CHARACTER CREATION RULES
Here are the basics that all players will need to know about Character Creation.
First off, all Characters begin with 42 Character Points. Each point spent buys a single point of an Attribute or Skill. You can also buy Traits.
You can spend no more than 24 points on Attributes.
Attributes must fall between 1 - 6.
Attribute level examples: (1) Significantly weak; (3) Average; (6) Incredibly talented. Most people only have 2s and 3s and maybe a single 4 in their Attributes. People with an Attribute of 5 are pretty exceptional, and those with an Attribute of 6 are especially talented. Just remember to balance out your exceptional stuff with your weaknesses. :)
Awareness: Used for being aware of your surroundings. Spotting dangers, noticing things out of place, avoiding surprises.
Coordination: Hand-eye coordination and dexterity. Dexterity, agility, dodging, climbing, accuracy.
Ingenuity: How clever you are. IQ, inventiveness, cleverness. Not necessarily how educated the character is. A character might be very clever, but poorly educated.
Presence: Charm and charisma. Personal charisma, likeability, charm.
Resolve: Measures your willpower. Determination, courage, willpower.
Strength: Physical strength. Physical strength and toughness.
If there is a Skill you would like your character to have that isn't on the list below, go ahead and make one up (subject to Moderator approval)! The Skills below are general skills.
Skill levels must fall between 1 - 6. Skill levels: (1) Broadly familiar; (3) Graduate degree in the field; (5) PhD; (6) Your name is synonymous with the field (ie, Stephen Hawking has a Science of 6). 6s in Skills are very rare.
Skills also have Areas of Expertise (AoE). Areas of Expertise add a +2 to your roll and can be purchased once you have three (3) points in a Skill (at a cost of one character point per Area of Expertise.) So, for example, if you wanted to have Athletics with an AoE in Running, you would have spent Athletics 3 + Running 1 = 4 Character Points. The Skill would be listed on the sheet or in short form as Athletics 3 (Running 5). If you need clarifications on any Skill, let me know.
The Skills File presents you with the summary of Skills for the game, as well as a short list of possible Areas of Expertise. Any new AoE that a player wishes to come up with for a Skill requires the Moderator's approval.
Animal Handling: Caring for animals, calming down ferocious monsters, commanding animals.
Athletics: Climbing over obstacles, running, fitness.
Convince: Persuading people, lying with conviction.
Craft: Creating (including art) and repairing.
Fighting: Brawling, punching, using melee weapons.
Knowledge: History, geography, cultural information, folklore, humanities.
Marksman: Using projectile weapons, from bows to assault rifles and pistols to tranquilliser guns.
Medicine: Everything from first aid to brain surgery.
Science: Research, experimentation, scientific knowledge.
Subterfuge: Sneaking, sleight of hand, hiding from monsters.
Survival: Outdoor survival, navigation, living rough.
Technology: Computer hacking, using gadgets.
Transport: Driving, flying, operating vehicles.
Traits are special talents, quirks, or foibles that make your character unique.
Major Traits cost 2 Characer Points, and Minor Traits cost 1 Character Point. Major Traits tend to be more useful than Minor Traits, hence the higher cost, and come into play more often than Minor Traits.
Traits come in two flavours. Good Traits cost Character Points and are beneficial in some way to your character. Bad Traits give you Character Points but will limit your character.
I would suggest no more than 6 points can be gained from Bad Traits.
Playing your Bad Traits can earn you Story Points in the game.
Only Traits marked with an asterisk (*) can be purchased multiple times.
Animal Friendship (Minor): +2 to Animal Handling when trying to tame or calm a creature
Anomaly Sense (Major): You can tell if there's an Anomaly nearby and have a rough idea of where it is.
Attractive (Minor): +2 to any rolls that involve your good looks.
Authority (Minor/Major): You're in a position of authority and power. Talk to me about the difference between the Minor and Major forms.
Brave (Major): +2 bonus to any Resolve roll to resist fear or spend a Story Point to resist automatically.
Breaking and Entering (Major): +2 bonus to Subterfuge when trying to get into a guarded building and you get to know the difficulty of the test before rolling.
Charming (Minor): +2 bonus to rolls when you're trying to convince people to do things.
Demon Driver: While driving a vehicle, increase speed by 2 or get a +2 bonus to Transport skill use when doing stunts.
Empathic (Minor): +2 bonus on any rolls when trying to empathize or read another person.
