Step 1: the Attributes.Roll 3D6 for each attribute. If the result is 16, 17, 18, roll another 1D6. If that roll's result is 6, roll another 1D6.(Optional rule: roll 5D6, remove the highest and the lowest results.) See Attributes for more information. |
Example character:
IQ: 13 (6+1+6) ME: 10 (5+3+2) MA: 8 (2+1+5) PS: 10 (5+4+1) PP: 18 (5+5+6; bonus +2) PE: 8 (1+1+6) PB: 12 (5+3+4) Spd: 9 (5+2+2) |
Step 2: Background and SkillsInstructions within link: Background and Skills. And more information on skills.The following is step-by-step example PC construction: a) For the purposes of this example, I know my PC is space born and bred and in a colony fleet. So, I move along to determining class. Result of the 1D100 is 33; middle class. Don't forget to copy the space born and bred skills! |
Example character:
Space Born and Bred: Colonization Fleet - Middle Class. |
bi) Roll 1D100 in the appropriate sectionAt the Middle Class section, the result of another 1D100 is 64; "you're pretty much a regular person."bii) Adding the base skill chance roll modifier (+20%) to the chance number (ex: (72% chance) One additional language (...), becomes 92%), I roll 1D100; 18! Add skill to base skills (I'm choosing Zentraedi), and repeat for the remainder. biii) add any skill % modifiers (none, in this case). |
Example character:
Base Skills Language: English 98% Language: Zentraedi +15% Math: Basic +5% Computer Operation +8% Pilot Automobile Hand to Hand: None Navigation: Space +5% Zero-G Movement +5 EVA skill frozen at: 15% |
ci) Education Table RollIncluding the education roll table modifier (+8% in this case), roll 1D100 on the Education Table.I roll 08. 08+8=16; Trade School/on the job training. A bit disappointing, but OK. My PC gets 2 skill programs, +20% to those skills, limitation B, and 8 secondary skills. Limitation B is: Choose one or none from Career/College Education. Choose remaining skill programs from: Part-time/High School education only. As I'm making a regular person in this example, I choose the Office Assistant Skill program and Bodyguard & Bouncer/Doorman Skill Program (I want my character to have some muscle. Maybe he works for the mob?) |
Example character:
Office Assistant Skill Program Math: Basic +20% Math: Advanced +20% Computer Operation +20% Editor +20% Research +20% Writing +20% Choose one of pilot automobile, motorcycle or truck +20% (I choose motorcycle) Choose one of Lore: Accounting or Business Management +20% (I choose Accounting)
Bodyguard & Bouncer/Doorman Skill Program
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cii) Simplify:You may notice that some skills are the same as the base skills. For the moment, we'll only add this new bonus % after the bonus % from the base skill, so we should end up with: |
Example character:
Base Skills Language: English 98% Language: Zentraedi +15% Math: Basic +5%+20% Computer Operation +8%+20% Pilot Automobile +0%+20% Navigation: Space +5% Zero-G Movement +5 EVA skill frozen at: 15%
Office Assistant Skill Program
Bodyguard & Bouncer/Doorman Skill Program
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ciii) Choose Secondary Skills |
Example character:
Dance First Aid Prowl Swimming Appraisal Cardsharp Gambling General Repair & Maintenance |
Step 3: Experienced?3a) To determine the years of experience, roll 1D10001-50: add 1 year. Roll again. 51-00: move on to step 3b.
Example character:
3b) +1D10% per year of experience to the skill programs, half that to all other skills, & add +1D20% on one skill per year of experience
Example character:
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Example character:
Base Skills Language: English 98% Language: Zentraedi +15%+3% Math: Basic +5%+20%+3% Computer Operation +8%+20%+3% Pilot Automobile +0%+20%+3% Navigation: Space +5%+3% Zero-G Movement +5+3% EVA skill frozen at: 15% +3%
Office Assistant Skill Program
Bodyguard & Bouncer/Doorman Skill Program
Secondary Skills
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Step 4: Determine age.Add up the years of education, and the years of experience (if any). |
Example character:
High school graduation (17 or 18), +2 (from Trade School/on the job training) +1 year of experience, for a total of 20. |
Step 5: Determine HP and SDCHP: PE+1D6.
