Character Creation


  • Knight Fauxrunner Scyther

    [b]Steps 1-4[/b] Character Background (character generation worksheet on pg 267)
    1. Choose character name, gender, & nationality.
    2. Assess language skills based on nationality.
    a. Native language is at skill level 10
    b. Foreign characters may have 2nd native language (pgs 47 & 261)
    [b]Step 5[/b] Base Character Attributes (pg 16)
    1. Roll for attributes; 2d6-2 down the line.
    a. Re-roll any value of 0.
    b If total of attributes are below 30, raise stats to equal 30 (no one score can be raise more than 2 points)
    c. The values are STRENGTH, AGILITY, CONSTITUTION, INTELLIGENCE, EDUCATION, & CHARISMA.
    [b]Step 6[/b] Choose 4 skills from the [i]Background Skills List[/i] (pg 19), all at level 2.
    [b]Step 7[/b] Character Career Path (pgs 30-44)
    1a. Choose career path; Education
    a. Undergraduate University (EDU 5+)
    b. National Military Academy (EDU 6+)
    c. Graduate University (Undergrad, EDU 7+, INT 7+)
    d. Law School (Undergrad, EDU 5+, INT 5+)
    e. Medical School (Undergrad, Biology 3+, Chemisty 2+)
    f. Technical School (no prerequisites)
    1b. Choose career path; Civilian
    a. Attorney (Law School; PROMO 7+, +1 if EDU 7+)
    b. Civil Engineer (Masters Degree, Construction 3+; PROMO 7+, +1 if EDU 6+)
    c. Commercial Pilot (Tech School, Pilot 3+; PROMO 6+, +1 if AGL 6+)
    d. Computer Programmer (Tech School/Undergrad, Computer 2+; PROMO 7+, +1 if INT 7+)
    e. Construction Worker (STR 4+; PROMO 7+, +1 if CON 7+)
    f. Criminal (AGI 5+; PROMO 7+, +1 if INT 7+) [u]may lead to criminal/prison[/u]
    g. Entertainer (CHR 8+; PROMO 6+, +1 if INT 7+)
    h. Factory Worker (no prereq; PROMO 7+, +1 if CON 6+)
    i. Farmer (no prereq; PROMO 7+, +1 if CON 6+)
    j. Federal Law Enforcement (Law School/Grad; PROMO 7+, +1 if INT 7+)
    k. Government Agent (Undergrad, no prison, INT 6+, CHR 6+; PROMO 7+, +1 if INT 7+)
    l. Idle Rich (CHR 8+; PROMO 7+, +1 if INT 7+)
    m. Journalist (Undergrad OR CHR 7+; PROMO 6+, +1 if EDU 7+)
    n. Manager (Undergrad; PROMO 7+, +1 if EDU 6+)
    o. Mechanic (no prereq; PROMO 7+, +1 if CHR 6+)
    p. Medical Doctor (Med School; PROMO 6+, +1 if DM 7+)
    q. Registered Nurse (EDU 5+; PROMO 6+, +1 if EDU 7+)
    r. Paramedic (Tech School, Medical 2+; PROMO 6+, + if EDU 7+)
    s. Politician (CHR 8+; PROMO 6+, +1 if CHR 7+)
    t. Criminal (forced entry)
    u. Private Investigator (INT 5+, CHR 5+; PROMO 6+, +1 if CON 7+)
    v. Professor (Grad School w/ PHD; PROMO 7+, +1 if EDU 7+)
    w. State/Local Law Enforcement (no prison; PROMO 6+, +1 if CON 7+)
    x. Truck Driver (AGI 4+; PROMO 6+, +1 if CON +7)
    1c. Choose career path; Military - ARMY (no prerequisite, INT and EDU 7+ may enter OCS)
    a. Armor Enlisted (no prerequisite; PROMO 6+, +1 if INT 7+)
    b. Armor Officer (OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    c. Artillery Enlisted (STR 5+; PROMO 6+, + if INT 7+)
    d. Artillery Officer (INT 5+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    e. Aviation Enlisted Mechanic (no prereq; PROMO 6+, +1 if INT 7+)
    f. Aviation Officer Pilot (AGI 6+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    g. Engineer Enlisted (no prereq; PROMO 6+, +1 if INT 7+)
    h. Engineer Officer (Construction 2+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    i. Infantry Enlisted Airborne (CON+STR+AGI=15+; PROMO 6+, +1 if INT 7+)
    j. Infantry Officer Airborne (CON+STR+AGI=14+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    k. Infantry Enlisted (no prereq; PROMO 6+, +1 if INT 7+)
    l. Infantry Officer (OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+)
    m. Infantry Enlisted Mountain (STR+AGI=10+; PROMO 6+, +1 i INT 7+)
    n. Infantry Officer Mountain (OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    o. Infantry Enlisted Ranger (CON+STR+AGI=17+; PROMO 6+, +1 if INT 7+)
    p. Infantry Officer Ranger (CON+ATR+AGI=16+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    q. Medical Enlisted Medic (EDU 6+; PROMO 6+, +1 if INT 7+)
    r. Medical Officer Nurse (Undergrad, Medical 3+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    s. Medical Officer Doctor (Med School, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    t. MI Enlisted (no prereq; PROMO 6+, +1 if INT 7+)
    u. MI Officer (INT 7+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    v. Special Forces Enlisted (STR+CON+AGI=18+, Language 2+; PROMO 6+, +1 if INT 7+)
    w. Special Forces OFficer (STR+CON+AGI=18+, Language 2+, OCS/Military Acad/Commision; PROMO 7+, +1 if INT 7+ or Military Acad)
