Character Design

Dec 6, 2020 7:42 pm
Okay, so if you've read the intro, then you've chosen a species and profession. Now comes the fun part.

Each character in Alternity has six stats; Strength, Dexterity, Constitution, Intelligence, Will, and Personality. For humans, these range from 4 to 14, but for other species, they may differ. For example, a Sasquatch has a Strength score from 9 to 16 and a Constitution score from 8 to 16, but Dexterity, Will, and Personality are all 4-12, and Intelligence caps out at 13. You have a total of 60 points to divide among your six stats.

Strength measures a hero's physical power. It adds to damage with melee weapons, helps resist melee or unarmed attacks, combines with Dexterity to determine movement rate, and has a direct bearing on how far a hero can throw objects.

Dexterity indicates physical agility, coordination, and reflexes. Dexterity and Intelligence give you a hero's action check score (which determines when you act in a round), combines with Strength to determine your movement rate, and helps resist heavy weapons or ranged weapon attacks.

Constitution is an indication of physical fitness and general health. Along with Will, it determines how many actions you can take in a round. It also indicates your hero's durability (how much damage he or she can withstand) and helps resist harmful effects like poison and radiation.

Intelligence is an indicator of mental quickness and learning ability. It directly determines how many skills you get and how many points you receive to put into skills. Along with Dexterity, it determines your action check, and it aids in resisting deception attempts.

Will, as you've probably guessed, measures mental fortitude and intuitive capacity. Will, along with Constitution, determines the number of actions you can perform in a round. It also aids in resisting mental attacks and Personality-based skills.

Personality is a means of determining social abilities and charisma. This tell us how many last resort points a hero begins play with, and how many he or she can have at any time thereafter (last resort points allow you to try to avoid a bad event or make it more likely to result in a good occurrence). Personality is also used to befriend other characters.

By species, each has the following minimum and maximum traits:
Human: 4-14 across the board
Android: STR is 8-14, DEX is 4-14, CON is 6-14, INT is 7-15, WIL is 6-12, and PER is 4-12
Dabber: STR is 4-11, DEX is 8-15, CON is 4-12, INT is 4-15, WIL is 6-14, and PER is 4-12
Mutant: 4-14 across the board
Sasquatch: STR is 9-16, DEX is 4-12, CON is 8-16, INT 4-13, WIL is 4-12, and PER is 4-12
Sleeth: STR is 4-14, DEX is 4-12, CON is 5-14, INT 5-15, WIL 6-16, and PER is 7-16
Gren: 4-14 across the board

Animals and plants are so varied that it is a massive time constraint to list all the ability score limitations. If you are considering playing a mutant plant or an animal, consult the GM for guidance.
Dec 6, 2020 10:05 pm
In the GAMMA WORLD setting, mutations are divided into three categories: physical (those altering the mutant's body), mental (those altering the mutant's mind or mental processes), and drawbacks (generally harmful mutations that may affect the mind or body).

Advantageous mutations are rated by power--Ordinary, Good, or Amazing--which measures both the potency of the mutation and how extensively it varies the original form. Ordinary mutations are low-powered alterations or minor improvements that don't result in substantial physiological redesign. Good mutations are mid-powered alterations or major improvements that push the body to its maximum potential, occasionally resulting in detectable alterations. Amazing mutations either drastically change the original form or add capabilities or tremendous power. Drawbacks are rated similarly, but designated Slight, Moderate, or Extreme.

Every mutant, mutated animal, and mutated plant in Gamma Terra must determine their mutations in a guided random fashion. Other species have fixed mutations that represent the species as a whole, save for pure strain humans and androids, who do not mutate. Each mutant will have 7 mutation points to spend (animals and plants will vary, depending on genotype) and 4 points of drawbacks. Ordinary mutations (or slight drawbacks) cost 1 point, Good mutations (and Moderate drawbacks) cost 2 points, and Amazing mutations (and Extreme drawbacks) cost 4 points. No hero may have more than three Ordinary mutations, two good mutations, or one Amazing mutation.

