Character Generation Information

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May 2, 2020 3:04 am
Attributes
Physical Strength
Charm
Willpower
Courage
Knowledge
Coordination

These rolls are modified as follows:
01-25 +25
26-50 +15
51-70 +10
71-90 +5
91-00 +0

After applying modifiers, derive your secondary attributes in the following manner:
Offense = Coordination + Courage/2
Deception = Courage + Charm/2
Evasion = Charm + Coordination/2
Deactivation = Knowledge + Coordination/2
Life Level = Physical Strength + Willpower/10
Movement Value = Physical Strength + Willpower + Coordination
Observation = Willpower + Knowledge/2
Shock Resistance = Courage + Willpower/2

Finally, determine your tertiary attributes:
Hand-to-Hand Combat Value = Evasion + Physical Strength
Wrestling Value = Offense + Physical Strength
Surprise Value = Deception + Evasion
Perception = Courage + Observation/2

All fractions are rounded to the nearest whole number!
May 2, 2020 3:11 am
Height
Roll 1d10, assuming a base of 5'10" for males, and 5'5" for females. If you are directed to another table, roll another d10 on that table.

Roll 1d10:
1 Short (see below)
2-3 Below average, subtract 1"
4-5 Average, no change
6-7 Above average, add 1"
8-9 Tall, add 2"
10 Very tall (see below)

SHORT
1 Subtract 8"
2 Subtract 7"
3 Subtract 6"
4 Subtract 5"
5-6 Subtract 4"
7-8 Subtract 3"
9-10 Subtract 2"

VERY TALL
1-3 Add 3"
4-6 Add 4"
7-8 Add 5"
9 Add 6"
10 Add 7"

Weight
Base weight for females is 135 pounds; for males, 160 pounds. Roll on the table below:

WEIGHT VARIANCE
01-03 Subtract 35
04-09 Subtract 28
10-17 Subtract 21
18-28 Subtract 14
29-42 Subtract 7
43-58 No change
59-72 Add 10
73-83 Add 20
84-91 Add 30
92-97 Add 40
98-00 Add 50

Age
Roll 3d10 and add 12 years. Every 5 years above 50, the agent loses 1d10 points in both Physical Strength and Coordination.

Handednes
1-6 Right
7-9 Left
10 Ambidextrous

Glasses
Roll 1d10. On a result of 1-3, the agent requires corrective lenses. If this is the case, roll 1d10. On a roll of 1, the agent CANNOT wear contact lenses. If glasses are required, roll 1d100. This is the percentage of Coordination that is lost when glasses are not worn.

Languages
Every agent has a rating of 70+3d10 in their native language. Your rating in other languages can never exceed this rating! Your fluency rating in other languages is a straight 1d100 roll, but if below 40, it is raised to that minimum. The number of languages that your agent speaks is determined by his or her Knowledge score:

01-25 One language (native)
26-50 Two languages (1 + native)
51-75 Three languages (2 + native)
76-100 Four languages (3 + native)
101-125 Five languages (4 + native)
126-150 Six languages (5 + native)
etc.

You may choose any language you desire, a partial list is below.

Afrikaans
Albanian
Aleut
Arabic
Aramaic
Armenian
Bantu
Basque
Bengali
Bulgarian
Burmese
Bushman
Cherokee
Cheyenne
Chinese
Comanche
Coptic
Czech
Danish
Dutch
English
Eskimo (Inuit)
Esperanto
Estonian
Finnish
Flemish
French
French-Creole
Georgian
German
Greek
Hawaiian
Hebrew
Hindi
Hottentot
Hungarian
Icelandic
Indonesian
Interlingua
Irish Gaelic
Italian
Japanese
Khmer
Kiswahili
Korean
Lao
Latin
Latvian
Lithuanian
Kurdish
Malagasy
Malay
Maltese
Maya
Mongolian
Nepali
Norwegian
Nubian
Persian
Polish
Portuguese
Rumanian
Russian
Sanskrit
Scots Gaelic
Serbo-Croatian
Sioux
Slovak
Spanish
Swedish
Tahitian
Taki-taki
Tatar
Thai
Tibetian
Turkish
Ukrainian
Vietnamese
Welsh
Yiddish
Yuma

You may also choose to learn speech-reading (aka lip-reading). It is treated as an alternate language but applies to any language you know. Sign language is also a possibility, but for this, a language must be specified (for example, English Sign or French Sign). Finally, you can, once having learned a language, learn the Braille version of that language. This costs a language slot, as usual.
May 2, 2020 3:43 am
Areas of Knowledge
Every agent knows a little about just about everything, but some are more proficient in certain areas than others. These are called your superior Areas of Knowledge. To determine your superior AoKs, divide your Knowledge score by 10, rounding up. Roll that many times on the following table. If you get a duplicate, roll again.

