Making a Character
Creating a Character
Stats
Every Character has Stats to determine the natural abilities. These Stats are normally rolled at character creation from 3d6 making the range 3-18 for normal people. Heroic Characters, machines and monsters and many other things can cause Stats to be lower and higher to a range of 0 to 30.
Heroic Characters will roll 4d6 take the best 3 for all starts and then place them where they want them for making their character.
Stat values and Bonuses
| Stat Value | Modifier to Skill Checks | Note |
|---|---|---|
| 1 | -5 | |
| 2-3 | -4 | |
| 4-5 | -3 | |
| 6-7 | -2 | |
| 8-9 | -1 | |
| 10-11 | Normal | Average |
| 12-13 | +1 | |
| 14-15 | +2 | |
| 16-17 | +3 | High |
| 18-19 | +4 | |
| 20-21 | +5 | Max for Natural Human |
| 22-23 | +6 | |
| 24-25 | +7 | |
| 26-27 | +8 | |
| 28-29 | +9 | |
| 30 | +10 |
STR - Strength
Strength is purely the physical ability to lift, bend and break.
Strength values and Bonuses
| STR | Strength Bonus | Max Lift | Unencumbered | Encumbered |
|---|---|---|---|---|
| 1 | -5 | 5 | 0 | 1 |
| 2 | -4 | 10 | 1 | 2 |
| 3 | -4 | 20 | 5 | 10 |
| 4 | -3 | 30 | 7 | 15 |
| 5 | -3 | 50 | 10 | 20 |
| 6 | -2 | 70 | 12 | 25 |
| 7 | -2 | 90 | 15 | 30 |
| 8 | -1 | 110 | 17 | 35 |
| 9 | -1 | 130 | 20 | 40 |
| 10 | Normal | 145 | 22 | 45 |
| 11 | Normal | 160 | 25 | 50 |
| 12 | +1 | 175 | 27 | 55 |
| 13 | +1 | 190 | 30 | 60 |
| 14 | +2 | 210 | 35 | 70 |
| 15 | +2 | 235 | 40 | 80 |
| 16 | +3 | 265 | 50 | 100 |
| 17 | +3 | 300 | 60 | 120 |
| 18 | +4 | 350 | 80 | 160 |
| 19 | +4 | 400 | 100 | 200 |
| 20 | +5 | 500 | 125 | 250 |
| 21 | +5 | 600 | 150 | 300 |
| 22 | +6 | 750 | 175 | 350 |
| 23 | +6 | 1000 | 200 | 400 |
| 24 | +7 | 1600 | 300 | 600 |
| 25 | +7 | 2500 | 400 | 800 |
| 26 | +8 | 4000 | 600 | 1200 |
| 27 | +8 | 10k | 800 | 1600 |
| 28 | +9 | 20k | 1200 | 2400 |
| 29 | +9 | 50k | 2000 | 4000 |
| 30 | +10 | 100k | 4000 | 8000 |
DEX - Dexterity
Dexterity is the character's hand-eye coordination and precision, including Climbing and Stealth.
REF - Reflex
Reflex is the outright speed to react to things, quick motion and reaction as well as instant thinking.
FIT - Fitness
Fitness is the natural rugged toughness and resistance to sickness and disease.
INT: Intelligence
Intelligence is the ability to store relevant knowledge and learn more. It's not a measure of how smart a character is; it's a measure of how learned they are.
PER: Perception
The ability to see the unobvious and spot the unusual or out of place is called Perception.
WIL: Will
Raw determined drive is called will. It is the pure willpower to overcome fears.
APP: Appearance
Appearance is the attractiveness of the character.
LUC: Luck
Traits
Movement (DEX+FIT+2xREF)/3
How far in feet you can move each round
Charisma (INT+Will+APP)/3
Humanity
Health 1d6 per FIT
Stat Check
Stat Checks are for non-skill related chances for success or failure. The Director may call for a Dexterity Check if a character is walking along a narrow beam to avoid falling. If the character fails the Stat Check, the character may fall, or at least lose their balance.
