Note: All new players are suggested
to read the entire character generation process before beginning.
Priority Points | Attributes | Skills | Advantages |
0 | 15 | 16 | 0 pts. |
1 | 18 | 20 | 1 pts. |
2 | 21 | 24 | 2 pts. |
3 | 24 | 28 | 3 pts. |
4 | 27 | 32 | 4 pts. |
5 | 30 | 36 | 5 pts. |
6 | 33 | 40 | 6 pts. |
7 | 36 | 44 | 7 pts. |
8 | 36 | 48 | 8 pts. |
Attributes are how strong, smart, and charismatic your character will be; skills represent practiced ability in a specific area, and advantages are special abilities which cannot be obtained any other way.
Build (BLD), which determines physical strength
Reflexes (REF), which determines speed and coordination
Intuition (INT), which determines intelligence, luck, and overall
mental prowess
Learn (LRN), which determines adaptability and ability to think
on your feet
Charisma (CHA), which determines friendliness and abilities
of persuasion or intimidation
It is important to note that, because Intuition is the most valuable attribute, it costs double. For every two attribute points allocated to Intuition (INT), Intuition is only raised by one. All other attributes will be at a level equal to the number of attribute points applied. Normally, no attribute may exceed 6, the only exception being the Exceptional Attribute advantage (see: Appendix B).
Additional Information:
(If you want, you can go straight to step #4 instead of reading the indented text)Attributes themselves are rarely used directly. Rather, attributes influence your characteristics: athletic, physical, mental, and social. These are calculated as follows:
Athletic = 18 - (BLD + REF)
Physical = 18 - (REF + INT)
Mental = 18 - (INT + LRN)
Social = 18 - (INT + CHA)Each skill is associated with a particular characteristic, and so whenever you use a skill, it is not the attributes that matter directly, but rather the characteristics. Characteristics are determined solely by attributes, and cannot be influenced in any other way.
Athletic | Physical | Mental | Social |
Climbing | Aim | Appraisal | Leadership |
Jumping | Escape Artist | Cryptography | Impersonation |
Lifting | Evasion | Disguise | Interrogation |
Pulling | Quickdraw | ELR | Negotiation |
Pushing | Running | Forgery | Persuasion |
Sprinting | Stealth | Navigation | Protocol |
Swimming | Perception* | ||
Throwing | Slingshot | ||
Sniping | |||
Special Interest* | |||
Tinker | |||
Tracking | |||
*Subskills: Each subskill must be bought as a separate skill. |
Each skill above can be clicked on for a description of that skill,
or see Appendix A at the bottom of this page.
Each skill must be purchased at level 1, at a cost of 1 skill point.
The level of the skill can then be raised one level at a time, at a cost
in skill points equal to the new level of the skill. For example, if you
wanted a skill at level 2, it would cost 1 skill point to purchase it at
level 1, and then two more skill points to raise it to level 2,
for a total cost of 3 skill points. Cumulative cost in skill points of
buying skills at various levels is shown in the table below.
Level | Cumulative Cost |
1 | 1 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 15 |
Important skills to get include Aim and Evasion, which are the basic combat skills and anyone not buying them will be at an incredible disadvantage in combat.
Additional Information:
(If you want, you can go straight to step #5 instead of reading the indented text)It is possible to calculate the basic chances of using a skill successfully. Normally, when you use a skill, the gamemaster will roll a 12-sided die to determine success or failure. For success, the roll must be at least a certain number. The base number necessary for success is equal to the characteristic minus the skill level. This number will also be modified by the gamemaster (without notice) depending on how easy or difficult the task is.
There are several other factors which can affect the chances of success or failure, but it is unnecessary for you to know about these.
For a list of all advantages and their costs, see Appendix B. You can purchase advantages using the advantage points you received in step #2 when allocating priority points (number of advantage points equals the number of priority points spent on advantages).
Climbing is the ability to climb. Modifiers will depend on what is being climbed and what equipment is available to the player.
Jumping represents the ability to jump high, far, and accurately.
Lifting is sheer lifting ability.
Pulling is sheer pulling ability.
Pushing is sheer pushing ability.
Sprinting is the ability to run really fast.
