3: Background Generation tables.   Posted by Character Creation.Group: 0
Character Creation
Wed 17 Oct 2012
at 06:00
3: Background Generation tables
Throughout character creation, you will proceed on a journey to define and improve your character. If you have a definite hard idea of what you want to play, talk to the GM and see what can be worked out. Everyone must do the post age 16 life events, plus determine when you enlisted, and if you had any years of duty since.

Step 1: Determine Racial Ethnicity:
North America was a blended continent full of people from all over the world. Those who survived may have lost something of their culture, but such things tend to survive. In any case while most people area blend of many ethnicities, some show traits of one or more predominately. This table helps determine this if you don’t have a clear idea. Roll 1d100 and consult the table below.

    01-05% Japanese/Korean
    06-10% Pacific Islander
    11-20% Polish, Slovak, Russian, Czech, Serbian, Croatian
    21-30% Chinese/Southeast Asian
    26-40% Black
    41-55% Anglo
    56-70% Hispanic
    71-75% South European (Greek, Italian, Spanish, Portuguese)
    76-80% North European (Danish, Dutch, Norwegian, Swedish, Finnish)
    81-85% Central European (French, German, Austrian, etc)
    86-90% Turkish, Kurdish, Arabic
    91-95% Indian, Pakastani
    95-00% Roll twice, combine.

If 96-00% is rolled again, roll three times and combine. Ignore any further rolls of 96-00%



Step 2: Determine Background Origin and Social Status.
Roll 1d100 or choose where you are from.



Parents
Some origins specifically mention what happens to your parents. Some do not. Those that do not, you may optionally roll on or choose a result from the following table.
    01-70% Both Parents are living.
    71-00% Something has happened to one or both parents
      01-10% Your parent(s) died in warfare.
      11-20% Your parent(s) died in an accident.
      21-30% Your parent(s) were murdered.
      31-40% Your parent(s) have amnesia and don’t remember you.
      41-50% You never knew your parent(s).
      51-60% Your parent(s) are in hiding to protect you.
      61-70% You were left with relatives for safekeeping.
      71-80% You grew up on the street and never had parents.
      81-90% Your parent(s) gave you up for adoption.
      91-00% Your parent(s) sold you for money.

Siblings
These tables do not preclude the option of having siblings. Note that having siblings does not necessarily make them your biological siblings. You may have up to 6 brothers/sisters.
Roll 1d10. 1-6 is the number of siblings you have. 7-10 means you are an only child.
If your background includes time in an orphanage, simply ignore the only child result, and (optionally) add 5 to the roll. This represents the children that have made an impact (for good or ill) on your early life.
For each sibling, roll 1d100. On an even result, the sibling is male, on an odd result the sibling is female.
Roll age, relative to yourself.
    01-50% Older
    51-95% Younger
    96-00% Twin

For each sibling, roll 1d100 (or chose) to determine their feelings for you:
    01-20% Sibling dislikes you.
    21-40% Sibling likes you.
    41-60% Sibling is neutral.
    61-80% Sibling hero-worships you.
    81-00% Sibling hates you!

<a href=link to a message in this game to Motivations, Personality and Description</a>

<a href=link to a message in this game to Character Creation</a>
If you are from a city, you gain your choice of one of the following skills: Pilot Automobile (+10%), Pilot Hovervehicle (Ground; +15%), Pilot Motorcycle (+5%), or Pilot Hover Cycles (+5%). You also get one Domestic skill of choice.

If you are from the Wilderness or a Farm, you get your choice of two of the following skills: Pilot Automobile (+10%), Pilot Truck (+5%), any cowboy or wilderness skill, or any physical skill that can be chosen as a secondary skill, except Hand to Hand: Basic.

This message was last edited by the GM at 07:54, Sun 12 June 2016.

MikelAmroni
 GM, 23 posts
Mon 22 Oct 2012
at 19:58
3B: Motivations, Personality and Description
This set of tables is optionally for the player characters, and required for the non-player characters obtained as friends, enemies, and contacts via the life path tables (especially Friends and Enemies

Motivations: Use the following tables to help round out your character's personality. These are tools only - do not feel obligated to playing a personality you do not want to. You may also either choose to roll on the description tables, or you may simply choose. Also roll on (or choose to fail the roll on) the Determining Psionics table.

Disposition (Choose or Roll 1d100)
    01-10% Mean, suspicious, vengeful.
    11-15% Shy, timid, tends to be a loner.
    16-20% Gung-ho, guts and glory type who sees himself as a hero. Likes combat.
    21-25% Worry wart, nervous and cautious.
    26-37% Hot-head, quick-tempered, emotional, but basically nice.
    38-45% Schemer; gambler who likes to take chances.
    46-50% Blabber-mouth, nice guy, but too talkative.
    51-56% Wild man, cocky, overconfident, takes unnecessary risks.
    57-66% Nice guy, friendly, courteous and hospitable.
    67-76% Snob, arrogant, feels superior to others.
    77-84% Tough guy, self-reliant, cocky, a lone wolf.
    85-89% Paternal, overbearing, overprotective of others, especially
    young characters.
    90-94% Complainer, constantly aggravated about something.
    95-00% Paranoid, trusts no one.