Face in the Crowd (Minor): People tend to overlook you. +2 to any Subterfuge roll to "blend in" to a crowd.
Fast Healer (Major): Roll a dice and heal that many points of lost Attributes per full night's rest.
Fast Runner (Minor): Increase your movement speed by 1 when sprinting or fleeing.
Favourite Gun/Gadget: Once per game session, this Trait gives you a free Story Point to spend on a roll or action related to this favourite item (which you've named, of course).
Friends:* People you can call on for information or help. Talk to me about the difference between the Minor and Major forms.
Future Tech (Minor/Major): Can only be taken with Moderator permission. Talk to me about the difference between the Minor and Major forms.
Hobby (Minor): This Trait gives you an Area of Expertise without having three points in that Skill. You can only take Areas of Expertise related to Athletics, Craft, Knowledge, Science, Technology, or Transport as hobbies.
Instinct (Minor):* You have a habit or trained response that happens before you even think about it. Select the Instinct when you choose the Trait. You always follow your instinct. And the Instinct happens at Fast speed.
Keen Senses (Minor/Major):* As a minor, choose one of your five senses; you have a +2 bonus to any Awareness rolls involving this sense. As a major, you always have +2 to all Awareness rolls.
Lucky (Minor/Major): As a minor trait, reroll if you roll double 1's. As a major, reroll double 1's and, once per game session, you can spend a Story Point to force the GM to reroll a skill check or attack that would hurt you in some way.
Martial Artist (Major): You must have a Fighting score of 3 or more and have an Area of Expertise (Martial Arts) to take this trait. You inflict +2 damage when you punch or kick someone, and you can use your Coordination instead of Strength to work out your unarmed damage.
Minions (Major):* Henchman. May only be taken with the approval of the Moderator. Talk to me about this.
Never Gives Up (Major): You aren't knocked out or incapacitated when one of your Attributes reaches zero. You can still act with one or two Attributes at zero, but you'll be groggy and slow.
Owed Favour (Minor/Major):* May only be taken with Moderator approval. Talk to me about the difference between the Minor and Major forms.
Pet (Minor):* May only be taken with Moderator approval. Talk to me about it.
Photographic Memory (Major): If you have stated that you are taking a few moments to memorize information, you do not need to roll to recall it. To automatically remember information you have not attempted to commit to memory, spend a Story Point.
Quick Reflexes (Major): Your Coordination counts as being two higher for initiative. If you spend a Story Point, you can act as though you were a Fast creature for one round.
Rumour Mill (Minor): You've got an ear to the ground, contacts in the media, or some other such thing. Once per adventure, you get a hint from the GM as if you'd spent a Story Point.
Sense of Direction (Minor): +2 to any rolls to find your way in unfamiliar terrain.
Sharpshooter (Minor): You can make an extra aiming action.
Technically Adept (Minor): +2 to any Technology roll to fix a broken device and to use complex gadgets and +1 Progress every time you try to build a new gadget.
Tough (Minor/Major): As a minor, reduce the amount of damage you take by 2. As a major, reduce damage by 3.
Tracker (Minor): +2 bonus to any rolls to follow tracks and animal trails.
Voice of Authority (Minor): +2 bonus to Presence and Convince rolls to get people to do as you want or to gain their trust.
Wealthy (Minor/Major): As a minor, you're comfortably wealthy and can pick up Uncommon items with no problem. As a major, you're stinking rich: you can buy Rare items.
Adversary (Minor/Major): Just what it says on the tin. Talk to me about the difference between the Minor and Major forms.
Amnesia (Minor/Major): Can only be taken with permission of the Moderator. Talk to me about the difference between the Minor and Major forms.
Animal Lover (Minor): If you do nothing while an animal is being injured or in pain, you lose Story Points. You can still fight back to save innocents, but you must always try to find non-harmful solutions first.
By the Book (Minor): You follow proper protocols at all times. Gain a +2 to Resolve rolls to resist influences that might distract you from your duties. The downside is that you're a stickler for following written orders and official policy. If you disobey orders/policy, you lose Story Points.
Clumsy (Minor): In times of stress, you'll have to make additional Awareness and Coordination rolls to avoid knocking vital things over, dropping things, or tripping and landing on your face.