If you are playing a mutant, you can determine your mutations by dividing your 7 points between physical and mental mutations, as well as choosing the power level of each mutation and drawback. Once this is determined, roll 1d20 for each mutation and 1d12 for each drawback.

By way of example, you could put 4 of your 7 points into physical mutations, designating them as two Ordinary mutations and one Good mutation, and the remaining 3 points as an Amazing mental mutation. You could then put your drawback points into two Slight and one Moderate drawbacks. Or, you might decide to spend the 7 points on one Ordinary, one Good, and one Amazing mental mutation and dump all four drawback points into an Extreme drawback.

If playing a mutated plant or animal, start by telling me what type of plant or animal your original genome is from. For example, you might choose to play a mutated rosebush or a mutated skunk. Animals appropriate to the region of Hatsbur are listed below. You are not limited to these creatures, but if you choose to play another type of creature, you must provide a sound reason for your presence in the region.

Ant
Armadillo
Badger
Bat
Bear
Beaver
Bee/hornet/wasp
Beetle
Bobcat
Bull
Butterfly
Catfish
Chipmunk/squirrel
Cockroach
Crab/crayfish
Coyote
Deer
Dragonfly
Fox
Frog
Gar
Grasshopper/cricket
Gull
Hawk
Horse
Hummingbird
Lizard
Mosquito/gnat
Moth
Mountain lion (cougar)
Mouse/shrew/rat
Opposum
Otter
Owl
Porcupine
Rabbit
Racoon
Skunk
Snake, nonvenomous
Snake, venomous
Spider
Toad
Turtle
Turtle, snapping
Wolf
Dec 7, 2020 12:24 am
What I was leaning toward was a giant Caladium that acquired that power of thought, of speech, of movement and whatever else would make it sentient. I will need a lot of help from the GM to understand how to get there.
Dec 7, 2020 12:29 am
Skills are divide into broad skills (like Athletics or Knowledge) and specialty skills (such as Climb and First Aid). All heroes begin play with six broad skills, determined by species. You then receive a number of skill points with which to purchase additional skills. You must purchase a broad skill before you can purchase specialty skills beneath it. The purchase of a specialty skill gives a hero a rank of 1 in that skill. To determine your score with that skill, you add your rank to the associated Ability Score. You may have only a certain number of broad skills (determined by Intelligence). You can purchase fewer if desired, but not more. Humans get a bonus of 5 extra skill points and may have one broad skill over and above their maximum. You may also decide to forego one or more of your free broad skills in exchange for 3 points per broad skill removed (this may only be done at character creation).

The starting broad skills are:

Human: Athletics (STR), Stamina (CON ), Knowledge (INT), ANimal Handling (WIL), Awareness (WIL), and Interaction (PER)
Mutant: Athletics (STR), Stamina (CON), Survival (CON), Knowledge (INT), Awareness (WIL), and Interaction (PER)
Android: Athletics (STR), Stamina (CON), Knowledge (INT), Tech Science (INT), Awareness (WIL), and Interaction (PER)
Dabber: Athletics (STR), Manipulation (DEX), Stealth (DEX), Knowledge (INT), Awareness (WIL), and Interaction (PER)
Sasquatch: Athletics (STR), Unarmed Attack (STR), Stamina (CON), Knowledge (INT), Awareness (WIL), and Interaction (PER)
Sleeth: Stamina (CON), Knowledge (INT), Awareness (WIL), Resolve (WIL), Cultural (PER), and Interaction (PER)
Gren: Athletics (STR), Stamina (CON), Knowledge (INT), Animal Handling (WIL), Awareness (WIL), and Interaction (PER)