Sentiments toward Non-Humans (Choose or Roll 1d100)
    01-10% Hates and distrusts all non-humans!
    11-30% Hates all demons and supernatural creatures (including dragons) and does not like nor trust D-Bees, mutants, psychics, and aliens/monsters.
    31-50% Hates demons, but will give all other non-humans the benefit of the doubt. Still, tends to be wary and suspicious of non-humans.
    51-70% Hates demons, but believes that all races can live and work in harmony together. Treats humans and non-humans equally, but is a bit suspicious of creatures who are supernatural or whose appearance is extremely inhuman.
    71-85% Is wary of demons, but has had mostly good experiences with non-humans and treats them as equals, without doubt or suspicion. (rare in the CS)
    86-95% Prefers the company of humans over non-humans, but generally sees the best in everyone except demons and monsters.
    96-00% Suspicious of everybody, humans and non-humans alike! Tends to be a bit paranoid, because "in these times you never really know who's human and who's not. Even the humans can have unusual powers these days. I mean, is a Juicer or Crazy truly human?"



Physical Description:
Note: Average Weight: 150 to 180lbs (male); 110 to 1401bs (female)

Weight
    01-10% Skinny (Subtract 1d3x10% from average weight)
    11-30% Thin (Subtract 1d4x5% from average weight)
    31-55% Average (give or take 10%)
    56-74% Husky (Add 1d4x5% to average weight)
    75-89% Potbelly (Add 1d3x10% to average weight)
    90-00% Obese (Add 3d4x10% to average weight)

Note: Average Height: 6ft, male; 5ft 6in, female

Height
    01-30% Short (-2d6% to height)
    31-70% Average (plus or minus 1d2"
    71-00% Tall (+2d6% to height)

Go back to Character Creation and continue to Step 4: Life Events link to a message in this game

This message was last edited by the GM at 04:16, Tue 23 Oct 2012.

MikelAmroni
 GM, 24 posts
Mon 22 Oct 2012
at 20:29
4: Big Problems, Big Rewards
Big Problems, Big Rewards
1          Roll on Big Problems twice
2-10     Roll on Big Problems Once
11-18   Roll on Big Rewards Once
19        Roll on both Big Problems and Big Rewards Once
20        Roll on Big Rewards Twice

Big Problems
01-15:
Hunted by a Corporation or Group: A group has declared you one of their enemies. This group could be a major corporation, mercenary group, pirate band, black market organization, or some other non-governmental power with both economic and military assets at their disposal. They have hunted you, and either you have eluded them, or managed to deal with the problem in a more permanent manner. Roll 1d20: A roll of 15 or more results in a permanent resolution (Roll 1d20: 1-10 – Negative Resolution; 11-20 – Positive Resolution). Any other roll results in a situation which has not been resolved. Work out the details of this enemy with the GM. You are still hunted by them, and will have to deal with the repercussions of this at some point (Add 400 XP; Add an additional 200 XP if the situation is successfully dealt with).

16-30:
Debt: You gain significant debt to a crime lord. While you pay off your monetary debt, he will also demand services from you. These are equivalent to minor favors. (Add 500 XP)

31-45:
Imprisonment: You are imprisoned for 1d6 x 6 months for one charge or another. Add this to your age. If nothing else you are taught patience and how to avoid Bubba in the big house. (Add 100 XP for every six months) It's not all bad though. You may choose any one communication, electrical, mechanical, physical, or technical skill you meet the prerequisites for. Prison shop is a great place to learn something new.

46-55:
Addiction: You are addicted to a drug, medicine, or alcohol. You must work with the GM to determine what. Roll a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you succeed, then you are a recovering addict. If not, then you may try and make a save again each subsequent year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (Add 500 XP; Add 100 XP if you manage to kick the habit.)

55-65:
Hunted by the Law: For whatever reason the legal authority of the CS.
Roll 1d100
01-35% -    You are on the run (add 500 XP, but the next Big Problem! result you have will be Imprisonment – do not roll.)
36-90% -    You are captured and given the choice of joining the military or going to jail (Use the Imprisonment Result) (add 500 XP if you join the military)
91-00% -    You are captured (Use the Imprisonment result).

66-75:
Accident: You have a horrible accident. Roll on the following table, to determine the effects. Not that several of the rolls can result in either positive or negative results. This is not a fluke, but a design feature. Roll 1d20.
1-3:        Several tendons are permanently damaged. You have lost mobility. -1d4 P.P. and -1d6 Spd.
4-8:        You spend six months relearning how to walk (+1d4-2 P.S., but -1/2 from your speed, to a minimum of 6)
9-14:       You are horribly scarred, though you recover from the other injuries fairly well (Add 1d8-5 to PB (note that this can be a negative number), to a minimum of 6; Also add 1d6-3 to M.A.; Not all scars are disfiguring.)
While you recover from your injuries pretty well, you get addicted to either pain killers, street drugs (as you self medicate), or alcohol. You must work with the GM to determine what. Roll a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you succeed, then you are a recovering addict. If not, then you may try and make a save again each subsequent year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (Add 500 XP; Add 100 XP if you manage to kick the habit.)
15-20:      While you are pretty hurt, there are no lasting effects. You dodged the bullet as it were. During your recovery you picked up a hobby. Pick a Secondary skill as a background skill. It must be a hobby of some sort - make sure that explanation fits in your background.

85-95:
Mental Breakdown: You develop a serious mental problem. Roll on the random insanity table located in the Rifts Main Book. You may make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance. If you succeed, then counseling and psychiatric care has put the insanity into remission. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (400 XP for getting the insanity, add 100 XP if you manage to overcome the issue.)

96-100:
False Accusation: You were accused of a crime or action that you did not commit. Roll 1d20. If you roll a 12 or more, you have successfully dealt with this accusation, but the memory of it haunts you, and colors the perceptions of those who have just met you. If you roll less than a 12, you are still under suspicion for the crime or action, but no specific charges or punishment has been assigned to you. If you roll a 1, then you will do time for the charge, as per the Imprisonment entry (including gaining extra XP for that time spent in jail). (Add 300 XP; add an extra 300 XP if you managed to deal with the accusation.)

