Evergreen Initiative Character Generation

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These are the character generation rules for Evergreen Initiative. The previous organization was unclear, so I am collecting the relevant information here. Both Hero and Deadlands are discussed.

Character Generation Procedure

All of the rationale behind the choices that got here are still located on the following pages: Deadspace and Deadlands: Invasion. This page is just for the mechanics.

Deadlands

To create a character, draw 11 cards from the custom 100 card deck and place them in the following areas: one for each characteristic, one for Equipment, one for Edges/Flaws and one for Skills. The meaning of cards vary for each type of assignment, see the following table.

Card Characteristic Skills Edges/Flaws Equipment Value
2 d4 12 -2 None 0
3-8 d6 16 0 1
9-J d8 20 0 2
Q-K d10 22 0 3
Ace d12 24 +1* 4
Joker d12 24 +2* 4

Special Considerations

Under Edges/Flaws some values come with an asterisk. Those values are allowed to choose one of the arcane background traits, with approval. Nothing over the top will be allowed.

Equipment is another special case. Each character was issued a specific set of equipment which will be chosen by the player. If the 'None' option is chosen, all of that characters equipment is somehow compromised. Outside of this, I do have a system in place for equipment, but I cannot go into too much detail about it without giving away the opening scenario. So, you will need to trust me on this. Better cards assigned here will definitely have better effects.

The team may have a vehicle. If any players put equipment cards toward vehicle considerations they will have an effect, which will be determined once the game starts. Again, you will have to trust me on this.

Continue

After the card draw and allocation follow the standard Deadlands character generation procedures. Edges and Flaws will need to be approved by the GM, but are still encouraged. Characters need three levels in a specialty to be considered certified.

Hero

For Hero system we will use 6th edition and characters will be built on 175 points, with 35 in disadvantages. No skill will be allowed to be higher than 13-. Characters will need 5 points in a specialty to be considered certified.

Because they are not common knowledge in the world after the fall, each character which is a member of the Morrow team must take suitable knowledge and professional skills to represent their training. Each Morrow character will be required to have a minimum of 15 points in such skills. Some examples are KS: Modern Technology, Computer Programming, PS: Engineer etc. Morrow characters cannot take Area Knowledge (AK), because of how different and alien the world feels to them, but they may take KS: Geography or similar skills to simulate their ability to know about the world and its landmarks.

Characters which are not from the Morrow team do not have these restrictions, but will inherently not have a good understanding of technology. They will be allowed to take KS: Modern Technology, but at no higher than a familiarity (8-). They will be allowed to take AK as well as Cultural Knowledge. They also will be allowed to take a new skill, Scrounging, which allows searching through ruins to find stuff.

Survival and Scrounging will both be used on 2 hour time blocks. Normally I dont like using levels of success because it just rewards dice rolls, however I will use a table for these two skills. In general, a success with Survival can find one days worth of food for one person. Greater levels of success will achieve more. More will be posted about this as I think about it.