Plants and animals vary by genome and your GM will have more information on that subject, should you wish to play one of these heroes.
Dec 7, 2020 1:55 am
Don't know the genome but the variety I was looking at is the Postman Joyner Caladium. It's mostly heart-shaped with a deep scarlet center and deep green edges which normally grows best in wet, warm climates. It requires little to no maintenance and prefers shade. Oh and it's an annual grown from a bulb if that helps.
Last edited December 7, 2020 2:02 am
Dec 7, 2020 2:29 am
How about a oversize hummingbird has a stinger and if works its wings really fast it can make an electrical charge and of course it can speak but sounds odd?
Dec 7, 2020 2:33 am
>
Quote:
All heroes begin play with six broad skills, determined by species. You then receive a number of skill points with which to purchase additional skills. You must purchase a broad skill before you can purchase specialty skills beneath it. The purchase of a specialty skill gives a hero a rank of 1 in that skill. To determine your score with that skill, you add your rank to the associated Ability Score. You may have only a certain number of broad skills (determined by Intelligence).
Hi!

So a few quick questions, is the number of broad skills possible equal to INT or based upon it? What number of skill points is the base; and how much does it cost to raise a broad vs. a special skill?

FYI--I was planning on using the list of skills from the char sheet here:
https://www.alternityrpg.net/downloads/sheets/gw_pcsheet.pdf

Is that acceptable?

Thanks!
Last edited December 7, 2020 2:34 am
Dec 7, 2020 3:11 am
Aldrusian, you would have ability scores as follows:

Strength between 4 and 11
Dexterity between 6 and 15
Constitution between 4 and 12
Intelligence between 4 and 14
Will between 4 and 14
Personality between 8 and 16

Your free broad skills would be Acrobatics (DEX), Knowledge (INT), Awareness (WIL), Resolve (WIL), Deception (PER), and Interaction-charm (PER). You get a total of 7 mutation points to spend with the same restrictions as for mutants (no more than three Ordinary, two Good, or one Amazing). You automatically have the Pheremones/Blooms and Toxin Intolerance mutations.

Pheremones/Blooms: The mutated plant has blooms that provide a –1 step bonus on Interaction-charm and -seduce skill checks. These blooms can also release pheromones that sap the willpower of creatures within 10 meters. Each creature to be affected must make a Resolve-mental resolve skill check to determine the effect: Critical Failure, reduce Intelligence and Will resistance modifiers by 5; Failure, reduce by 3; Ordinary, reduce by 2; Good, reduce by 1; Amazing, no effect. The effects last for as long as the mutant maintains the pheromones and remains within 10 meters of the affected creature. Note that while this mutation is active, creatures tracking the mutant by scent gain a –2 step bonus to Investigate-track skill checks. This mutation does not work on other plants, but it does affect all non-plant creatures. If you choose to forego this mutation, you gain 1 mutation point.

Toxin Intolerance: The mutant has trouble processing toxic substances and suffers a +2 step penalty to Constitution feat checks made for the purposes of defeating poisons or drugs. You can spend 1 mutation point to rid yourself of this drawback if desired.

Unlike mutants, you have only 2 points of drawbacks. This is because you automatically have the Highly Susceptible to Damage (low-impact) drawback, reflecting your delicate nature. Thus, you suffer an additional 3 points of primary damage from any attack that inflicts low-impact (LI) damage. Secondary damage is not affected by this drawback.

Your normal movement is 3/4 that of a normal creature, but for 1 mutation point, you may choose to be fully bipedal, allowing you to move at the full rate. When swimming, you don’t move as quickly through the water as your more-evolved comrades. Normally, mutated plants are only allowed to proceed at the Easy Swim rate (unless it gains ranks in Movement-swim), and even then its movement rate is determined by multiplying the Easy Swim (or Swim) rate by 3/4.

You may also choose from some special drawbacks, as shown below:

Poor Manipulation: The hero suffers a +2 step penalty (+3 for the moderate drawback) to any skill checks requiring manual dexterity. These skills include (but are not necessarily limited to) Athletics-throw, Heavy Weapons, Melee Weapons, Manipulation, Ranged Weapons, Vehicle Operation, Computer Science, Demolitions, Knowledge-first aid, Medical Science-surgery and treatment, Security-set/disarm traps, and Technical Science-invention, jury rig, and repair.