01-02 Agcriculture
03-04 Animal Science
05-06 Anthropology
07-08 Architecture
09-10 Arts and Crafts
11-12 Astronomy/Space Science
13-14 Biology/Biochemistry
15-16 Botany
17-18 Business/Industry
19-20 Chemistry
21-22 Computer Science
23-24 Ecology/Earth Sciences
25-26 Economics/Finance
27-28 Education/Indoctrination
29-30 Engineering, Aeronautical
31-32 Engineering, Construction/Civil
33-34 Engineering, Electrical
35-36 Engineering, Hydraulic
37-38 Engineering, Industrial
39-40 Engineering, Mechanical
41-42 Engineering, Transportation
43-44 Fine Arts
45-46 Geography
47-48 Geology
49-50 Home Economics
51-52 Law
53-54 Linguistics
55-56 Literature
57-58 Mathematics/Accounting
59-60 Medicine/Physiology
61-62 Metallurgy
63-64 Military Science/Weaponry
65-66 Naval Science
67-68 Philosophy
69-70 Photography
71-72 Physical Education
73-74 Physics
75-76 Political Science/Ideology
77-78 Psychology
79-80 Religion
81-82 Social Science/Sociology
83-84 World History/Current Affairs
85-00 Player's choice of above

Each superior AoK has a rating equal to a d100 roll. If the roll is 20 or below, add 50. If above 20, add 30. The score for AoKs other than your superior AoKs is equal to your Knowledge/2. Once you have determined your scores, choose ONE of your superior AoKs to study as higher education. Roll 1d100 and consult the table below:

01-71 Bachelor's Degree (increase the AoK score by +10, must be 19 years of age or older)
72-96 Master's Degree (increase the AoK score by +15, must be 21 years of age or older)
97-99 Doctorate or Ph.D. (increase the AoK score by +20, must be 23 years of age or older)
100 Earn another degree (choose another AoK and roll for a degree; add 2 years to age for every additional degree)
May 2, 2020 4:08 am
Military Service
Your chance of your agent having undergone military service is equal to your agent's age -5%. For example, a 22-year old agent has a 17% chance of having undergone military service. The branch of the military served under is the player's choice.

Roll percentage dice on the table below to determine the highest rank held. The table is based on the U.S. Armed Forces; other countries have similar ranks. A roll of 00 indicates that the agent held a rank above O-6 (Colonel or Naval Captain). The player can choose which of these ranks was held.

The number of years spent in the service is also up to the player, with certain restrictions. The maximum equals the character's age -15 years. In most countries, service (whether voluntary or mandatory) begins at age 17 or 18. Assume that characters that enlisted younger than 17 somehow falsified their records.

The average rate of promotion is one rank per two years of service. Any character exceeding this average will have reached the highest rank attainable with average promotions. The character also receives one military honor or decoration for every two ranks between the rank rolled and the rank attained. For example, a player with a 27-year old agent that was in the Army for 9 years, rolls a 97. The character earned the equivalent of the rank of Major, but in nine years, the character could only be promoted four times, to the rank of Sergeant. Major is eight ranks above sergeant, so the character receives four decorations and leaves the Army with the rank of Sergeant.

Characters with a Bachelor's degree can (but are not required) opt to enter the service as Second Lieutenants (or Naval Ensigns). Characters with an M.S. or M.D. can enter the military as a Captain (or Lieutenant in the Navy). Such characters do not roll on the rank table. Instead, they receive promotions strictly based on length of service: one year from O1 to O2, two years from O2 to O3, four years from O3 to O4, five years from O4 to O5, and five years from O5 to O6. Notwithstanding this rule, a character must roll a 99 or 00 on percentile dice to become a Colonel or higher-rank officer (or the equivalent Navy rank).

Areas of Knowledge values are modified by military service. If the character served in the Army, Air Force, or Marines, add the number of years spent in the military directly to the agent's Military Science/Weaponry value, and add four more per decoration. If the character served in the Navy, modify Naval Science instead of Military Science/Weaponry.

ARMY RANKS
01-10 E1 Private
11-30 E2 Private
31-60 E3 Private 1st Class
61-69 E4 Corporal
70-75 E5 Sergeant
76-81 E6 Staff Sergeant
82-85 E7 Sergeant 1st Class
86-88 E8 1st Sergeant
89-90 E9 Command Sergeant Major
91-92 O1 2nd Lieutenant
93-95 O2 1st Lieutenant
96 O3 Captain
97 O4 Major
98 O5 Lieutenant Colonel
99 O6 Colonel
00 O7 Brigadier General
00 O8 Major General
00 O9 Lieutenant General
00 O10 General