SDC: 5D6
Refer to the modified Hand to Hand skills to learn how to increase the HP and SDC. |
Example character:
HP: 16 (PE (8)+3+5. SDC: 14 (1+4+2+4+3) |
Step 6: Round out the characterRandom Character Background RollsOptional: handy for quick-roll PCs and NPCs, or providing a guide or inspiration if you have writers block. With just a few, quick rolls of the dice, we've got ourself a rather interesting background, with plenty of things to embellish. I'll only paste them into the character sheet, as the embellishment isn't part of this sample PC creation. |
Example character:
Gender: female Hair colour: black Eye colour: light blue Family Origin: human - Europe (non-English speaking) Height: 168 cm Weight: 57.6 Kg Birth Order: 3rd of 3 Basic Personality: Stable and serious Who do you value most: yourself What do you value most: power Your world view: I'm neutral to most people Background: childhood event: your entire family was exiled. You returned under an alias. Life Events: Current outlook: I crave more money and power. |
Step 7: Fill-out remaining sections of the character sheetWrite up the background and fill out any remaining detail in the character sheet not filled in at Step 5. |
Example character:
N/A |
Step 8: Determine skill percentages, attribute bonuses and combat bonusesSaved for last - as the GM (me!) likes creative writing (that's interesting, not excellent, long, or whatever). Therefore, he occasionally gives out bonus skill % for exceptionally creative or interesting writing in the background. Don't bust a nut doing this, as it's what stands out that gets a bonus (if at all), so if everything is exceptional, that means nothing stands out, and no bonus.
8a) Determining skill % is pretty simple:I'll use the Math: Basic +5%+20%+3% from the example PC. It has three (3) bonus percentages. The first is the easiest to calculate. Simply add it to the base % for the skill. In this case, it's 5% + 80%, for 85%.The remaining two bonuses take a little bit more work. For ease of calculating, we'll lump the two remaining bonus % together. 20%+3% is 23%. Now, don't just add that to the skill! We subtract the skill (85%) from 100: 100-85=15. We then divide that by 100: 15/100= .15. 0.15 is our multiplier. We multiple the bonus % by the multiplier: 23x0.15= 3.45. Which is rounded to 3. We add that to the skill, and our example PC has Math: Basic 88%. Do the calculations for the remaining skills. You might be scratching your head and wondering about this. There's a reason for the madness: skill improvements (scroll down).
8b) Lastly, determine the Initiative Modifier:Average the IQ and PP. Add to any other Initiative modifiers (such as those from Hand To Hand and Mecha Combat) when rolling initiative. |
Example character:
Space Born and Bred: Colonization Fleet & Middle Class: Trade School/on the job training Base Skills Language: English 98% Language: Zentraedi 76% Math: Basic 88% Computer Operation 75% Pilot Automobile 85% Navigation: Space 66% Zero-G Movement 95% EVA 18%
Office Assistant Skill Program
Bodyguard & Bouncer/Doorman Skill Program
Secondary Skills
Attribute and combat Bonuses:
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Step 9: add equipment & final approval (by GM)Add standard equipment. (For the time being, refer to similar OCC to the Skill Program(s) and MOS you've selected.
Most characters also have:
Non-standard equipment is by the GM's approval.
Wages, Rank & Experience
Civilians also do not hold any Military rank. Once approved, you're ready to play. |
Example character:
N/A |
Name: Elp Ams
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Age: 20
Gender: female Height: 168 cm Weight: 57.6 Kg Hair colour: black Eye colour: light blue Description:
Handedness: left
Family Origin: human - Europe (non-English speaking)
Basic Personality: Stable and serious
Who do you value most: yourself
Likes and Dislikes:
Your world view: I'm neutral to most people
Biggest Secret: entire family was exiled. Returned under an alias.
Background: childhood event - your entire family was exiled. You returned under an alias.
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Occupation: mafia accountant
Rank: N/A
IQ: 13
HP: 16
Level equivalent: 2 (experienced)
Space Born and Bred: Colonization Fleet - Middle Class: Trade School/on the job training
Office Assistant Skill Program
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Bodyguard & Bouncer/Doorman Skill Program
Athletics Detect Ambush 72% Intelligence 67% Hand to Hand: Basic Streetwise 53% Lore: Body guarding 62% WP: Pistol +3/1 strike, 53%
Secondary Skills
Combat Bonuses:
Savings: Equipment: |
REFERENCES USED
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