Photodependency: This greatly restricts your hero’s ability to function in total darkness. The mutant requires constant light to remain conscious, and for each hour spent in lighting conditions of Moonlight or worse, it will suffer 1 point of fatigue damage. This damage can be restored by 30 minutes exposure to Daylight, or 5 minutes in Bright Sunlight.

Environmental Sensitivity: One of the following environments must be selected: hot, cold, wet, or arid. In that particular environment, the mutant operates with a +2 step penalty (+3 for the moderate drawback) to all actions. This penalty is cumulative with any others that may apply. If the slight Environmental Sensitivity drawback is chosen by you and later the slight Environmental Sensitivity mutation is again rolled, you may choose to automatically upgrade the previous Environmental Sensitivity to moderate or
choose an additional environment that also induces a penalty to its actions.

Lastly, all mutated plants sustain themselves in a different manner than animals or humans. Complete nourishment for a day can be achieved by "taking root" in the soil for an hour, during which the mutant cannot move. In addition, a mutated plant needs three hours of bright sunlight, or six hours of dim sunlight, during which time the plant can be completely active. Most artificial lights cannot substitute for sunlight, but extended periods can be endured, accumulating a +1 step penalty to all actions, as well as 1 point of wound damage, for each day spent without the sun. Prolonged periods of this kind of hardship will result in the death of the plant, just as a human would experience if he starved to death. A mutated plant has the same water needs as humans and animals, although it usually obtains this while taking root in the soil. If the plant doesn’t meet these requirements (due to drought, for example), it suffers the same consequences as a loss of sunlight (+1 step penalty/1 point of wound damage per day). At the player’s option, and at the cost of 1 mutation point, the mutated plant can be declared a carnivorous variety, thereby enabling it to eat meat to sustain itself (though it would still need water). Such a plant would still have the ability to survive off the soil, water, and sunlight, giving it an advantage over most other heroes, but its preferred method of feeding would be that of a carnivore.
Dec 7, 2020 3:12 am
GeneCortess says:
How about a oversize hummingbird has a stinger and if works its wings really fast it can make an electrical charge and of course it can speak but sounds odd?
Sounds great, but please note that mutations are randomly determined (though you can choose physical or mental).
Dec 7, 2020 3:27 am
Quote:
So a few quick questions, is the number of broad skills possible equal to INT or based upon it? What number of skill points is the base; and how much does it cost to raise a broad vs. a special skill?
It is based upon INT, but not equal to it. See below (these are in addition to the six broad skills that all heroes possess):

INT Score - Skill Points - Broad Skills
4 - 15 - 2
5 - 20 - 2
6 - 25 - 3
7 - 30 - 3
8 - 35 - 4
9 - 40 - 4
10 - 45 - 5
11 - 50 - 5
12 - 55 - 6
13 - 60 - 6
14 - 65 - 7
15 - 70 - 7
16 - 75 - 8
17 - 80 - 8

Broad skills are bought only once; they cannot be improved. They simply give you access to the skills underneath the broad skill. The cost of specialty skills varies tremendously. I will try to post tomorrow a list of the broad skills, their specialty skills, and the costs.
Quote:
FYI--I was planning on using the list of skills from the char sheet here:
https://www.alternityrpg.net/downloads/sheets/gw_pcsheet.pdf

Is that acceptable?

Thanks!
That sheet will be great for determining which skills you wish to purchase.
Dec 7, 2020 6:17 am
Regarding the special drawback for plants, I would definitely take Environmental Sensitivity (Arid) since the variety of Caladium I chose loves wet, humid climes. And it also likes shade so photodependency wouldn't work well and if I want the character to be a Free Agent Poor Manipulation wouldn't work either so I'll have to find one drawback from the standard list.
Dec 7, 2020 6:17 am
Oversize hummingbird that can speak but sounds odd is the base? Stinger and Electrical is on random. Would be going for Physical.
Last edited December 7, 2020 6:18 am
Dec 7, 2020 9:18 pm
Okay, a hummingbird as the base, eh? Doable. Your character would be of Small size (about 1 meter) and would have the ability to fly, move at 1/2 normal ground rate and swim at 1/4 normal. At a cost of 1 mutation point, you can become fully bipedal and move at normal ground speed. Your ability score ranges are: STR 4-12, DEX 8-16, CON 4-12, INT 4-12, WIL 4-13, PER 4-12. Your free broad skills are Athletics (STR), Unarmed Attack (STR), Acrobatics (DEX), Knowledge (INT), Awareness (WIL), and Interaction (PER). You have 3 mutation points to spend and 2 points of drawbacks. You begin with three mutations automatically, described below.

