Character Creation

Grey

Dialectical Hermeticist
You have 60XP to spend on Attributes.


Attributes start at 1.


2 costs 3XP


3 costs 6XP


4 costs 9XP.


Having an Attribute at 5 requires augmentation, as 5 represents a superhuman level of ability.


You have 60XP to spend on Skills.


Skills start at 0.


1 costs 2XP


2 costs 1XP


3 costs 2XP


At rank 4, choose a Focus. This is a specific area of expertise within the Skill - for example, Unarmed 3, Boxing 4 where Boxing is the Focus.


Rank 4 costs 3XP


Rank 5 costs 6XP


Rank 6, mastery, costs 9XP.


You may buy multiple Focuses - to continue the above example, Unarmed 3, Boxing 5, Jiu-jitsu 4 might be a viable if expensive purchase.


You start with three Advantages.


Familiarities are social advantages, giving you bonus dice when interacting with certain groups or in certain ways. Familiarity: Infiltrator might grant a bonus to Subterfuge when lying about your identity and Mingling when trying to blend in with a crowd of guards.


Knowledges are intellectual advantages, giving you a bonus dice on things like Investigation or Craft. Knowledge: CSI would provide a bonus to Investigation when dealing with a crime scene, for example.


Trainings represent physical training and practice. Training: Police Academy would provide bonuses to Ranged when shooting to wound, to Athletics in chasing suspects, and Unarmed for arresting, as an example.


Feel free to come up with your own, subject to my approval.


Template:


General Information


Name:


Background:


Appearance:


Attributes


Strength: 1


Dexterity: 1


Fitness: 1


Intellect: 1


Intuition: 1


Willpower: 1


Bearing: 1
Guile: 1


Composure: 1


Skills


Physical


Awareness:


Athletics: 


Defence:


Melee: 


Piloting:


Ranged: 


Stealth:


Unarmed: 


Mental


Academics:


Administration:


Applied Magical Theory:


Artisan:


Craft:


Investigation:


Interface:


Medicine:


Navigation:


Survival:


Social


Handling:


Empathy:


Language:
Mingling:


Perform:


Persuasion:
Subterfuge:


Advantages


Familiarity:


Knowledge:


Training:


Derived Stats


Offence: Melee = Dexterity + Melee Skill + any relevant Focus


Offence: Unarmed = Dexterity + Unarmed Skill + any relevant Focus


Offence: Ranged = Dexterity + Ranged Skill + any relevant Focus


Block: Dexterity + Defence Skill + relevant Focus 


Dodge: Dexterity + Defence Skill + relevant Focus 


Parry: Dexterity + Defence Skill + relevant Focus 


Speed: Fitness + Athletics Skill


Soak: The lower of Strength or Fitness


Combat Pool: Dexterity + Speed


Magic Resist : Willpower + any modifiers from equipment, spells or augmentations


Health & Wounds


Health:


Condition:


Weaponry


Inventory
 

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