Go back to Character Creation and continue to Step 4: Life Events link to a message in this game



Big Rewards:
01-10:
Financial Windfall: A financial windfall results in the erasure of your debts, and you manage to lose some of your enemies. By bribe, negotiation, and simply hiring some to take of them, you convince those who you wed money that patience is a virtue. You may erase 1d3 enemies, hunted, or other negative trait (GM Approval REQUIRED!) If you have no enemies, hunted, or other negative traits available to them, then you “purchase” an increase in rank, as long as you do not exceed two above original rank of the soldier. You may also use it to install any cybernetic implant, except for illegal weapon implants.

11-25:
You are a survivor!: Adversity challenged you, and you succeeded. You gain an extra 600 XP extra this year due to your cunning and sometimes stubborn ability to survive.

26-35:
You find a Mentor: You hooked up with someone willing to show you the ropes. You managed to learn a valuable life skill. You may choose one Cowboy, Domestic, Pilot (Civilian only), Rogue, or Wilderness Skill.

36-50:
On the Job Technical Training: You managed to learn something useful. You gain a Communication, Electrical, Mechanical, Medical, Science or Technical skill of choice. This skill must be from the following list, or be one you can choose as a secondary skill.
Electrical Engineer, Electricity Generation, Mechanical Engineer, Aircraft Mechanics, Locksmith, Mechanical Engineer, Vehicle Armorer, Weapon Systems, Brewing: Medicinal, Holistic Medicine, Paramedic, Veterinary Science, and any Science skill (except Artificial Intelligence; prerequisites apply).

51-65:
Someone powerful owes you a favor: It could be a family friend, a high ranked officer, or a government official you did a solid for. While you can get away with minor requests without cashing in your favor, you also have one major favor you can call in – access to a high security base over your clearance, the itinerary of a major foreign dignitary, etc. Using this favor cleans the slate between you, and they will not do anything more for you afterwards.

66-75:
A mercenary, city rat or wilderness scout becomes a friend for life: Having a friend who travels a lot has its advantages. Information and minor favors are easy to obtain. But all friendships have give and take.

76-85:
You make a friend in the ISS, or base military police force: You can usually get out of being put in lockup if you are drunk and disorderly, though you will still face reprimand from your company commander.

85-95:
Sometimes you learn something in the field:  While trying to survive in day to day life of Rifts Earth, you managed to expand your knowledge of combat and maneuvering.
Choose a physical skill or weapon proficiency from the secondary skill list.

96-100:
City Rat Gang or Pirate Group likes you: You can call in a minor favor from them if you contact them. But be careful, they will have requests from you from time to time. Further you may obtain weapons and equipment from the Black Market – usually a 10-25% off. (Add 400 XP)

Go back to Character Creation and continue to Step 4: Life Events link to a message in this game

This message was last edited by the GM at 04:10, Tue 23 Oct 2012.

MikelAmroni
 GM, 25 posts
Mon 22 Oct 2012
at 20:44
4: Friends and Enemies
FRIENDS & ENEMIES
Life on Rifts Earth means you don't do things halfway. Your friends are tight, and your enemies ruthless. If you're here, it's because your social life took a major turn (for the worse?) this year. Roll 1D20.
1-10     You made a friend. (Add 1000 XP)
11-20   You made an enemy. (Add 600 XP)

MAKE A FRIEND
You lucked out and made a new friend. This person will go to bat for you, and in general do anything to help you out they can, up to and including getting in semi-serious trouble (they might not kill for you, but they would definately help move the body, and help you frame some D-Bee). Beware - good friends will do minor favors for you without limit, but they will expect them in return. Major favors can strain the relationship, however, so be careful. For each new friend, choose or roll sex on 1D20:
EVEN=Male
ODD=Female
Roll your relationship to this friend (1d20):
1-2       Ex enemy (instead of rolling on the following tables, use the other result)
3-4       Ex lover
5-6       Relative
7-8       Met through a common interest.
9-10     Person working for you or a subordinate
11-12   Person you work for or commanding officer
13-14   A Soldier
15-16   City Rat or Pirate
17-18   Corporate Bigwig
19-20   Government Official or Black Marketeer
Go to How good a friend are they?

How good a friend are they?
A friendship is measured by how close you are to each other, and what you will do for each other. Remember, these results apply to you AND your friend. And everyone once in a while, they will ask for a favor. If you back out, it will cost you (they automatically become an enemy, at least until you can figure out a way to reconcile)
Roll 1d100 to see how close you are, and what you will do for each other.
01-25   Associates: While friends might be a bit too generous, you are definately willing to help each other out - as long as its convinient and doesn't cause any trouble for the other.
26-50   Pals: While you might balk at helping them move, you'd probably do anything up to that. You'd even deal with some minor inconvinience as long as it was for a short time. You enjoy each other's company, and that counts for a lot. You'd trust them with a minor secret, but nothing worth getting in real trouble over.
51-75   Buddies: You met in the middle some bonding experience (a battle, a disaster, some tragedy, etc), and now you'll do what it takes to help each other out. You'd help them move, but not bodies. You'd probably lie to protect them, as long as it wasn't any serious punishment invovled. And you'd definately give them money or support if they needed it, whether they asked for it or not. (+100 XP)
76-98   Brothers (or Sisters) for life: You consider them as close, or possibly closer than family. You'd protect them, aid them, and if they were in trouble, you'd harbor them until they could run. You'd risk harm or serious trouble for them, but probably not your life. Still, these are the kinds of friends you dream of having. People who will do anything (including move bodies), not because you asked, but because you need it and they recognized that need. (+200 XP)
99-00   'Til death do us part: Whether it's a former lover you still are in love with, but have let go of, a battle brother who has saved your life, a CO who all but raised you, or your dead best friend's wife, who you considered a sister, you (and they) full intend on doing whatever it takes to make sure the other stays good. You will not only move bodies, you will tell them to stay home, and do the job yourself. These are once in a lifetime friendships - don't screw it up. (+300 XP)