Enhanced Reflexes: You gain a -2 step bonus to your action check. You can give up this trait to gain 2 mutation points.

Natural Attack: Your beak inflicts d6+2s/d4w/d4+2w (LI) in unarmed combat. You can give up this trait to gain 1 mutation point.

Wings: You have fully-functional wings, This allows you to use the fly and glide movement rates. By purchasing ranks in the Acrobatics-flight skill you can improve your ability to move through the air. Your body is also light-framed with hollow bones and efficient musculature. You permanently lose 1 point from your Strength score and 2 points from your Constitution score, while adding 1 point to your Dexterity score. Concealing your wings is nearly impossible. You may choose for your wings to be non-functional, granting you back 2 mutation points.

All mutated animals have the Physical Change (major) drawback, giving you a +4 step penalty to Personality-based skill checks, as well as any other skill check made to interact with someone who finds your form distasteful or odd. You can ignore this penalty when dealing with similar species.

You are assumed to have hands or something similar. You can, if desired, select the Poor Manipulation drawback, which greatly restricts your ability to use your forelimbs to manipulate objects. You suffer a +3 step penalty to any skill checks requiring manual dexterity including, but not necessarily limited to, Athletics-throw, Heavy Weapons, Melee Weapons, Manipulation, Ranged Weapons, Vehicle Operation, Computer Science, Demolitions, Knowledge-first aid, Medical Science-surgery and treatment, Security-set/disarm traps, and Technical Science-invention, jury-rig, and repair.
Dec 7, 2020 9:45 pm
Applied a character with the information you have given me. I need to choose I guess two draw backs for sure yet. How many points do I have for Broad skills? Do you start with one point?
Last edited December 7, 2020 10:07 pm
Dec 8, 2020 12:18 am
I'll have the skills data posted momentarily.
Dec 8, 2020 12:23 am
Each character receives an allotment of skill points (see above), based on the hero's Intelligence score, and may use those points to purchase a certain number of additional broad skills and specialty skills before starting his or her career. Additionally, you may choose to "cash in" one or more of your free broad skills, receiving 3 more skill points for each broad skill you choose to forego. This applies only to your free broad skills, not the ones you may purchase.

Cost of Skills
The cost to purchase a broad skill or rank 1 in a specialty skill is either the list price or the list price -1. If you are a member of the profession mentioned for that skill, the cost is list price -1. The cost to purchase a higher rank in a specialty skill is either the list price or the list price -1, plus a number of points equal to the character's current rank in the skill. Underlined skills cannot be used untrained.

STRENGTH Skills
Armor Operation - 7 (Combat Spec)
combat armor - 3 (Combat Spec)
powered armor - 4 (Combat Spec)
Athletics - 3
climb -2
jump -1
throw - 2
Heavy Weapons - 6 (Combat Spec)
direct fire - 4 (Combat Spec)
indirect fire - 4 (Combat Spec)
Melee Weapons - 6 (Combat Spec)
blade - 3 (Combat Spec)
bludgeon - 3 (Combat Spec)
powered weapon - 4 (Combat Spec)
Unarmed Attack - 5
brawl - 3 (Combat Spec)
power martial arts - 5 (Combat Spec, Free Agent)