The Stat Checks are done by rolling a number of d6 based on difficulty and trying to get equal to or lower than the character's relevant Stat plus their level.
Stat Checks and Skill Checks
| Difficulty | Description | Stun roll Damage | Stat Check dice | Skill Target |
|---|---|---|---|---|
| 1 | Ultra Easy | 1 | 1d6 | 2 |
| 2 | Very Easy | 2-10 | 2d6 | 6 |
| 3 | Easy | 11-20 | 3d6 | 11 |
| 4 | Hard | 21-30 | 4d6 | 16 |
| 5 | Very Hard | 31-40 | 5d6 | 21 |
| 6 | Near Impossible | 41-50* | 6d6* | 26 |
*Difficulties beyond Impossible simply add one more die per step. You can find more on the Stun Rolls In the combat section.
A character can ask to use a relevant skill instead of using a Stat Check. If the character has a chance of falling from the narrow beam but they have the skill of gymnastics, with the Director's permission, the character can use a skill check instead of a stats check to avoid stumbling.
Contested Stat Check
At times a character wishes to directly challenge another with a stat check. When a Contested stat check is called for, both characters envolved roll a relevant stat check against a Normal roll (3d6) and compare for the final outcome.
Effect point difference: Effect:
10+ Total success for the winner
5-9 Major success
1-4 Success
0 Tie (the instigator has a minor success)
Skills
Every character has a number of skills. A skill has a score from 0 to 10 and corresponding points. Points are gained by successful attempts and training. If gain enough points the characters skill will increase.
Hero characters get 4xINT in points to buy skills during character creation.
Skill Scores
| Skill | .1 | |
|---|---|---|
| Score | Points | Notes |
| 0 | 0 | Untrained |
| 1 | 1 | Novice |
| 2 | 3 | Amateur |
| 3 | 6 | nan |
| 4 | 10 | Professional |
| 5 | 15 | nan |
| 6 | 21 | Journeyman |
| 7 | 28 | nan |
| 8 | 36 | Master |
| 9 | 45 | nan |
| 10 | 55+ | God-like |
Combat Skills
When combat begins, characters automatically enter a defensive stance based on their martial arts training, granting them a Defense bonus equal to their HTH Score + REF Bonus. To determine how many attacks a character can make in a round, use their weapon skill score + REF Bonus (see Number of Weapon Actions table below). When making an attack roll, the character must roll 1d20 and meet or exceed the target number calculated as: HTH Score + Dex Bonus - Enemy Defense Bonus. If a character doesn't possess the specific combat skill needed for their weapon, they can attempt the action at 0 skill score, or at -2 penalty if using their closest similar skill instead.
For new Characters, it is suggested picking a hand to hand Martial Arts skill and then pick weapons you want to use.
Number of Weapon Actions
| Skill Score + REF Bonus | Actions per Second | |
|---|---|---|
| Handgun | Longgun | |
| Unarmed | MeleeWeapon | |
| <1 | 1 | 0.5 |
| 0-1 | 1.5 | 1 |
| 2-3 | 2 | 1.5 |
| 4-5 | 2.5 | 1.5 |
| 6-7 | 3 | 2 |
| 8-9 | 3.5 | 2.5 |
| 10-11 | 4 | 3 |
| 12-13 | 5 | 3.5 |
| 14-15 | 6 | 4 |
| 16-17 | 7 | 5 |
| 18 | 8 | 6 |
If a character has a .5 attack that means on the second round of attacking he gets one full attack, or an attack every other round.
Combat Skill Descriptions
Pistol (DEX)
The pistol skill governs all firearms that are designed to fire one handed and have no stock.
Dual Pistol (DEX)
A character with this skill has trained and is adept at firing two handguns at the same time at the same target.
A character must have the pistol skill at equal or higher level than their Dual Pistol Skill. If a character is using two pistols without this skill the character gets a -2, -4 when firing two guns at the same time and gets 75% of their actions per gun.
Long Gun (DEX)
All rifles, Carbines, and Shotguns fall under this skill.