Code of Conduct (Minor/Major): As a minor trait, Code of Conduct means that the character tries to do good at most times and is unable to harm another being unless it is absolutely necessary for the greater good. As a major, their code limits their actions dramatically, meaning they strive to do their best at every moment, almost verging on saintly.
Cowardly (Minor): This trait reduces the character's chance to resist getting scared, suffering a -2 penalty to any Resolve rolls against fear.
Dark Secret (Minor/Major): If your dark secret is revealed, it could change the way people think about you. This can be a major or minor depending on severity.
Dependents (Minor/Major): You've got responsibilities, such as a boyfriend/girlfriend, spouse, kids, or an aged parent to take care of. Must specify the dependents at the time you take the Trait.
Distinctive (Minor): If the character is trying to "blend in" to a crowd, they have a -2 penalty to the result, and it's easier for others to remember them after the event.
Dogsbody (Minor): You're at the bottom of the organisation totem pole. Suffer a penalty of -2 to attempts to order people around in your organisation. And always get the worst jobs.
Eccentric (Minor/Major): As a minor, you have an oddity that comes up so often -- you get tongue-tied around women, you hum loudly when nervous, etc. -- it's inconvenient but doesn't happen often. As a major, your eccentricities interfere with your life on a regular basis -- paranoia, addiction to alcohol, etc.. Must have the Moderator's permission to take the Eccentricity desired.
Emotional Complication (Minor/Major): You've got emotional baggage of some sort - bear a grudge, depression, love someone - that you can't ignore. If you override emotional issues, pay a Story Point to ignore it.
Forgetful (Minor): When you've got to recall something, you have to pay a Story Point to remember it in time.
Fresh Meat (Minor): Any attempts to use Subterfuge to hide from predators suffers a -2 penalty if they can smell you, and any hungry monster given a choice is going to want to snack on you instead of someone else nearby -- you're always Target Number One.
Hell on Wheels (Minor): Vehicles tend to crash, explode, or break down around you.
Impaired Senses (Minor/Major):* As a minor, the player chooses one of their five senses that is affected, such as no sense of smell, colour-blind, needing glasses or a hearing aid; without their glassses or hearing aid, Awareness rolls using these senses suffer a -2 penalty. As a major, the character completely loses a sense, such as becoming blind or deaf.
Impoverished (Minor): You're strapped for cash or living in poverty. If you spent more than a trivial amount, it costs you a Story Point.
Impulsive (Minor): If an opportunity arises to charge in without looking, you always take it! To stop to think, it costs you a Story Point.
Insatiable Curiosity (Minor): Your curiosity may put your life at risk, but it doesn't make you suicidal - you just take chances to find things out. If you ignore your curiosity, you may have to pay Story Points.
Maverick (Minor): You've got a problem with authority. You have to pay a Story Point to resist the compulsion to disobey orders.
Obligation (Minor/Major): You've got a duty to an organisation, debt to a friend, or sense of responsibility to a cause. Talk to me about the difference between the Minor and Major forms.
Obsession (Minor/Major): You're obsessed with something, and it consumes your life. You gain a +2 bonus to Resolve rolls for any Skill rolls related to accomplishing the obsession. Talk to me about the difference between the Minor and Major forms.
Owes Favour (Minor/Major):* May only be taken with the approval of the Moderator. Talk to me about the difference between the Minor and Major forms.
Phobia (Minor):* -2 penalty to Resolve checks to resist fear when you encounter your phobia.
Slow Reflexes (Major): You are last to go in combat situations.
Slow Runner (Minor): Reduces your speed by 1 when running. (Can't be taken if your Coordination is already only 1.)
Technically Inept (Minor): Technology is not your friend. You have a -2 penalty to any Technology-based rolls, and you have to spend a Story Point if you're trying to do anything beyond the most basic operation.
Time Shifted (Minor/Major): Can only be taken with the permission of the Moderator. Talk to me about the difference between the Minor and Major forms.
Unattractive (Minor): -2 penalty to bad rolls involving your less-than-good looks.
Unlucky (Minor or Major): As a minor trait, if you reroll doubles on your dice, you must reroll and take the second result. As a major, whenever the GM does something unexpected to your character, you DO NOT earn a Story Point as normal.
There is also a Special Trait, called Experienced. This is a Special Trait that costs Story Points, not Character Points. This Trait costs 3 Story Points to purchase, and provides the character with an additional 4 Character Points. This Trait can only be taken a maximum of 3 times, and means the character is an older, experienced character.