Character Generation

Players start with 100 points and 7 abilities all of which start at 3. Each Ability may be raised or lowered for a cost of 10 points, or to gain an additional 10 points. Abilities may not be above 5 to start. Unspent points go into the drama pool.

Strength: Shear physical power, lift about 100 overhead at 3, 200 at 4, 400 at 5, 800 at 6.
Will: Strength of mind, ability to resist mind control and shock/stun.
Body: Physical toughness, stamina, ability to be damaged.
Response: Reaction speed
Agility: Physical skills and coordination.
Intelligence: Reasoning skills, mental ability.
Charisma: Social skills.

There are two other modifiers to the skill selections (see Advantages and Disadvantes for more details)

Name Type Points Effect
Superior Ability Advantage 10 Character may have up to a 6 in a single ability, either at creation or through advancement.
Maxima Disadvantage -10 Character may never advance higher than 3 in an ability.

Skills

Skills cost 1 pt per level and can be no higher than 5 to start or as high as the player wants to go later on. You may also choose to buy a Skill group for a cost of 5 per level which includes any skills included in that group.

Skill Groups may not be above 5 for starting characters

Skill Groups

Groups Examples
Melee: Boxing, Kantana, Fencing, Bullwhip, Barroom brawling.
Ballistic: Thrown knives, Small arms, Assault rifle, Archery
Biology: First aid, Phamasudicals, Veterinary medicine, Medical doctorate
Knowledge: Physics, History, Antiques, Trivia, Folklore
Athletics: Stealth, Dodge, Climbing, Running, Baseball, Jumping.
Pilot: Automobile, Trucking, Light aircraft, Horse drawn wagon.
Craft: Plumbing, Auto mechanics, Masonry, Basket weaving.
Social: Convince, Seduction, Interrogation, Bargaining.
Engineering: Metallurgy, Architecture, Electrical engineering.
Entertainment: Play insrument, Art, Sing, Comedic stand up, Dance.

As with abilities, skills have specific advantages and disadvantages

Superior Skills Advantage 5 Character may advance as far as 6 in a skill group.
Unskilled Disadvantage 1 Character may never buy any levels in one skill group.

Skill groups may not be above 5 to start.

Multiple succeses count only for oppossed rolls and combat. Thier is no bonus for a high roll. A player may spend point from his drama pool to add to his die pool up to the same amount at his orriginal die pool

(Agility and swimming give a pool of 7, only up to 7 drama may be added to the pool)

Target numbers.

Situation modifiers adjust the amount of points availible to the player from situation that only would effect the player. ( penaties from wounds, being drugged, using an off hand ). Modifiers to the target numbers will go from -2 to +2 at GM’s call for externall adjustments, (player is being shot at while trying to jump to next roof, a diffucult task [6] with a distration gives a target of [7])

Using your off hand.

All actions with a off hand are -2 points to all rolls. A charater trying to fight with both hands takes a -2 two penaltie to thier prime hand as well.


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