Optional: If your friend is either a Brother/Sister for life or better, then you can downgrade your frienship to Buddies in exchange for their help with a promotion. If your final rank is E2 or E3, you can get a promotion to E-4. If your final rank is E-4 through E-6, then you can get a promotion of +1 rank, to a maximum of E-7, or you can get a commision as a Warrant Officer. You can use this option up to twice, though your rank cannot go over E-7 without special permission from the GM, and you will be expected to act like an NCO. You still retain the XP bonus of the higher friend loyalty.

WHAT CAN THEY DO FOR YOU?
What kind of forces can your friend put on the table to help you? (roll 1d100):
01-45   Just themselves
46-65   Themselves and a few friends (+200 XP)
66-75   An entire Gang (+400 XP)
77-90   A small Corp or small mercenary company (or equivalent) (+500 XP)
91-97   A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
98-00   You've really hit the big time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)

Who is this person? Move over to Physical Description and Motivations
and make a few rolls to find out what your friend is like.

When done, go back to Character Creation and continue to Step 4: Life Events link to a message in this game



MAKE AN ENEMY
You've gotten in someone's face. Enemies are a way of life in Rifts, so don't skip this step. For each enemy, choose or roll sex on 1D20.
EVEN=Male
ODD=Female
Go To WHO ARE THEY?

WHO ARE THEY?
This enemy is (choose or roll 1d20):
1-3       Ex friend
4-5       Ex lover
5-6       Relative
7-8       Childhood enemy
9-10     Person working for you or a subordinate
11-12   Person you work for or commanding officer
13-14   A Soldier
15-16   City Rat or Pirate
17-18   Corporate Bigwig
19-20   Government Official or Black Marketeer
Go to THE CAUSE

THE CAUSE
This enmity started when one of you (choose or roll one):
1-2       Caused the other to lose face or status
3-4       Caused the loss of a lover, friend or relative
5-6       Caused a major humiliation
7-8       Accused the other of cowardice or some other personal flaw
9-10     Caused a physical disability: (Roll 1D6. 1-2=lose eye. 3-4=lose arm. 5-6=badly scarred)
11-12   Deserted or betrayed the other
13-14   Turned down other's offer of job or romantic involvement
15-16   You just didn't like each other
17-18   Was a romantic rival
19-20   Foiled a plan of the other's
Go to WHO'S FRACKED OFF?

WHO'S FRACKED OFF? (Choose or roll 1d20):
1-8       They hate you
9-14     You hate them
15-20   The feeling's mutual
Go to WHATCHA GONNA...

WHATCHA' GONNA DO ABOUT IT?
If the two of you met face to face, the injured party would most likely (Choose or roll one):

1-2       Go into a murderous, killing rage and rip his face off!
3-5       Avoid the scum
6-10     Backstab him indirectly
11-15   Ignore the scum
16-20   Rip into him verbally
Go to WHAT CAN THEY THROW...

WHAT CAN THEY THROW AGAINST YOU?
What kind of forces can your enemy put on the table to stop you? (roll 1d100):
01-45   Just themselves
46-65   Themselves and a few friends (+200 XP)
66-75   An entire Gang (+400 XP)
77-90   A small Corp or small mercenary company (or equivalent) (+500 XP)
91-97   A large Corp or Good sized mercenary company (or equivalent) (+600 XP)
98-00   You've really screwed up this time, an army, a mercenary company, a major pirate gang, a major black market network - these guys have major pull! (+1000 XP - you're going to need it)

Who is this person? Move over to Physical Description and Motivations
and make a few rolls to find out what your Enemy is like.

When done, go back to Character Creation and continue to Step 4: Life Events link to a message in this game

This message was last edited by the GM at 03:19, Tue 23 Oct 2012.

MikelAmroni
 GM, 26 posts
Mon 22 Oct 2012
at 20:45
4: Romantic Life
Romantic Life
There's more to life than just combat and bad breaks. Romance is also part of living. If you're here, you had some romantic action as your major event this year. Start by finding out HOW IT WORKED OUT, below:

HOW IT WORKED OUT
Roll one, then go to that section:
1-8       Happy love affair (Go back to Character Creation and continue to Step 4: Life Events link to a message in this game and add 800 XP)
9-10     Tragic love affair
11-14   Love Affair with problems
15-17   Fast Affairs and Hot Dates (Go back to Character Creation and continue to Step 4: Life Events link to a message in this game and add 800 XP)
18-20   Life got COMPLICATED



TRAGIC LOVE AFFAIR
Roll 1d20:
1-2       Lover died in accident (Add 800 XP)
3-4       Lover mysteriously vanished (Add 700 XP)
5-6       It didn't work out (Add 800 XP)
7-8       A personal goal or vendetta came between you (Add 800 XP)
9-10     Lover kidnapped (Add 800 XP)
11-12   Lover went insane (Add 900 XP)
13-14   Lover committed suicide (Add 700 XP)
15-16   Lover killed in a fight (Add 700 XP)
17-18   Rival cut you out of the action (Add 800 XP)
19-20   Lover imprisoned or exile (Add 900 XP)