Swimming is the ability to swim quickly and hold your breath for a prolonged period of time.
Throwingis the ability to throw objects (such as water balloons) with range and accuracy.
Physical Skills
Aim is the ability to aim quickly with a water gun (or balloon) and hit your target.
Escape Artist represents the ability to slip out of ropes or chains, pick locks, etc.
Evasion is the ability to dodge another's attack.
Quickdraw is the ability to pick up, draw, and/or raise your weapon quickly.
Running is the ability to run for a prolonged period, or on rough ground.
Stealth is the ability to move quietly and without being seen.
Mental Skills
Appraisal is the ability to evaluate the value of something, and how well it is likly to operate.
Cryptography is the ability to create and break codes. You make a roll against this skill to create a code, and your margin of success is used as a modifier for anyone who tried to read a coded message without a key. Computers can be used to greatly improve the speed and success of an attempt to break a code.
Disguise is the ability to alter your appearance. To alter your appearance to look like someone else, it helps to have observed that person before, the longer the better.
ELR, or Extended Long-Range is the ability to aim accurately when firing beyond the normal range of your weapon (for example, firing down from a cliff or with a tweaked weapon (to tweak a weapon required the Tinker skill)).
Forgery is the ability to duplicate another's handwriting or seal.
Navigation is the ability to find your way through unfamiliar terrain.
Perception/Sight is the ability to see things others would normally overlook.Slingshot is the ability to accurately use a water balloon slingshot, either a handheld one or one of those huge ones involving bungee cords. Note that throwing a water balloon without a slingshot requires the Throwing skill, and your control over the power of the slingshot uses the Pulling skill.Perception/Hearing is the ability to hear faint noises, or ones bordering on the subsonic or supersonic ranges.
Perception/Touch is the ability to notice qualities about an object others would normally not notice, such as a small irregularity in texture.
Perception/Smell is the ability to notice subtle smells or traces in smells which others would normall not.
Perception/Taste is the ability to notice an odd but subtle quality in a taste. For instance, this skill could be used to help determine that a drink was drugged.
Sniping is the ability to hit precisely a small target on the first try, but only when you have a long time to aim.
Special Interest each subskill represents a skill or knowledge not covered by another skill. Almost any subskill is acceptable, so long as it does not overlap with an existing skill (ie a cryptographer has the "cryptography" skill, not "special interest: codes")
Tinker is the ability to tweak weapons or other equipment to alter their normal behavior; for instance, creating a riotblast.
Tracking is the ability to follow the trail of someone or something without visual contact to what you're trying to follow.
Socail Skills
Leadership is the ability to get people listen to your commands.
Impersonation is the ability to change your voice and/or behavior to mimic that of someone else.
Interrogation is the ability to get prisoners to reveal information. Any brute can get them to talk, but you need this skill to tell whether they're telling the truth.
Negotiation is the ability to bargain with someone else.
Persuasion is the ability to get someone to buy into your ideas.
Protocol is knowledge of the command structure
and rules established in your "army".
Cost: 1Exceptional Attribute
This represents the ability to use each hand equally well. Normally, using something in the wrong hand penalizes you. All characters are assumed to be right-handed, although becoming left-handed at the time of construction can be done for free.
Cost: 2Sixth Sense
Purchasing this advantage allows you to increase one of your attributes one point higher than normal (to seven). Note that this does not raise the attribute to this level, it only allows you to do it by normal means.
This advantage can be purchased multiple times, for the same or different attributes. Each purchase raises the maximum value of the attribute chosen by one.
Cost: 3Natural Aptitude
A person with this advantage has an uncanny knack to sense when danger is near. The gamemaster will notify you when this occurs.
Cost: 2-3Rank
This represents having an uncanny knack for a certain skill. When using this skill, chances of success are significantly increased.
Costs 2 for non-combat skills and 3 for combat skills (Aim, Evasion, Sniping, & Quickdraw).
Cost: 1-3
The character who has this advantage has been serving long enough to have acquired a rank. This advantage costs one point for the rank of sergeant, two points for lieutenant, or three points for commander. Although higher ranks exist, it is not possible to start the game with any of these titles. Specific name of rank will vary upon your alignment.