MARINE RANKS
01-10 E1 Private
11-30 E2 Private 1st Class
31-60 E3 Lance Corporal
61-69 E4 Corporal
70-75 E5 Sergeant
76-81 E6 Staff Sergeant
82-85 E7 Gunnery Sergeant
86-88 E8 1st Sergeant
89-90 E9 Sergeant Major
91-92 O1 2nd Lieutenant
93-95 O2 1st Lieutenant
96 O3 Captain
97 O4 Major
98 O5 Lieutenant Colonel
99 O6 Colonel
00 O7 Brigadier General
00 O8 Major General
00 O9 Lieutenant General
00 O10 General

AIR FORCE RANKS
01-10 E1 Airman Basic
11-30 E2 Airman
31-60 E3 Airman 1st Class
61-69 E4 Sergeant
70-75 E5 Staff Sergeant
76-81 E6 Technical Sergeant
82-85 E7 Master Sergeant
86-88 E8 Senior Master Sergeant
89-90 E9 Chief Master Sergeant
91-92 O1 2nd Lieutenant
93-95 O2 1st Lieutenant
96 O3 Captain
97 O4 Major
98 O5 Lieutenant Colonel
99 O6 Colonel
00 O7 Brigadier General
00 O8 Major General
00 O9 Lieutenant General
00 O10 General

NAVY RANKS
01-10 E1 Seaman Recruit
11-30 E2 Seaman Apprentice
31-60 E3 Seaman
61-69 E4 Petty Officer 3rd Class
70-75 E5 Petty Officer 2nd Class
76-81 E6 Petty Officer 1st Class
82-85 E7 Chief Petty Officer
86-88 E8 Senior Chief Petty Officer
89-90 E9 Master Chief Petty Officer
91-92 O1 Ensign
93-95 O2 Lieutenant Junior Grade
96 O3 Lieutenant
97 O4 Lieutenant Commander
98 O5 Commander
99 O6 Captain
00 O7 Commodore Admiral
00 O8 Rear Admiral
00 O9 Vice Admiral
00 O10 Admiral
May 3, 2020 3:21 am
NOTE: We will be using the 2nd edition of the rules because the HTH tables are much easier to understand. There are few other changes, aside from the fact that they dropped the Wrestling Value.
May 5, 2020 9:38 pm
Each agent begins play with $400 and the articles below. Prices given here and in the weapons table do not represent retail prices, they are prices through the agency.

Standard Starting Equipment
Belt 1
Casual outfit 1
Gloves 1 pair
Hat or cap 1
Jacket 1
Jeans 1
Shirt/blouse, dress 1
Shirt/blouse, sport 1
Shoes 2 pair
Slacks/skirt 2
Socks 7 pair
Sweatshirt 1
Sweater 1
T-shirts 2
Underwear 7 sets
Work clothes 1 suit
Suitcase 1

Personal gear
Aftershave/perfume 1
Clippers, nail 1
Comb 1
Deodorant 1
Ditty bag/shoulder bag 1
Passport 1
Penknife/scissors 1
Razor/makeup 1/6
Razor blades/lipstick 6/1
Toothbrush 1
Wallet/purse 1
Wristwatch, ordinary 1
Windproof lighter 1

General Outfiting
Attache case, empty $10
Attache case, fine leather $300
Backpack, waterproof $30
Belt $5
Belt, money $10
Boots $30
Boots, galoshes $15
Boots, insulated or thermal $50
Cane $10
Coat, heavy $70
Flashlight $5
Flashlight, pen $3
Ghillie suit $50
Gloves $10
Googles $5
Handkerchief, cotton $1
Handkerchief, silk $8
Hat $20
Jacket $30
Jacket with secret pockets $40
Jacket, leather $70
Jewelry, any $10+
Lighter, gold $2,000+
Luggage, 5-pc. nylon $90
Luggage, 3-pc. leather $900
Notebook, locked $10
Outfit, camouflage fatigues $40
Outfit, casual $50
Outfit, formal $200
Outfit, jumpsuit $30
Outfit, work clothes $30
Overcoat $50
Overshoes $8
Purse, empty $10
Raincoat, slicker-type $25
Scarf $5
Shirt, dress, designer $50
Shirt, dress or sport $15
Shirt, sweat $10
Shirt, tee $5
Shoes $30
Shoes, athletic $25
Shoes, designer $225
Shoes, hollow heels $30
Ski suit $60
Slacks, designer $100
Slacks, dress/casual $30
Socks/stockings $2
Sport coat, designer $500
Sport coat, regular $75
Suit, business $200
Suit, designer $750
Suit, functional $100
Suitcase, empty $50
Sweater $20
Sweatsuit $20
Swimsuit $3
Tacklebox $10
Tie, designer $35
Tie, regular $10
Topcoat/trench coat, all-weather $100
Trousers, corduroy $20
Trousers, denim $15
Tuxedo, designer $850
Umbrella $10
Underwear $1
Wristwatch, designer $1,500
Wristwatch, designer, gold $7,500
Wristwatch, regular $100
Wristwatch, sport/waterproof $250