Go To MUTUAL FEELINGS (and you can also RATE YOUR DATE if you feel like it)



LOVE AFFAIR WITH PROBLEMS
Roll 1d20:
1-2       Your lover's friends/family hate you (Add 700 XP)
3-4       Your lover's friends/family would use any means to get rid of you  (Add 1000 XP)
5-6       Your friends/family hate your lover (Add 700 XP)
7-8       One of you has a romantic rival (Add 700 XP)
9-10     You are separated in some way (Add 600 XP)
11-12   You fight constantly (Add 800 XP)
13-14   You're professional rivals (Add 700 XP)
15-16   One of you is insanely jealous (Add 700 XP)
17-18   One of you is "messing around" (Add 700 XP)
19-20   You have conflicting backgrounds and families (Add 600 XP)

RATE YOUR DATE, then go back to Character Creation and continue to Step 4: Life Events link to a message in this game.



COMPLICATED
Roll 1d100:
    01-20% You gain a dependent. You must pay 30% of your paychecks in child support, whether or not you are involved in the child's life. Add 1000 XP. Add 6 months of time to this path (whether it's for you as the mother, you as the father going to her appointments with her, or you fighting off the charges and lawsuit, it's still time consuming). (Add 1300 XP; child support)
    21-35% Your old lover just secretly showed up (Add 800 XP)
    36-50% Their old Lover just secretly showed up (Add 800 XP)
    51-65% One of you had a kid in the past and they just showed up (Add 800 XP)
    66-80% You have a terrible secret you’re hiding from them (Add 800 XP)
    81-90% An old enemy of yours just showed up (Add 1100 XP)
    91-00% An old enemy of theirs just showed up (Add 800 XP)

RATE YOUR DATE, then Go back to Character Creation and continue to Step 4: Life Events link to a message in this game.



RATE YOUR DATE
Was it worth the pain? Move over to the Physical Description and Motivations Sections and make a few rolls to find out what your lover was like and then go to MUTUAL FEELINGS to decide whether you'd do it all over again if he/she walked back into your life. Because with your luck, it might just happen.



MUTUAL FEELINGS
Choose or roll one:
1-2       They still love you
3-4       You still love them
5-6       You still love each other
7-8       You hate them
9-10     They hate you
11-12   You hate each other
13-14   You're friends
15-16   No feeling's either way; it's over
17-18   You like them, they hate you
19-20   They like you, you hate them

Go back to Character Creation and continue to Step 4: Life Events link to a message in this game

This message was last edited by the GM at 03:51, Fri 21 Dec 2012.

MikelAmroni
 GM, 27 posts
Mon 22 Oct 2012
at 20:51
4B: Graduation Day
No longer in use.

This message was last edited by the GM at 01:03, Wed 19 Dec 2012.

MikelAmroni
 GM, 28 posts
Mon 22 Oct 2012
at 21:18
4C: Tour of Duty: Garrison Duty
Tour of Duty
Garrison Duty: The character has spent the past year on a large military base training and conducting other boring mundane tasks, in a relative stable place. But occasionally troops on garrison duty are called upon to aid during natural disasters or defend the base and surrounding area from attack. Troops on garrison duty are also called upon to reinforce other units around the States.
Roll on the following table and then go back to Character Creation and roll on the Life Events Sub-table once. link to a message in this game
       01-15%: You screwed up now! You're subject to Military Discipline! (Go here: link to a message in this game ).
       16-60% Nothing happened, (100 exp)
       61-70% Natural disaster, has occurred near the base and your unit was sent to deal with the situation. (200 exp)
       71-80% Shortened tour, either because your unit commander thinks highly of you (01-50%) or doesn’t like you (51-100%) you’re sent as a replacement to a combat zone. Roll 2d6 to determine how many months into garrison duty you were before shipping out. The die result subtracted from 12 also determines how many times you need to roll on the combat action table. If you roll a 12 make no rolls under the combat zone table. link to a message in this game
       81-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once. link to a message in this game

Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 01:26, Tue 23 Oct 2012.

MikelAmroni
 GM, 29 posts
Mon 22 Oct 2012
at 21:31
4C: Tour of Duty: Occupation/Police Action
Tour of Duty
Occupation/Police Action: You were sent as part of a unit to keep the peace or occupy an area. This represents some of time spent in the Burbs of any of the major cities, plus areas like Old Bones and the Ruins of Old Chicago.
Roll on the following table and then go back to Character Creation and roll on the Life Events Sub-table once. link to a message in this game
       01-10% You screwed up now! You're subject to Military Discipline! (Go here: link to a message in this game ).
       11-15% Natural disaster, occurred nearby and your unit was sent to deal with the situation. (200 exp)
       16-30% Hostage Rescue, bandits, mercs, and Tolkeen fighters frequently take humans as slaves and prisoners of war.
              Roll 1d100 and refer to the following table.
                     01-25% = all hostages killed (-200 exp) and roll on the psychological effects table link to a message in this game .
                     26-50% = most hostages killed (100 exp)
                     51-75% = some hostages killed (200 exp)
                     76-00% = all hostages rescued (500 exp)
       31-50% Convoy duty, your unit is assigned to protect a convoy of supplies and is attacked, or is diverted to defend a village or other location. Roll once on the combat action table. link to a message in this game
       51-70% Snatch and Grab, your unit was part of a task force to capture a high ranking enemy commander (i.e. an insurgent leader etc). Roll once on the combat action table. link to a message in this game
       71-90% Major looting/Rioting, people are looting/rioting for whatever reason and your unit is sent in to stop it. (300 exp)
       91-100% Base attacked, some sort of attack was made on the base (or a nearby population center) and you were involved in the defense and or the counter attack. Roll on the combat action table once. link to a message in this game

Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 02:33, Tue 23 Oct 2012.