Auto Weapon (DEX)
An auto weapon is a gun that fires multiple bullets per trigger pull. Auto weapon is a skill that averages with one of the above when using an auto rifle or pistol.
Heavy Weapon (DEX)
The skill of heavy weapon governs rocket launchers, grenade launchers, heavy machine guns and cannons
Reload (DEX)
Each Weapon has a number of actions to reload. With this skill, a character can reduce the time it takes. This is one of the times a character can ignore the quality of the weapon and use their full number of actions to reload. A successful roll can reduce the time even further. A success reduces the time by 1 and 1 more for every 5 effect points of the reload skill for that round.
Fast Draw (REF)
When a character is caught in a gunfight with their pistol holstered, it's time to use fast draw. At the beginning of the round on their initiative the character can roll a fast draw. A normal draw takes 2 actions, while a successful fast draw reduces the time by .5 for success and .5 more for every 5 effect points of the fast draw skill roll.
Trick Shot (DEX)
Trick shot is used for showing off in a non combat situation by shooting a coin in the air or the like. At no time can this skill be used to do damage or kill somebody. In a surprise attack a character could use this skill to shoot a target for effect, like shooting a gun out of somebody's hand or cigarette out of their mouth. When using trick shot a character can reduce or ignore up to their skill score on the target size modifier and/or movement speed modifier.
Gun Play (DEX)
Gun play is quick and fancy handling of guns. This includes flipping guns in the air, catching them again, and twirling them around. This skill can also be used as a fast draw for weapons in a not normally ready position, such as on the ground, or in someone else's holster. Use the normal fast draw rules, and subtract the true gun owner's gun combat skill if you trying to pull it from him.
Long Range Shooting (WIL)
When using this skill a character can increase their weapon range. The character must aim at least 1 second to use this skill. 20% per level of long range shooting is added to the weapon's standard range while the character is using the skill.
Rapid Fire (REF)
Rapid Fire is the art of firing a gun as fast as possible. When used, a character will make a Rapid Fire roll with only shooter position minuses for position. On a success the character can fire with zero aim without taking time to cock, pump or lever action guns or effectively reducing the manual rechamber time by one. If the roll is made by 5 or 10, the character gets to add one or two more gun actions that round respectively.
Martial Arts Medium Range (DEX)
Karate, Boxing, Taekwondo, Kickboxing, Muay Thai -2 at close range, -2 at long range
Martial Arts Short Range (DEX)
Judo, Aikido, Wrestling, Jiu-Jitsu, Sambo -2 at medium Range, -4 at long range
HTH Weapon (DEX)
Axes, Long Swords, Short Sword, Maces and Flails, Daggers, Polerams, Great Swords, Kendo
Thrown Weapon (DEX) Axe, dagger/kife, dart, spear/javelin, shuriken
Fast Draw Attack (REF)
For a katana this skill is called iajustsu. It is the art of a rapid pull of a weapon and an attack all in the same move.
Archery (DEX)
Dual Weapon (DEX)
Skill Lists
Effect Points
While playing and making many of the rolls, there is more to it than just success or failure. Many times the Director will wish to know by how may you succeeded or failed by. If a player has rolled very high on a skill that can have varying degrees of success, he gets to say how many effect points he made it by. This can give the player a bonus such as completing the task more quickly. For many of the skills, effect number results are listed in the skill description.
Minimal Success
If a character makes their required roll exactly, then the result is a minimal success. With an attack roll, a minimal success means you have performed a graze or a scratch that causes only 1 pt of damage.
Stat Check Critical Success and Critical Failure
If the character rolls low enough he or she may have gotten an extra positive effect, known as the Critical Success. Likewise an extremely high Stat Check can cause a Critical Failure. A Critical Success only will happen if the character has succeeded by the margin of difficulty. A hard task of 3d6 must have effect points of 3 or more or else it just becomes a normal success. Critical successes give a double effect points as a bonus.