DEXTERITY Skills
Acrobatics - 7 (Free Agent)
daredevil - 4
defensive martial arts - 5 (Combat Spec, Free Agent)
dodge - 4 (Combat Spec, Free Agent)
fall - 3 (Free Agent)
flight -2
Manipulation - 6
lockpick - 4 (Free Agent)
pickpocket - 4 (Free Agent)
prestidigitation - 3 (Diplomat)
Ranged Weapons - 7 (Combat Spec)
bow - 4 (Combat Spec)
crossbow - 3 (Combat Spec)
pistol - 5 (Combat Spec)
rifle - 5 (Combat Spec)
sling - 4 (Combat Spec)
sub-machine gun - 5 (Combat Spec)
Stealth -7 (Free Agent)
hide - 4 (Free Agent)
shadow - 4 (Free Agent)
sneak - 5 (Free Agent)
Vehicle Operation - 3 (Tech Op)
air vehicle - 5 (Tech Op)
land vehicle - 3 (Tech Op)
water vehicle - 3 (Tech Op)

CONSTITUTION Skills
Movement - 3
race - 2
swim - 1
trailblazing - 3 (Free Agent)
Stamina - 3
endurance - 4 (Combat Spec)
Survival - 5 (Combat Spec, Free Agent)
survival training - 3 (Combat Spec, Free Agent)

KNOWLEDGE Skills
Computer Science - 7 (Tech Op)
hacking - 5 (Tech Op)
hardware - 4 (Tech Op)
programming - 4 (Tech Op)
Demolitions - 6 (Combat Spec, Tech Op)
disarm - 4 (Tech Op)
scratch-built - 4 (Tech Op)
set explosives - 3 (Combat Spec, Tech Op)
Knowledge - 3
deduce- 2
first aid - 2
ancient language - 1
ancient lore - 2
(specific knowledge field) - 1
Law - 5 (Diplomat, Free Agent)
local justice - 3 (Diplomat)
moral code - 3 (Combat Spec, Free Agent)
Life Science - 7 (Tech Op)
biology - 3 (Tech Op)
botany - 3 (Tech Op)
mutations - 3 (Tech Op)
zoology - 3 (Tech Op)
Medical Science - 7 (Tech Op)
psychology - 3 (Tech Op)
surgery - 5 (Tech Op)
treatment - 4 (Tech Op)
Navigation - 6 (Tech Op)
land - 2 (Tech Op)
water - 3 (Tech Op)
Physical Science - 7 (Tech Op)
astronomy - 3 (Tech Op)
chemistry - 3 (Tech Op)
physics - 3 (Tech Op)
Security - 5 (Combat Spec, Free Agent)
protection protocols - 3 (Combat Spec, Free Agent)
set/disarm traps - 3 (Free Agent, Tech Op)
Tactics - 6 (Combat Spec)
cavalry - 3 (Combat Spec)
infantry - 3 (Combat Spec)
Technical Science - 7 (Tech Op)
artifact knowledge - 4 (Tech Op)
invention - 4 (Tech Op)
juryrig- 3 (Tech Op)
repair - 3 (Tech Op)

WILL Skills
Animal Handling - 3
riding - 1
training - 1
Awareness - 3
intuition - 3
perception - 2
Investigate - 7 (Free Agent, Tech Op)
interrogate - 4 (Combat Spec, Free Agent)
search - 4 (Free Agent, Tech Op)
track - 4 (Free Agent)
Resolve - 5
mental resolve - 3
physical resolve - 3
Street Smart - 5 (Free Agent)
criminal elements - 3 (Free Agent)
ruins knowledge - 3 (Free Agent)
Teach - 5 (Diplomat, Tech Op)
specific subject - 3