MikelAmroni
 GM, 30 posts
Mon 22 Oct 2012
at 21:37
4C: Tour of Duty: Long Range Patrol
Tour of Duty
Long Range Patrol: To maintain force projection the C.S. sends out task forces to patrol the Mississippi, Great Lakes, and the borders and farmlands of the C.S. States. This is also a common function of the units stationed in the Ruins of Old Chicago. The job can be boring at times, but the patrols are meant to be ready at a moments notice to respond to distress calls of human settlements, rescue hostages, battle bandits and pirates, maintain order after a natural disaster, or to bolster troop strength within a combat zone.
Deployments are three to nine months long, thus roll 2d3 times on the following table.
       01-10% You screwed up now! You're subject to Military Discipline! (Go here: link to a message in this game ).
       16-35% Natural disaster, has occurred and your unit was sent to deal with the situation. (200 exp)
       36-45% Hostage Rescue; The Federation of Magic, bandits, raiders, and mercs frequently take humans as slaves and prisoners of war.
              Roll 1d100 and refer to the following table.
                    01-25% = all hostages killed (-200 exp) and roll on the psychological effects table link to a message in this game .
                     26-50% = most hostages killed (100 exp)
                     51-75% = some hostages killed (200 exp)
                     76-00% = all hostages rescued (500 exp)
       46-55% Major looting/Rioting, people are looting/rioting for whatever reason and your unit is sent in to stop it. (300 exp)
       56-70% Pirate/Bandit action, your patrol encountered pirates or bandits and dealt with them.
              Roll 1d100
                     01-60% = Pirates surrendered without a fight (200 exp)
                     61-00% = Pirates fought back and were destroyed; roll once on the combat zone table.
       71-85% Breaching action, your patrol encountered an enemy fortification and your unit was sent in to clear it of hostiles.
              Roll twice on the combat zone table. The first roll applies to your approach to the fortification, and the second roll applies to the actual clearing of the interior.
              If the first roll results in something disastrous, then don’t make the second roll.
       86-100% Supporting a combat zone, You’re sent in to support units stationed within a combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star) for 1d2+1 months. Roll on the combat zone table that many times.

Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 02:33, Tue 23 Oct 2012.

MikelAmroni
 GM, 32 posts
Mon 22 Oct 2012
at 23:39
4C: Tour of Duty: Combat Zone
Tour of Duty
Combat Zone: Your unit is assigned to a heavy combat zone (The Ruins of Old Chicago, Tolkeen, The St. Louis Gate, or any of the infrequent border wars that are relatively common in Free Quebec and Lone Star). You see combat roughly once a month, sometimes twice a month. Roll 2d4+1 for the number of times you saw action, and then roll that many times on the Combat Action table. In addition there is a 01-15% chance you screwed up, and your superiors decided to charge you, roll on the military discipline table (only once for the year, unless a table tells you differently; go here: link to a message in this game ).


Combat Action table
        01-15% Minor combat, your unit made contact with a similar (or smaller) sized enemy force and came out on top without any serious casualties. (500 xp)
        16-30% Minor combat, your unit made contact with a larger sized enemy force and came out on top. But there were a few casualties. There is a 05% chance you were wounded, roll on the wounded in combat table. (750 exp)
        31-45% Major combat, your unit was involved in a major combat action but there were a few casualties. There is a 10% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. link to a message in this game (900 xp either way)
                Roll 1d20 to determine if your actions earned you a medal
                        1-17= no medal
                        18-20= Iron Star
        46-60% Major combat, your unit was involved in a major combat action but there were many casualties. There is a 40% chance you were wounded, roll on the wounded in combat table. If wounded, roll on the Wounded in Combat Table. link to a message in this game (1000 xp either way)
                Roll 1d20 to determine if your actions earned you a medal
                        1-10= no medal
                        11-15= Iron Star
                        16-20= Joseph Prosek Medal for Valor
        61-75% Wounded, you were wounded during the onset of a combat action. Roll on the Wounded in Combat Table. link to a message in this game If the wound is not too debilitating roll on the Combat action table again to represent continuing on throughout the combat action while wounded.
        76-90% Large battle, you were involved in a large battle that lasted for 4d6 hours.  There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table. link to a message in this game If unwounded add +1 to ME attribute (2000 xp)
                Roll 1d20 to determine if your actions earned you a medal
                        1-10= no medal
                        11-15= Iron Star
                        16-18= Joseph Prosek Medal for Valor
                        19-20= CS Cross for Bravery and you gain Wealth
        91-93% Prisoner Of War, you were taken prisoner during a combat action. Roll 1d100 to determine length of captivity
                        01-50% = 3d10 days
                        51-75% = 2d6 months
                        76-100% = 1d4 years.
                Roll 1d100 to determine how your captivity ended
                        01-50% = Freed during a prisoner exchange, or ransom was paid (250 exp)
                        51-80% = rescued by Special Forces team (500 xp)
                        81-90% = escaped by yourself (1000 xp)
                        91-100% = escaped by yourself and was rescued by friendly units while still behind enemy lines (750 xp).
                Add +1d4 to ME attribute, but you suffer from either addiction (01-50%), or PTSD (51-100%), no initial saving throws allowed. You also receive the POW medal, the Crimson Heart, and a Cybernetic Heart if you were injured and had to have anything replaced.
        94-98% Sole survivor, During heavy combat things went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while the rest of your unit was slaughtered and now you alone are left to tell the tale. There is a 30% chance of suffering from PTSD, no initial saving throw allowed. You gain +2 to ME attribute, +1 to rank (2500 xp)
                Roll 1d20 to determine what medal you earned
                        1-12= Iron Star
                        13-20= Joseph Prosek Medal for Valor
        99-100% Hero, For your actions in combat your bravery and heroism is well known. There is a 20% chance you were wounded. If wounded, roll on the Wounded in Combat Table. link to a message in this game There is a 20% chance you were mentally affected. Roll on the psychological effects table if you were. Most who obtain this level of reward don't see themselves as heroes, but rather as ordinary people put in extraordinary circumstances. It does not change that what they did was not even close to a normal response to the situation. This is commonly some act of extreme sacrifice, including running into enemy fire and rescuing fellow soldiers or holding the line far beyond when it was advisable. Many of these medals are given posthumously. You beat the odds. You gain +1d4 to ME attribute and +1 to rank (3000 xp)
                Roll 1d20 to determine what medal you earned
                        1-10 = Iron Star
                        11-14 = Joseph Prosek Medal for Valor
                        15-18 = CS Cross for Bravery and you gain Wealth
                        19-20 = The Imperial Medal of Honor (can only be gained once via background; you instead gain the CS Cross for Bravery.) and you gain Wealth (2)