    x. Support Enlisted (no prereq; PROMO 6+, +1 if INT 7+)
    y. Support Officer (OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    1d. Choose career path; Military - USMC (STR+AGI+CON=15+, INT and EDU 7+ may enter OCS)
    a. All ARMY careers available, minus RANGER, AIRBORNE, & SPECIAL FORCES
    b. Force Recon Enlisted (STR+AGI+CON 17+; PROMO 6+, +1 if INT 7+)
    c. Force Recon Officer (STR+AGI+CON=17+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    d. Sniper Enlisted (STR+AGI+CON=19+; PROMO 6+, +1 if INT 7+)
    1e. Choose career path; Military - NAVY (no prerequisite, INT and EDU 7+ may enter OCS)
    a. Enlisted Seaman (no prereq; PROMO 6+, +1 if INT 7+)
    b. Naval Officer (OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    c. Naval Officer - Aviator (AGI 8+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    d. SEAL Enlisted (STR+AGI+CON=15+; PROMO 6+, +1 if INT 7+)
    e. SEAL Officer (STR+AGI+CON=15+, OCS/Military Acad/Commision; PROMO 7+, +1 if INT 7+ or Military Acad)
    1f. Choose career path; Military - USAF (no prerequisite, INT and EDU 7+ may enter OCS)
    a. Airmen Enlisted (no prereq; PROMO 6+, +1 if INT 7+)
    b. Pilot Officer (AGI 6+, OCS/Military Acad/Commision; PROMO 6+, +1 if INT 7+ or Military Acad)
    [b]Step 8[/b] Character Experience/Skills
    1. Add skills gained from CAREER choice
    a. Assess basic training skills
    b. Choose career skills based on term number (table & information on pg 30)
    c. Roll for Promotion (ranks on pg 46, if promoted, +1 skill for that term).
    i. Enlisted privates who fail promotion receive rank of Specialist/Lance Corporal/etc.
    ii. Enlisted who promote to NCO may take the NCO skills in lieu of extra skill (pg 30).
    d. If character switched arms of service, +2 to promotion die roll.
    2. Add secondary activity skill for the term (choose 1, pg 20).
    3. Check for WAR
    a. Roll 1d10, if roll is equal to or less than current term, war breaks out.
    b. Complete 1 final wartime career path.
    c. Character recieves automatic promotion during wartime military career.
    d. Military recieves x2 normal number of skills allowed but receive no secondary activity skill.
    e. Civilians are drafted, receive military skills and secondary activity.
    f. Government Agents are exempt from draft, but may volunteer.
    4. If no WAR, determine if character is entering the Reserves (pg 20).
    5. Continue steps 1-4 until WAR or player decides to muster out.
    [b]Step 9[/b] Intiative (pg 194)
    a. Military = 1d6
    b. Reservist = 1d6+2
    c. Draftee = 1d6+2
    d. Rangers, Airborne, Spec Forces, Force Recon, Snipers, & equivalents +1
    e. Support, USAF enlisted, Aviation enlisted, & MI enlisted -1
    [b]Steps 10-17[/b] Derived Characteristics
    10. RADS/radiation
    a. Military = initiative *2 d6
    b. Civilian = 1d6 * 1d10
    11. Age
    a. 17 + (terms 4)
    b. determine effects of aging (pg 24)
    12. Hit Capacity
    a. Head = CON
    2
    b. Chest = (STR+CON)*3
    c. Arms, Legs, Abdomen = (STR+CON)*2
    13. Weight (kilograms)
    a. Men = (STR-AGI)*4+80
    b. Women = (STR-AGI)*4+65
    14. Load/Encumberance
    a. normal load = (STR+CON)*3
    b. burdened = normal load 2
    c. hard work = burdened 4
    15. Throw Range (1kg)
    a. STR
    4
    16. Unarmed Damage
    a. Unarmed Martial Art skill STR, divided by 10 (round down)
    17. Equipment Allowance
    a. Civilian & Enlisted = 5000
    terms
    b. Officers = 10,000
    terms

    [b]Step 18[/b] PARTY Equipment
    1. Refer to Twilight:2013 (pg 210-213)
    2. Determine pool of dice for each character
    a. Military = 1d6 (per term)
    b. Civilian = 1d6
    c. Goverment Agent = 1d6 per term (up to 2d6)
    3. Determine how to split dice pool (individual vs. party)
    4. Equipment to roll for (max dice pool allowed)
    a. Animals (1d6) - roll 1d20 for level of training
    b. Food (1d6 for qty) - roll 1d100 for sub-type
    c. Fuel (3d6) - roll 1d100 for sub-type
    d. Tools & Base Equipment (3d6)
    e. Ammunition - Civilian (1d6 for qty) - roll 1d100 for sub-type (100 rnds each)
    f. [i]Ammunition - Military (1d6 for qty)[/i] - roll 1d100 for sub-type (100 rnds each)
    g. [i]Support Weapons (2d6)
    [/i]
    h. Vehicles - Civilian (2d6) - full fuel, wear value of 1d3
    i. [i]Vehicles - Military (3d6)*[/i] - full fuel & ammo, wear value of 1d3+3, 1d20 for weapon (with mount)
    *only dice from characters that meet the criteria may be alloted here


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