Tasks and Task Rolls
When a Player takes on a larger project that deserves more than one roll to succeed, the Director can say that this is a task requiring a number of success effect points to be accumulated. The Director needs to state the rules of the particular task, which include the task turn length, the target total success effect number, the Difficulty rating, and the relevant Skill and/or Stat Check. There may also be components or required materials. The director also decides if the Task is fragile or not.
Task Turn Length
A turn is simply an amount of time that the character get one task roll in. In combat situations this is often 1 second, while out of combat, it could be minutes, hours, or days.
A standard task is one where failures of the Task Roll don't adversely affect the task with the exception of a critical failure which will cause a loss of effect points equal to the rolls negative effect points. A task brought to less than 0 is a failure and destroys, or at least damages, whatever the tasks components are.
Fragile Task
A fragile task is one where the negative effect numbers of a failed roll reduce the over all effect points. If this task type is given, the director may give a few bonus effect points to start just so the player can roll poorly once or twice without failing immediately. Repairing a piece of delicate equipment could have 50% of the total task points to start. As an example of a fragile task with no bonus points, disarming a bomb, that if done poorly can have catastrophic effects.
Character Sheet
Level of Experience
Each Player character as well as supporting character has a level from 0 to 10. When a character is first made, they start at level 1 with 1 experience point and can increase in level as they gain experience. Character Level is the basic measure of how skilled a character is. The director can reward a character with additional experience which the player adds to skill point cost for skill scores. Character Levels give bonuses to all Stat checks, and some skills and powers where noted in their description.
Gaining a Level
When a character levels up they gain the following:
- Skill points equal to the (5 + Wit Bonus) x Lvl gained.
- Beyond the Norm Characters gain Edge points equal to 4x Lvl gained
- Psions gain +1 Psionic Talent Score
- Magic Users Gain +1 Magic Talent Score
-
1 Character Point good for 1 of the following: (pick one each level gained or can be sored and used at alater time):
- Character Stat Point +1 to any Stat up to natural 21
- Buy A Perk
- Remove a Quirk
- Add +1 Tech Level
- Add +1 Max Mods (For cyberpunk Characters)
- Add +1 Score to Psionic Talent (only for those that have Psionic tallent)
Gaining Experience
After each session, the Director can award experience to the players. Experience points are not to be given away lightly, since they can increase the characters' abilities drastically. As a basic rule, give between 0 and 2pts per game session while an epic campaign finishing day may garner up to 8. Experience is up to the Director to decide but here are some guide lines.
- 4 For each player helping in defeating an Epic foe
- 1 For each player helping in defeating a superior foe
- .5 For defeating an equal strength foe
- .1 For defeating a lesser strength foe
- 4 For overcoming an Epic Campaign successfully
- 1 For overcoming a complex campaign successfully
- .5 For overcoming a simple campaign successfully
- .5 For a Player that roleplays well in the gaming session
A foe can be one encounter with a group or single person. An Epic foe is one that is many times more powerful than the group. A foe or campaign that takes 2 to 4 gaming sessions to defeat would be a Simple Campaign while a Complex Campaign could take 5 to 10, while an Epic one is 11+.
Perks and Quirks
Perks
| Perk | Perk |
|---|---|
| Ambidextrous (1pt) | Contortionist (1 pt) |
| Cool headed (1 pt) | Energetic (1 pt) |
| Exotic Looks (1 pt) | Fashionable (1 pt) |
| Friends in High Places (1 pt) | Gift (1 pt) |
| Gun Nut (1pt) | Hawk-eyed (1pt) |
| Military Training (1 pt) | Natural (2 pt) |
| Prehensile Limbs (1 pt) | Public Speaker (1 pt) |
| Smooth Moves (1 pt) | Special Forces Training (2 pts) |
| Tough (2 pts) | Upbeat (1 pt) |
Ambidextrous (1pt)
An Ambidextrous character gets no minuses for using their off hand when doing an action. This does not mean they can do things at the same time with both hands without penalty, though.
