Difference between revisions of "Character creation guidelines can be found here."
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The Project selected thousands of people for cryostasis to be awakened after the war. Personnel selected for this service will tend to be more capable than the common man and may, in some cases, be considered the "cream of the crop" when it comes to physical and mental aptitudes. Additionally, all TMP staff have undergone rigorous training prior to being placed in stasis, and will always have a number of skills that would be vital to completion of the project. | The Project selected thousands of people for cryostasis to be awakened after the war. Personnel selected for this service will tend to be more capable than the common man and may, in some cases, be considered the "cream of the crop" when it comes to physical and mental aptitudes. Additionally, all TMP staff have undergone rigorous training prior to being placed in stasis, and will always have a number of skills that would be vital to completion of the project. | ||
− | TMP | + | TMP characters will be built using the following template: |
:*Normal Characteristic Maxima | :*Normal Characteristic Maxima | ||
::*STR, DEX, CON, INT, EGO, PRE--20 | ::*STR, DEX, CON, INT, EGO, PRE--20 | ||
Line 45: | Line 45: | ||
::*Power: ''Regeneration''--1 BODY/Day (4 Active Points) | ::*Power: ''Regeneration''--1 BODY/Day (4 Active Points) | ||
:*Penalties: Social skill rolls have a -1 penalty; No AK skills allowed | :*Penalties: Social skill rolls have a -1 penalty; No AK skills allowed | ||
+ | |||
+ | === Topsider === | ||
+ | When the war came, bombs and missiles delivered thousands of nuclear, chemical and biological weapons all across the planet. Few heavily populated areas escaped direct attack, and almost none were spared from the firestorms, fallout and the nuclear winter that followed. Quite possibly up to 95% of humanity perished in the initial attacks and the devastation that followed, and that doesn't even begin to account for the interference wrought by the evolutionary biocide feeding and breeding chaotically in the irradiated environment. Those that survived in the long run were a hardy bunch, and prepared for survival. They made what they needed out of the world around them. Sometimes, the world around them made them into what they needed to be... | ||
+ | |||
+ | Topsiders have lived their lives in the wastelands, and have managed to survive it all. They are a varied bunch, and come from many different backgrounds. Topsider characters will have fewer mandated expenditures, but a life lived in the barren, uncivilized wastes can take a toll on one's mental and physical acumen. Being exposed to the deleterious effects of radiation and lingering bioweapons has, at times, introduced useful mutations in the population, enabling survivors to deal with issues in ways that men and women of the past were simply incapable of imagining. In addition to genetically unaltered human survivors, Topsiders can be mutants with a wide array of mutant powers, human/animal hybridizations, mutant animals that have gained human levels of intelligence and sentience, or even Espers who have begun to unlock heretofore unknown powers of the human mind. | ||
+ | |||
+ | Topsider characters will be built using the following template: | ||
+ | :*Reduced Characteristic Maxima | ||
+ | ::*STR, DEX, CON, INT, EGO, PRE--15* | ||
+ | ::*OCV, DCV, OMCV, DMCV, PD, ED--8 | ||
+ | ::*SPD--4 | ||
+ | ::*REC--10 | ||
+ | ::*END, STUN--50 | ||
+ | ::*Running--20m | ||
+ | ::*Swimming--10m | ||
+ | ::*Leaping--10m | ||
+ | ::*Skill Maxima: 13- | ||
+ | <nowiki>*</nowiki>Topsiders may select one of these 6 characteristics to have a Maximum of 20 |
Revision as of 22:06, 22 June 2017
- Note: This section is a work in progress and decisions have not been finalized. Until such time, characters created using the following rules may need to be reworked slightly.
The Basics
Characters created for the Phoenix's Last Rise campaign will use Hero System 6E rules. They will be based on 175 points with up to 50 matching points of complications. You can choose to have no complications; however, invoking complications is a primary method of earning experience (and they simply add flavor to the pile of stats that is your character).
Players will have to choose an origin for their character. This is a binary choice. Either they are a member of the Morrow Project (TMP), meaning that they were put in cryogenic suspension before the war; or they are a "topsider," a descendant of the tiny fraction of humanity that survived the apocalypse or some other kind of life form that has mutated into existence.