PERSONALITY Skills
Culture - 5 (Diplomat)
diplomacy - 3 (Diplomat)
first contact] - 2 (Diplomat)
Deception - 5 (Diplomat, Free Agent)
bluff - 3 (Diplomat, Free Agent)
bribe - 3 (Diplomat, Free Agent)
gamble - 3 (Diplomat, Free Agent)
Entertainment - 4 (Diplomat, Free Agent)
act - 2 (Diplomat, Free Agent)
dance - 2 (Diplomat, Free Agent)
musical instrument - 2 (Diplomat, Free Agent)
sing - 2 (Diplomat, Free Agent)
Interaction - 3
bargain - 3 (Diplomat, Tech Op)
charm - 3 (Diplomat, Free Agent)
interview - 3 (Diplomat, Free Agent)
intimidate - 3 (Combat Spec)
Leadership - 4
command - 4 (Combat Spec, Diplomat)
Dec 8, 2020 12:33 am
Example:
Tammy's character, a Free Agent, has 20 skill points remaining. If she wants to purchase Law (a broad skill), it costs her 4 (she gets it for one less because Free Agent is listed as a profession that uses this skill). Under Law, she wants to specialize in local justice at Rank 3. This will cost her 12 points (3 for the first rank, 4 for the second rank, and 5 for the third rank). She has 4 skill points remaining and decides to get Animal Handling (3 points) and riding at Rank 1 (1 point). On her character sheet, her skills look like this:

Law-local justice 3
Animal Handling-[riding] 1
Dec 8, 2020 12:37 am
One thing I should have mentioned earlier is that Diplomats have a special ability to emulate another profession. They choose one other profession for which they can purchase skills at the list price -1. So, your Diplomat might be a Combat Spec as well and can buy skills from both professions at cost.
Dec 8, 2020 1:04 am
GeneCortess says:
Applied a character with the information you have given me. I need to choose I guess two draw backs for sure yet. How many points do I have for Broad skills? Do you start with one point?
I have gone ahead and accepted Willow. You need to put your 60 points into your stats (the numbers shown are the minimum and maximum for each stat). Apply your modifiers after you complete this step.

You also need to choose a profession: Combat Specialist, Diplomat, Free Agent, or Tech Op.

For mutations, you have 2 points remaining. You can purchase two Ordinary mutations or one Good mutation. When you decide how many mutations you wish to have, please roll that many d20s. Roll a d12 for each drawback, please. The number of points you have for skills will be determined by your Intelligence attribute.
Dec 8, 2020 1:30 am
If you have everything else, we can get your tertiary stats and your Motivation and Moral Attitude.

Motivation is a hero's defining purpose. It is what drives you on against impossible odds. You may have any number of motivations, but you need to define at least one as your primary. You can use one of the following, or come up with one yourself.

All for Love
Can't Get Enough
Deeper Meaning
Discovery
Find the Truth
Fun First
Helping Others
Loose End
Personal Power
Staying Alive
Trust in a Higher Power
Vengeance
Winning is Everything
Yearn to Learn

Moral attitude is your hero's personal values; what he belives and they way he tries to live his life. Every hero must select a moral attitude from the following:

Anti-Authority
Apathetic
Conformist
Corrupt
Dispicable
Ethical
Gallant
Honorable
Just
Selfish
Unscrupulous
Virtuous
Worldly

Finally, list two character traits that describe your character, These may be as broad or narrow as you wish, but they should work with your moral code. Examples include, but are not limited to: Aggressive, Cheerful, Humble, Hateful, Follower, Egotistical, Skeptical, Quiet, Humorous, Rash, Curious, Romantic, etc.

Once you have done this, you can determine your last resort points, your action check score, and the number of actions you can take each round and figure your movement rates.

For last resort points, we consult your PER score. Last resort points do not regenerate and must be purchased to replace them. The Max is the maximum number of last resort points you can have. It is also the number that you begin play with. Cost is what it costs to replace them.

PER - Max/Cost
7 or less - 0/na
8-10 - 1/3
11-12 - 2/2
13-14 - 3/1
15+ - 4/1

Your action check score is equal to your Dexterity and Intelligence averaged (add them together and divide by 2, rounding down). This number is your Ordinary score. Your Good score is equal to this number divided by 2, and your Amazing score is equal to this number divided by 4. Always round down.

Actions per round are determined by adding your CON and WIL scores and consulting the table.

8-15 1 action per round
16-23 2 actions per round
24-31 3 actions per round
32+ 4 actions per round

You have a number of Stun points equal to your Constitution score. Your Wound points are also equal to your Constitution score. You have a number of Mortal points equal to half your Constitution score, rounded up. Finally, you have a number of fatigue points equal to half your Constoitution score, rounded up.
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