Contortionist (1 pt)
A contortionist can fold and contort themselves like a true circus act. They can fit through small spaces and get a chance to get out of bindings. +2 to Escape Artist
Cool headed (1 pt)
A level head is a good thing to have at critical times. This character gets a +3 to Upperhand and +1 to Morale.
Energetic (1 pt)
Someone who is energetic can do more in a day with less rest. This character can do 1/3 more travel or labor in a single day if allowed to work extra hours. Similarly, an energetic character only gets 3/4 of study when doing a Second Job instead of 1/2.
Exotic Looks (1 pt)
This character has a mysteriously foreign and attractive look to them. The character determines with what ethnicity or culture their looks are from. When the character is not in their area of origin they receive a +2 to attractiveness. Alternately, the character is more easily spotted in a crowd or even can be discriminated against. -1 to charisma checks.
Fashionable (1 pt)
When given the chance to wear quality clothing and makeup of their choice, the fashionable character can have +2 to attractiveness. This character must spend a day's worker salary per month on clothes, sundries, and or makeup or loose this benefit.
Friends in High Places (1 pt)
This character has some strings he or she can pull when needed with the law. If the character needs help with the law, he can make a call to their friends which will give them a chance of lessening their offense or speeding up some of the red tape. Once a month the character can call on their friends and roll on the table below. Roll 2d6 and add +2 for Felonies and +4 for high crimes like murder.
Asking for Help
| 2d6 roll | Crime | Red tape |
|---|---|---|
| 2-8 | Free and Clear | Cleared immediately |
| 9-10 | Minor Fine | Minor Bribe gets it done ASAP |
| 11-12 | Day in jail or major fine | Major Bribe gets it done in 1d6 days |
| 13-14 | Reduced to a misdemeanor | Time dropped in half |
Gift (1 pt)
A character is given and gets to keep a special item from a specific person or group. The gift is unique and can be magical, alien or super HiTech. If the item is lost or destroyed, the Character can ask the person or group for another or even a different gift. These cases must be decided by the director.
Possible Gifts:
Weapon that does +2 to hit and damage
An item that can lessen or mask a characters flaw, ie a ring that gives +5 to will rolls against fears of crossing running water
Gun Nut (1pt)
This character has read everything there is about guns, even if they have never shot one. The character gets a base level of 4 or +2 (whichever is higher) on any checks or skill rolls involving the knowledge of a gun and its workings. Guns can be reassembled in the dark. All Jams can be cleared in 1/2 the time. The character may Know how many rounds are in their guns just by weight. There is no bonus for combat skills.
Hawk-eyed (1pt)
A hawk-eyed character gets to roll 1 less die for some perception checks, specifically for perception checks on seeing things. Likewise this character can sight a gun or bow for another +1 with 1 more second of aim, after hitting the weapon's maximum aim time.
Military Training (1 pt)
The character has been through formal military training and learned discipline under fire. They know basic hand signals and commands used in military communications. They receive a +2 bonus to Will rolls while engaged in combat situations.
Natural (2 pt)
One skill, chosen at character creation, becomes half cost to learn forever after character creation is done. The character doesn't need to start with the natural skill at all, and when the character starts, they still must spend full points to get their starting skill score of 1.
Prehensile Limbs (1 pt)
This character can use their feet and toes to do simple things like pick up items, write, and even use skill like lock picking with a -2.
Public Speaker (1 pt)
Talking in front of a big group can be scary but not to this old hand at it. They get +3 to Charisma checks when a character is addressing a group.
Smooth Moves (1 pt)
Some characters just know the right things to say and do at the right times. A character with Smooth Moves gets a +3 to a first impression charisma checks but this bonus drops back to normal after a bit of time with the character.
Special Forces Training (2 pts)
The character has undergone elite special forces training in advanced combat tactics, covert operations, and high-risk missions. They are proficient in advanced hand signals, encrypted military communications, and tactical coordination. They receive a +2 bonus to Will rolls during combat and gain a +1 bonus on stealth and infiltration skill checks. Additionally, they can assess tactical situations and provide strategic advantages, giving nearby allies a +1 bonus to initiative when the character is leading or coordinating the team.