After you complete this tour, you may opt to spend next year of service in Garrison, instead of rolling on the Tour of Duty table.
Go to Garrison Duty
link to a message in this game
OR
Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 20:37, Sun 23 Dec 2012.

Character Creation
Tue 23 Oct 2012
at 00:05
4C: Tour of Duty: Wounded in Combat
Tour of Duty
Wounded in Combat Table: You were wounded during a combat action. Roll on the following table, to determine the effects. You receive the Crimson Heart, and if your injuries require bionics/cybernetics you receive the Cybernetic Heart as well. The time spent recovering from a wound may affect subsequent rolls. So figure out how long you’re recuperating before making any subsequent rolls. For vehicle/power armor/robot pilots any rolls beyond 44% resulted because of the destruction of your vehicle/power armor/robot. Otherwise there is a 15% chance your vehicle/power armor/robot was destroyed. Those who are wounded receive the Cybernetic Heart medal.
    01-07% Concussion, an explosion knocked you out during a portion of the battle. You recovered either after or during the battle. (100 exp)
    08-14% Minor gunshot or shrapnel wound, you suffered a minor flesh wound and continued to combat the enemy. You’re able to go back to full duty within a week. (150 exp)
    15-21% Minor Burns, you receive 1st degree burns over 15% of your body, requiring a 1d4 weeks of recuperation. (200 exp)
    22-28% Fractured bones, you suffer a few minor fractures and recuperate within 1d3 months. (250 exp)
    29-35% Broken bones, you suffer 1d3 clean breaks, and recuperate within 1d3+3 months.  (250 exp)
    36-43% Shot in the buttocks! You took a bullet or piece of shrapnel in the ass, causing you to be laid up for 1d2 months. (300 exp)
    44-59% Major gunshot or shrapnel wound, you take a bullet or piece of shrapnel in a leg, resulting in a broken bone. Requires 1d3+3 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d4 Spd attribute (350 exp)
    50-54% Major gunshot or shrapnel wound, you take a bullet or shrapnel in an arm resulting in a broken bone. Requires 1d3+2 months of recuperation. There is a 50% chance you have lost some of your mobility due to damaged tendons -1d2 to PP attribute (350 exp)
    55-59% Major gunshot or shrapnel wound, you took a bullet or shrapnel in a lung. Spend 2d3 months in recuperation and -1d4 to PE attribute. (400 exp)
    60-64% Major gunshot or shrapnel wound, throat injury. You took a bullet or shrapnel in the throat. You were lucky enough to not bleed out or suffer a spinal cord injury but there is  50% chance your vocal cords have been damaged and you now talk with a raspy voice. You spend 2d4 months recovering. Roll on the psychological effects table link to a message in this game . (450 exp)
    65-69% Major Burns, you receive 1st or 2nd degree burns over 30% of your body, requiring a 2d2 months of recuperation. -1d2 to PB attribute. Roll on the psychological effects table link to a message in this game . (500 exp)
    70-74% Severe burns, you receive 3rd degree burns over 60% of your body, requiring a full year of recuperation. -2d2 to PB attribute and you have a fear of fire. A saving throw can be made every year to place the fear into remission, but the next time you’re wounded due to burns it will return. (550 exp)
    75-79% Lose an arm/hand, which is replaced by a basic cybernetic limb with your stats (up to the maximum of the limb). You spend one month in recuperation, and -2d2 to PP for a year until you figure out how to use the limb. Roll on the psychological effects table link to a message in this game . If you already have a medal, then the GM may assign better than basic cybernetics or even bionics. (600 exp)
      Roll 1d100
        01-25% Left hand
        26-40% Left lower arm and hand
        41-50% Left entire arm and hand
        51-75% Right hand
        76-90% Right lower arm and hand
        91-00% Right entire arm and hand
    80%-84% Lose a leg/foot, which is replaced by a basic cybernetic limb with your stats (up to the maximum of the limb). You spend one month in recuperation, and -2d4 to Spd for a year until you figure out how to use the limb. Roll on the psychological effects table link to a message in this game . If you already have a medal, then the GM may assign better than basic cybernetics or even bionics. (600 exp)
      Roll 1d100
        01-25% Left foot
        26-40% Left lower leg and foot
        41-50% Left entire leg and foot
        51-75% Right foot
        76-90% Right lower leg and foot
        91-00% Right entire leg and foot
    85-89% Severe facial scarring, from burns or shrapnel, Add 1d8-5 to PB, and 1d6-3 to M.A.; (Not all scars are disfiguring.) (650 exp)
    90-94% Broken back, you back is broken due to a fall, impact etc. You are a candidate for partial bionic conversion, assuming you pass the psych evaluation. Roll 1d20+ME bonus+ current level. If you beat a 15 then you may select one of the bionic conversion packages. If you fail you are given a cybernetic spine to replace your meat. Either way you spend 1d2 years in recovery, and have to prove you're once again fit for military duty. -1d4 from your P.E. attribute and that amount lost is added to your M.E. attribute. Roll on the psychological effects table. Roll on the <a href=link to a message in this game effects table</a>. (700 xp)
    95-99% Coma, your character ends up in a coma due to his/her injuries. You spend 1d2 years in recovery, and have to prove that you’re once again fit for military duty. -1d4 to PE, -1d2 to IQ but the total number of points lost is added to your ME attribute. Roll on the psychological effects table link to a message in this game . (750 exp)
    100% You suffer a wound that has a 50% chance of rendering you sterile.
      01-50%: Sorry no chance of ever having children of your own (well maybe a clone, but that’s highly illegal), but on the good side you can’t knock up a girl if you’re a male, and if a female don’t have to worry about birth control anymore. Add 1d4x10+10 pounds to weight, spend six months in recuperation. Roll on the psychological effects table link to a message in this game . (800 exp)
      51-00%: You lucked out, but you're still not untouched. Between recovery and psych evals, you spend 1d3 months in recovery. Roll on the psychological effects table link to a message in this game . (300 exp)

Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 06:44, Mon 10 Dec 2012.

MikelAmroni
 GM, 34 posts
Tue 23 Oct 2012
at 01:23
4C: Tour of Duty: Military Discipline
Tour of Duty
Military Discipline
    Roll 1d100
      01-60% Minor NJP (non-judicial punishment): You’re a perpetual screw-up. While you don't get busted down, you spend almost as much time in one punitive duty or another as you do doing your regular job. You are also passed up for your next promotion.
      61-90% Severe NJP (non-judicial punishment): You get in trouble but not enough to warrant a court-martial. Reduce your rank by 1 grade, and you are passed up for your next promotion.
      91-00% Courts-martial: You were courts-martial and reduced to the rank of E-1 (even if beginning as an officer), and are imprisoned for 6d6 years for one charge or another. You’re lucky that whatever you did wrong did not result in being executed, and since the C.S. needs every serviceman you’re not discharged from active duty. Any further advancement in rank is halted at E-3 (unless you do something extraordinary). If you roll on the NJP or Courts-Martial again the penalties are doubled. It's not all bad though. You may choose any one communication, electrical, mechanical, physical, or technical skill from the secondary skill list per year spent in the brig/stockade.

Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 07:36, Mon 10 Dec 2012.

Character Creation
Tue 23 Oct 2012
at 02:28
4C: Tour of Duty: Psychological Effects table

Psychological Effects table
    Roll a 1d100
      01-35% = Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self medicate), or alcohol as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp)
      36-50% = PTSD (Post-traumatic stress disorder): You survived your wounds but not all scars are visible. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the Insanity from Trauma Tables. link to a message in this game
        You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (500 xp for getting the insanity, and if/when you manage to overcome the issue you get another 500 xp)

      51-00% = Your fine (100 xp)


Go back to Character Creation and continue to Step 4C: Tour of Duty link to a message in this game

This message was last edited by the GM at 08:17, Tue 23 Oct 2012.

Character Creation
Mon 10 Dec 2012
at 03:52
4D: Civilian Psychological Effects table
The military isn't the only place that can permanently scar your
Psychological Effects table
    Roll a 1d100
      01-50% = Severe Psychological Trauma. Make a saving throw vs. insanity (12), including any possible bonuses from Mental Endurance, if you fail then roll on the <a href=link to a message in this game from Trauma Tables</a>. Add 500 XP if you managed to avoid the insanity.
        You may make a save every year in an attempt to put the insanity into remission. If you succeed, then counseling and psychiatric care has been worth it. If not, then you will have the insanity at the start of game, and can undergo normal counseling and psychiatric care in character and in game. Even if the insanity is successfully treated, you are still vulnerable to a flare up of the insanity if stressed. (500 xp for getting the insanity, and if/when you manage to overcome the issue you get another 500 xp)

      51-75% = Addiction: While you recover from your injuries, you used pain killers, street drugs (as you self medicate), or alcohol as a crutch. Make a save vs. Addiction (15) with any bonuses from Mental Endurance or Physical Endurance (whichever is greater). If you fail the save then you are addicted to one of the three items listed above. You may try and make a save every year, in addition to whatever else you are doing. If you fail to make the save before exiting character creation, then you will start the game as an addict. (500 xp for getting addicted, and if/when you manage to overcome the issue you get another 500 xp). Add 500 XP if you managed to avoid becoming addicted.
      76-00% = Your fine (100 xp)


Go back to Character Creation and continue where you left off. link to a message in this game

This message was last edited by the GM at 01:56, Thu 20 Dec 2012.