition,
fighter piloting, etc.). Most characters with a military profession are
told where to go and what to do by their superiors and have no say in the
matter. Military professions include
members of the army, navy,
air force, space armada, and special forces of Alcordia.
Mercenaries/headhunters
are in the same profession class. Public professions produce skills useful
in
everyday life and in earning
pay (such as: farming, machine repair, driving, etc.). Characters with
a public
profession are sometimes
held down by a job, but usually, they can go wherever and do whatever they
wish. Public profession
characters include farmers/workers of various jobs (considered one profession
),
machine repairmen, interstellar
traders, doctors, wilderness scouts, and standard and computerized
gang members. Cult professions
produce few useful skills (meditation, ways of worship, etc.). But,
characters
with a cult profession are the only characters in the game able to use
psionics, which makes up for the loss of skills. Characters
with a cult profession are told what to do by their leader and obediently
(sometimes blindly) follow him/her. However, this task is usually open-ended
(i.e. purge the world of evil, spread the word of god(s), etc.). The only
cult members on Alcordia include members of
The Roman Catholic Church
of the New Age (TRCCNA), and Friends Of Humanity (FOH).
NOTE: All professions
are described in detail in the professions section of this book.
There are eight attributes:
1-Strength (St) Strength
measures how much the character can lift, push, carry, etc. It also measures
how much damage a character
can do in physical combat.
2-Intelligence (In)
Intelligence measures the character's mental ability to solve problems,
answer
questions, etc.
3-Speed (Sp) Measures
how fast the character can move about and run.
4-Dexterity (De)
How well the character can bend and move his/her body.
5-Endurance (En)
How long the character can do certain tasks (i.e. a character has a strength
ability of
10 and an endurance of 1,
he could pick up a boulder, but he'd break his back in a few seconds).
6-Charisma (Ch) How
good of a leader/talker/persuader the person is (the president would get
a 10,
well, maybe...).
7-Beauty (B) Is the
character hot, or not?
8-Defense (Df) How
well the character can take an attack without being harmed.
Roll the number of each attribute on a ten-sided die (1 is the worst, 10 is the best).
Specific Advantage
Rule- If point attribute levels are too low (GM's opinion), one
attribute may be
advanced up to a new maximum
of 11 (GM's option, again).
Fatal Flaw Rule-
If point attribute levels are too high (GM's opinion), one attribute should
be lowered
down to 1 (GM's option,
again).
Now, determine your two point
levels (points are a special type of attributes that are constantly
fluctuating).
Hit Points (HP) How
much damage your character can take before getting killed.
Hit Points are equal to
your Endurance + Defense + 3D6.
Psionic Essence (PE) How
much psionic energy you can use.
Psionic Essence equals your
Intelligence + Endurance + 1D4.
There are two types of skills:
1. professional (Start at
level 2)
2. additional (Start at
level 1)
Professional skills are automatically given to the character along with his/her profession choice and start at level 2. Additional skills are specifically chosen by the player, and varies from person to person and start at level 1. A person may choose an additional skill twice, and start at level 2, but no additional skill can start higher than a professional skill; ie: 2. This data is listed in each profession's section somewhat like this:
Skills of a Businessman:
Professional
Additional
Typing
Choose 5 Skills
Trading
Computer operation
Sales managing
NOTE:
All skills are listed in the skills section of this book.
Feel free to add your own. Also, all characters (most) start out with the
skills in the "Basic" skills category at level 2.
Each character starts the game out with practical equipment (i.e. a repairman would have work clothes, a set of tools, etc.) and a reasonable sum of money in the form of Credits/Chinyen. The equipment is usually limited to job important items. While the money also is affected by the job, for example, a doctor starts out with more money than a farmer, the money can be used to purchase items useful at the start of the game, or it can be saved to purchase goods and services later whenever a trader or store is at the character's disposal.
NOTE:
A complete list of each profession 's starting equipment and money is in
that profession's section. A complete list of purchasable
items is in the goods and services section.
Experience points (EP, Exp,
or XP) are a kind of attribute, which is at a constant increase. Experience
points are earned by completing
tasks that show a use of skill (i.e. defeating a powerful enemy, saving
a
town from destruction, defusing
a bomb, stuff like that). When a character gains enough Exps he will be
able to purchase advancements
in certain areas using Exps. The character's HP and PE can also
increase, his/her skills
may become stronger and more useful, and he/she can try to learn new skills.
Psychic experience points
(PEP, PXP, or PExp) are a specific type of experience points, they are
kept
separately from EPs and
gain their own levels. PEPs are earned by using psionic abilities. By "paying"
PEPs, a character can improve
his/her psionic strength and earn new psychic abilities.
NOTE:
Information on EPs and PEPs can be found in the experience points section
of this book.
It is interesting to see
how different characters can interact with each other. It is also interesting
to flavor
your character and see how
that interaction changes. Here I Iist some tables to change certain aspects
of your character. You can
either choose from their possible outcomes, roll them up (which I find
more
interesting), or choose
some and roll some.
-Alignment:
I personally don't believe
in an alignment system. I find it better to just come up with a personal
background, disposition,
and a list of views and goals for each character. This prevents two-dimensional
characters.
-Gender:
Although a player will usually
choose to have his/her character's gender to match his/hers, if you are
playing with a group of
all men or women, you may loose out on several interesting plot twists.
If you are
playing one of these groups
or not, it may be interesting to have each character flip a coin. And believe
me, playing a character
of the opposite sex can be interesting!
-Racial Background: (D100)
01-70:Terran-Type Planet
Native
71-75:Earth Native
76-85:Native of A non-Terra-Like
Planet
86-95:Native of a Moon or
Unlivable-Planet Colony
96-100:Native of a Free-Floating
Space Colony
-Age:
Most player characters should
fall in the early twenties age bracket, but ages can range anywhere from
16-36 without effecting
gameplay much.
-Height:
01-25:short
26-75:average
76-100:tall
-Weight:
01-35:skinny
36-70:average
71-100:heavy
Copyright
Doomsday Games and Styphathal.
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