Tools of the Trade
Binoculars $50
Bolt cutter $25
Bottle with secret compartment $30
Bulletproof vest $175
Bulletproof shield and helmet $150
Calibration control $85
Camera, 35mm $200
Camera, infrared mini $900
Camera, movie with sound $160
Chain, 10 feet $4
Code/cipher book $10
Crampons/climbing irons $15
Counterfeit money 10% of face value
Doctor's bag $120
Ether, bottle $35
First aid kit $20
Flare, hand-held $4
Floorplans/blueprints $20
Glass cutter $3
Gloves, rubber $10
Grappling hook w/150 ft. rope $40
Handcuffs $10
Jeweler's loup $30
Lie detector $175
Lock $3
Lockpick set $125
Lockpick set, electronic $500
Makeup kit $35
Map, city or country $1
Metal detector $500
Nitroglycerin $175
Parachute $200
Photographic film, 36 pictures $3
Piano wire, 10 feet $3
Pocket language dictionary $4
Radioactive trace powder and geiger counter $600
Rope, 10 feet $2
SCUBA gear $250
Skin graft, fake $120
Snow skis and poles $200
Special costumes $125
Spray paint $4
Steel cable, 10 feet $4
Straightjacket $125
Superglue $3
Telescope, tripod mount $100
Tool kit, mechanical $15
Torch, metal-cutting $200
Wet suit $100
Wig or false beard $40

Weapons and Ammunition
Billy club $10
Brass knuckles $3
Dart $1
Firearms (see Weapons table)
Holster $5
Knife, hunting $5
Knife, stiletto $25
Knife, switchblade $20
Magazines, empty
---Assault rifle $3
---Carbine $3
---Pistol $2
---Shotgun $3
---Submachine gun $6
---Thompson drum (50 shot) $7
Sling, shoulder or rifle $3
Telescopic sight, 4x $50
Telescopic sight, 6x $100

Special Weapons
Acid $75
Air gun (pellet) $50
Anesthetic $2
Aerosol spray device $50
Blackjack $1
Bo stick $1
Bolas $6
Boomerang $5
Bullwhip $10
Caltrops $1
Dart gun $250
Dynamite, 1 stick $10
Earphones (vs. sonic traps) $100
Electrical shock device/cattle prod $50
Fusing cord $1
Garotte $1
Gas mask $15
Grenade, fragmentation $20
Grenade, white phosphorus $50
Grenade, concussion $15
Grenade, thermite $35
Grenade, smoke $10
Grenade, gas $20
Grenade, flare $15
Grenade, stun $100
High-Intensity Light Device (LASER) $220
High-Intensity Sound Device $5
Hypodermic needle and syringe $1
Katar $4
Lasso $6
Light intensifier goggles $200
Net $6
Nunchuks $12
Pistol, crossbow $40
Plastic explosive $50+
Plunger detonator $10
Poison (special)
Radio detonator $50
Saber/foil $40
Sai $6
Shuriken $15
Sleeping gas capsule $5
Smoke bomb capsule $10
Speargun $100
Sword cane $50
Taser $70
Thermite bomb $30
Timer detonator $10
Truth serum $10

Communications Equipment
All-wave radio (receiver and scanner) $10,000
Hidden transmit mike $40 plus item cost
Miniature tape recorder $5
Miniature radio transceiver hidden in fountain pen) $100
Parabolic mike (long distance) $350
Portable radio with police band channels $25
Radio receiver $200
Telephone oscillograph $500
Telephone scrambler $250
Telephone tap, transmitted $50
Trail bug and direction finder $900
Transmitter locator $9,000
Walkie-talkie $25
Wired mike (probe, drop, or contact) $20

Ask your Administrator (GM) about ammunition costs, as they vary greatly with the size and type of ammo required.

Suppressors
Pistol $50
Rifle/shotgun $80
Automatic weapon $75
Flash $25
Pistol suppressor, flash $150
Rifle suppressor, flash $150

Scopes
2x $36
2.5x $40
3x $45
4x $48
6x $100
7.5x $120
10x $250
12x $275
25x $550
Thermal $650
Starlight $850
Laser $350

Equipment can be requisitioned for missions, but it is borrowed and must be returned in working order or the agent will be expected to pay the cost of recovery. Not all equipment may be available for requisitioning at all times.
May 10, 2020 12:52 am
If everyone will put their characters onto a semblance of a character sheet, we'll get started. If you are new to the site, click on the characters tab and select "Custom" under New Character and click Create. This will open a blank sheet. Format your info in a means that is easy for you to read. Give the character a name and click Save. That's it.

Next, go to the game page and click Submit a Character. Pick the character you just entered. I will then okay your character.

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