Additionally, each player may choose a background perk for their character at no point cost. This will enable them to purchase certain skills or abilities that are otherwise unavailable to most characters. A character may have multiple background perks, however each one after the first costs 5 points.
Each character will roll randomly for their starting gear. Each level of the Money perk will allow for more rolls on the Master Salvage tables. For TMP characters, this represents a small bit of the stuff they were issued or brought with them from before the war that has not decayed completely over time inside their compromised bunker. For Topsiders, this array of starting gear represents the items they have been able to scrape together over a lifetime of scrounging through the wasteland and trading. They may have had better stuff at one time, but maybe it broke down, or they had to trade it away for food, water and bullets. At any rate, what they roll on the table is what they currently have in their possession.
Character Origin
As stated above, there are two possible origins: TMP or Topsider. Your character was either born before the war when civilization still existed, or you have lived all your life in the wasteland. Each origin has its own incentives and penalties.
TMP Personnel
Ideally, the CoT would have liked to have the most rigid of standards for inclusion in the Project. Realistically, almost all volunteers had some shortcomings in at least one area or another, but many were allowed on board because of their status as "area experts" in one field or another that would prove useful to rebuilding a post-war society. Still, the applicants were screened to the best ability of the psychologists and medical staff of the day to weed out the physically infirm or mentally unstable.
The Project selected thousands of people for cryostasis to be awakened after the war. Personnel selected for this service will tend to be more capable than the common man and may, in some cases, be considered the "cream of the crop" when it comes to physical and mental aptitudes. Additionally, all TMP staff have undergone rigorous training prior to being placed in stasis, and will always have a number of skills that would be vital to completion of the project.
TMP characters will be built using the following template:
- Normal Characteristic Maxima
- STR, DEX, CON, INT, EGO, PRE--20
- OCV, DCV, OMCV, DMCV, PD, ED--8
- SPD--4
- REC--10
- END, STUN--50
- Running--20m
- Swimming--10m
- Leaping--10m
- Skill Maxima: 13-
- Skill Package (28 points)
- Climbing 11-
- Navigation (Land) 11-
- TMP Team Member: PS 11-
- Vocation Chosen by Player: PS 11-
- Stealth 11-
- Survival (Temperate/Subtropical, Mountain) 11-
- Tactics 11-
- TF: Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
- WF: Common Melee Weapons, Small Arms
- Weaponsmith (Firearms) 11-
- TMP Rejuvenation Serum
- Power: Regeneration--1 BODY/Day (4 Active Points)
- Penalties: Social skill rolls have a -1 penalty; No AK skills allowed
Topsider
When the war came, bombs and missiles delivered thousands of nuclear, chemical and biological weapons all across the planet. Few heavily populated areas escaped direct attack, and almost none were spared from the firestorms, fallout and the nuclear winter that followed. Quite possibly up to 95% of humanity perished in the initial attacks and the devastation that followed, and that doesn't even begin to account for the interference wrought by the evolutionary biocide feeding and breeding chaotically in the irradiated environment. Those that survived in the long run were a hardy bunch, and prepared for survival. They made what they needed out of the world around them. Sometimes, the world around them made them into what they needed to be...
Topsiders have lived their lives in the wastelands, and have managed to survive it all. They are a varied bunch, and come from many different backgrounds. Topsider characters will have fewer mandated expenditures, but a life lived in the barren, uncivilized wastes can take a toll on one's mental and physical acumen. Being exposed to the deleterious effects of radiation and lingering bioweapons has, at times, introduced useful mutations in the population, enabling survivors to deal with issues in ways that men and women of the past were simply incapable of imagining. In addition to genetically unaltered human survivors, Topsiders can be mutants with a wide array of mutant powers, human/animal hybridizations, mutant animals that have gained human levels of intelligence and sentience, or even Espers who have begun to unlock heretofore unknown powers of the human mind.
Topsider characters will be built using the following template:
- Reduced Characteristic Maxima
- STR, DEX, CON, INT, EGO, PRE--15*
- OCV, DCV, OMCV, DMCV, PD, ED--8
- SPD--4
- REC--10
- END, STUN--50
- Running--20m
- Swimming--10m
- Leaping--10m
- Skill Maxima: 13-
*Topsiders may select one of these 6 characteristics to have a Maximum of 20