Step 1: Eight Attributes (and bonuses) First roll-up the eight attributes: IQ, ME, MA, PS, PP, PE, PB, and Spd. Three, six-sided dice are rolled to determine each attribute. The higher the number,
the greater the ability. If an attribute is exceptional, 16, 17, or 18, then an additional six-sided die is rolled and added to the total for that attribute. Intelligence Quotient
(IQ): Indicates the intelligence of the character. The exact IQ is equal to the IQ attribute multiplied times ten. Characters with an IQ of 17 or better, will receive a one-time bonus added to all the character's skill percentages. Mental Endurance (ME): Measures the amount of mental and emotional stress a character can withstand. Characters with an ME of 17 or better will receive a bonus for save vs. psionic attack/insanity. Mental Affinity (MA): Shows the character's personal charm and charisma. Natural leaders, with an MA of 17 or higher, have a bonus to invoke trust or intimidation in others. Physical Strength (PS): This is the raw physical power of a character. The PS times 10
indicates how heavy an object (in pounds) the character can carry. A character can lift 30 times their PS. Exceptionally strong characters, having
a PS of 15-19, can carry 20 times their PS and lift 40 times their PS. Someone with a PS of 20-23 can carry 30 times their PS and lift 60 times their PS.
Anyone with a PS of 24 or better can carry 50 times their PS and lift 100 times their PS. Any character with a PS of 17 or higher, receives a bonus to
damage in hand to hand combat. Physical Prowess (PP): Shows the degree of dexterity and
agility of the character. A PP of 17 or higher is rewarded with bonuses to dodge, parry, and strike.
Physical Endurance (PE): Demonstrates the character's stamina and durability. The amount of physical punishment, and resistance to fatigue and disease, are determined by PE. A character can carry the maximum weight load (see PS) for their PE times 4 minutes. Carrying the maximum weight while running or fighting can only be done for their PE times 2 minutes. If a character lifts the maximum weight (see PS), then it can only be held for as many melee rounds (15 seconds each) as the character has points of PE. A character can run at maximum speed for one minute for each point of PE. Character's with a PE of 17 or better receive bonuses to save vs. coma/death
(first row of PE on Attribute Bonus Chart) and to save vs. toxins/poisons (second row). Physical Beauty (PB): Is an indication of the physical attractiveness of the character. A PB of 17 or better will be rewarded with a bonus to charm or impress. Speed (Spd): Specifically, this is the character'smaximum running speed. The Spd times 20 is the number of yards or meters that the character can run in one minute. There is no special bonuses other than the raw, natural ability to run.
Roll three (or four, depending if the roll if higher than 16) six-sided dice. Do this ten times, be sure to record each roll. You will only be using eight of these rolls. Place your rolls in the eight attributes as you wish, your two left over rolls are discarded rolls, they are not important anymore.
17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | |
---|---|---|---|---|---|---|---|---|
IQ | +3% | +4% | +5% | +6% | +7% | +8% | +9% | +10% |
ME | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
MA | 45% | 50% | 55% | 60% | 65% | 70% | 75% | 80% |
PS | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
PP | +1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 |
PE | +5% | +6% | +8% | +10% | +12% | +14% | +16% | +18% |
+1 | +2 | +2 | +3 | +3 | +4 | +4 | +5 | |
PB | 35% | 40% | 45% | 50% | 55% | 60% | 65% | 70% |
Step 2: Hit Points & SDC Determing Hit Points:
Determing physical SDC: Step 3: Selecting an Occupation & Skills Choose one Occupational Character Class (OCC), with its small select of OCC skills and additional training/skills.Each OCC has skills or skill bonuses in areas not available to the other OCC's, so make your decision wisely. OCC Requirements OCC Skills Skill Bonuses If NO skill bonus is indicated then this means there is no Getting More Skills *Military Specialist, Field Scientist and Communications OCC's Step 4: Equipment and Money All characters are issued a set of standard equipment, as well as equipment available in the field or under special conditions. Also assume each character has a number of "common", personal items, such as a modest
wardrobe, stereo, video/TV, artwork, food, and so on. Each character also has his/her own small, one bed room, studio-type apartment. Characters can spend their income on a larger apartment, wardrobe, weapons, special items, and so on. Money is referred to as credits. Each specific Occupational Character Class (OCC) indicates the monthly salary in credits and the formula for determining the character's available savings in credits. Players may use their character's savings/credits however they want to. Step 5: Rounding out One's Character You are basically done creating your character. Now there are just a few optional things to do on your characters background, such as: age, weight,
height, land of origion, family ties, and disposition. You can just pick what you want these to be, but it would be a good idea to play a character that's somewhere in their twenties. Now that you are done, check out some of the other complete characters in the Profiles section. If you need any extra help with your character you can contact me with your questions. When you are done with your character and ready to play send me your character so I can take a quick look at it, then put it up with the other profiles.1. Base Hit Points:
The number of your physical endurance (PE) is the ammount of hit points you'll start out with.
2. Building Hit Points: After determining your base hit points, roll one additional six-sided die and add the number to your hit point base. As you character grows in experience, your character will gain levels. Everytime you gain a level you can roll one additional six-sided die and add it to your hit points.Each OCC provides a base SDC from training: 30 for Military Specialists; 25 for
Destroid and Veritech Pilots; and 20 for all other
OCC's. Additional physical SDC are gained from
physical skills, like boxing. All SDC points are
accumulative.
The selection of an OCC is limited only by the minimum
atribute(s) requirement needed to play. The eight attributes
should already been determined
in step one.
Each OCC has two skill categories: OCC Skills and Other Skills.
OCC skills are skills that everyone in that chosen occupation
have trained in. They are basic and curcial skills to that
occupation. The Other Skills are other areas of training and
knowledge possessed by the character. They may augment the
occupational skills or simply
reflect other interests.
The base proficiency or skill level is deoted in each skill
description. However, you'll notice that many of the skills, under
every OCC, will have a skill bonus indicated. The skill bonus will
be shown as a plus (+) symbol followed by a number. All skill
bonuses are a one time bonus, applicable immediately. As the
character grows in experience (via experience levels), the skill
proficiency also grows. NOTE: Maximum skill ability is 98%
because there is always some margin of error.
bonus available from that OCC ONLY the unmodified, base skill
proficiency is used.
You can get additional skills with time and experience. The
following applies to all OCC's skills are selected only from the list
of skills available to each
specific OCC. *Veritech Pilots, Destroid Pilots, Electrical Engineer, and
Mechanical Engineer OCC's can select 3 additional skills at
level three, 2 at level six, and 2 at level nine.
can select 3 additional skills at level three, 3 at level six and 3
at level nine.