Tough (2 pts)
A tough character can reduce stun checks by 1 die when they take damage.
Upbeat (1 pt)
An upbeat character gets +1 on all morale and fear rolls and can give a +1 to attack and skill rolls to all friendly players around them when they say something uplifting. This effect can last for 1 event or combat or until the upbeat character is gone or incapacitated.
Quirks
Aches and pains
The character suffers from chronic pain due to old injuries or medical conditions. They take a -1 penalty to all physical skill checks when they haven't had proper rest or pain medication.
Addictive personality
This character becomes easily addicted to substances or behaviors. When exposed to addictive substances (drugs, alcohol, stimulants), they must make a Will check at -2 or develop a dependency that requires regular use to avoid withdrawal penalties.
Criminal past
The character has a criminal record that follows them. Law enforcement may recognize them, background checks fail automatically, and they receive a -3 penalty to Charisma checks when dealing with authority figures or legitimate organizations.
Downer
A pessimistic character who sees the worst in every situation. They receive a -1 penalty on all morale and fear rolls and have a chance to give a -1 morale penalty to nearby allies when they express their negative outlook during stressful situations (3d6 WIL to negate).
Fear of being in front of a crowd
Public speaking and being the center of attention terrifies this character. They take a -3 penalty to Charisma checks when addressing groups of 4 or more people and must make a WIL check to avoid becoming flustered or fleeing the situation.
Fear of creepy crawlies
Insects, spiders, and other small creepy creatures cause this character to panic. When encountering such creatures, they must make a Will check or suffer the effects of fear as if affected by a fear power, focusing their anxiety on the bugs.
Friends that don't go away
The character has persistent hangers-on, groupies, or unwanted acquaintances who show up at inconvenient times. The GM can introduce these "friends" to complicate missions, reveal secrets, or create social awkwardness at the worst possible moments.
Hot Headed
This character has a short fuse and quick temper. They must make a Will check at -2 when insulted, challenged, or frustrated, or else respond with aggression or rash action that may escalate situations unnecessarily.
Kid
The character looks young (typically under 18). They receive a -2 penalty to Charisma checks when trying to be taken seriously by other adults and may be restricted from certain locations or activities until they show credentials. However, they may receive sympathy or underestimation from others.
Old man
The character Looks elderly with -2 to APP. They suffer a -2 to charasima checks when in a pyhiscal domminated event, like a sports or combat.
Owe a Debt
The character owes a significant debt to a person, organization, or faction. The creditor can call in favors at any time, potentially forcing the character into dangerous or morally questionable situations. The GM determines when and how this debt comes due.
Poor vision
The character has uncorrected vision problems. They take a -2 penalty to all perception checks involving sight and a range penalties are doubled for ranged combat beyond Short range. Glasses or contacts can negate this penalty but can be lost, broken, or knocked off during action. Back up glases are suggested.
Scarred
The character bears prominent scars from past trauma. They receive a -2 penalty to APP and a -1 penalty to Charisma checks in social situations where appearance matters. However, the scars may grant a +1 bonus to intimidation attempts.
Skanky
The character dresses in overly revealing or provocative clothing and cultivates a sexually promiscuous appearance. They take a -3 penalty to Charisma checks in professional settings, polite society, and when trying to be taken seriously. However, they may receive a +1 bonus to seduction attempts or when interacting in certain nightlife or underground social circles where this presentation is valued.
Soft
The opposite of the Tough perk. This character is more susceptible to pain and shock. They add 1 die to stun checks when taking damage, making them more likely to be stunned or knocked out.
Strong libido
The character is easily distracted by attractive individuals and romantic opportunities. They must make a Will check at -2 to resist seduction attempts or to stay focused on tasks when a romantic interest is present or possible.
Twitch
The character has a nervous tic, involuntary muscle spasm, or tremor. They take a -1 penalty to any skill check requiring steady hands or stillness, including stealth, fine manipulation, and aimed ranged attacks. The twitch also is an identifiable charcteristic that may be noticed.