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Character Generation.

Posted by Game MasterFor group 0
Game Master
GM, 7 posts
Wed 18 Jan 2017
at 01:52
  • msg #1

Character Generation

Random Character Generation
Yes, it’s going to be random. I’ve injected ‘Mulligans’ (see below) for a bit more tailoring.

Cradle To The Grave In 3 Seconds Flat
Random mutation tables can result in interesting and unique individuals. Some of these individuals don’t have a chance…

http://www.headinjurytheater.c...%20character%201.jpg

If your character is simply useless, yes, we’ll reroll it. But disadvantages and flaws are what make the genre what it is and allow real growth (ie. barrels of laughs) as a character. It takes real character to be a good player… said some GM to me once who I then attacked with a 4-sider. But the quote makes lots more sense when I’m the GM… I wonder why?

Number of Characters
All players will start with (2) two characters rolled up in the following fashion. Based on the number of the group and player willingness, we may adjust this up or down.
One character per person at this time. (01/10/2017)

“Mulligans” In Character Generation
A “Mulligan” is a re-roll. This allows a player to roll again for a result and choose the best result of the two options. Any Mulligans left-over may be converted into a single Misc. skill roll. Once a decision has been made on one of the options, we are not going back and changing it.

Mulligans replace variant Trait generation rolls, do-overs, whiny complaints and so on. They can be used at any time, even going back to fix something, but please don’t do this too much as it’s going to get real confusing… but yeah, you can wait until the end to use them. Just be sure to back it up with documentation which is easy in PbP.

Each character receives THREE Mulligans to use in Character Generation

I. CHARACTER TYPE
A. Experienced Character Generation
Each player must allocate one of their characters to roll on the Experienced Table.


B. Beginner Character Generation
Each player must allocate one of their characters to roll on the Beginner Table.

C. Specific Type/# of Mutations or Implants
If your character type requires a second roll for type (clone type, mutant animal etc) or # of mutations/flaws/implants now is the time. It seems out of order but you may want to know how best to use those Mulligans, yeah?

II. ROLL FOR CHARACTER TRAITS

A. Standard Trait Generation—(8) d100 rolls

1. For standard Trait Generation Character Types, roll d100 eight (8) times in order for each Trait. END, STR, AGI etc. These values are fixed except for a use of a Mulligan now or later.

B. Specific Trait Generation—Bio Replicants, Clones and Bestial Humanoids

1.For Character Types with specific rolls, follow the instructions. If, as in the case of Beastial/Animal Mutants, many of the Traits are Standard Trait rolls-you follow A. (Standard Trait Generation) above. Just replace the d100 with the specific Trait dice where directed.
Important Note: These are the actual Trait values, you do not convert them on TME 1-2.

2. Apply any specific bonuses. You may still use a Mulligan at any time.

C. Please Keep All Original Trait Rolls/Values Available
We will need these numbers for Mulligans and determining END increase at Rank 2.

1. Original bio-Traits are those you were born with (rolled up) and include bonuses from mutations/flaws since you've had those since birth presumably. They do not include those provided by Career or Implants.

III. ROLL FOR MUTATIONS/IMPLANTS
A. Mutations, Flaws etc.
Just follow the directions. Please note specific Trait bonuses/negatives from all of these. If a Mulligan is applied later, we need to be able to go back and fix.

B. Implants
Just follow the directions. Again, track all Trait bonuses separately. Remember, these bonuses are not considered for your Rank 2 (20% END bump) calcs.

C. Mutant Appearance
Go ahead and roll now if you want or wait until the end. Your call.

1. When assigning Mutations, we may want to differentiate between Body/Face Appearance. I'll leave that up to you. Generally, I will rely on the main Appearance Trait (body) but there may be situations where the body is hidden and the face is visible. Your call.

IV. RECORD ALL TRAITS
At this point, you should adjust all of your Traits as needed and be ready to add Career changes while keeping the "original" values separate.

V. CAREER

A. Roll Career As Normal
As indicated in the book. Your Career can be your family vocation, a new job that got you out into the world or maybe a former job you left like militia in the HPE. Incorporate it as you see fit into your own backstory. Feel free to mess around too. If you rolled Craftsman but ended up with Ride and Gunslinger, maybe your family were craftsman but you ran off to be a raider...

B. Add Career Trait Changes
As indicated in the book.

C. Specific Career Entries
Please read your specific entry to determine any special considerations such as bounties, read/write/math chances and so on. Don't roll for any equipment yet. I will assign bounty values.

1. Do roll for read/write/math, bounties, any extra skills indicated in description including languages.

2. Do not assign languages yet just note the number.

VI. SKILL ASSIGNMENTS

A. Automatic Skills
Assign or roll any automatic skills at this time.

B. Skill Set Rolls
Make all skill set rolls. Starting with Criminal, Warrior, Educated and then Misc.

1. Note that an entry without a number such as "Misc." means one (1) skill in that category.

2. Note the skill substitutions in House Rules that allow for a couple new skills and change options in others.

3. Technician skill categories should be rolled when acquired.

4. Note that Forgery received through character generation gives you Read/Write automatically.

5. Weapon Expert results should be rolled randomly to determine the category.

VII. EQUIPMENT ASSIGNMENT

A. Career-Specific Equipment
Check your specific career to determine if any extra equipment is provided.

1. Roll for any possible Relics, mounts, etc.

B. Skill-Specific Equipment
Check your skills to determine if any extra equipment is provided. Roll for this equipment as applicable.

C. Wealth Class Equipment

1. Roll for Weapons and Armor, any Relic Equipment.

2. Include your Wealth Class standard equipment. Roll for your rations, rope, torches etc.

3. Total up your current Encumbrance. Note that I don't count clothes.
-Impoverished: 11.85 kg
-Poor: 18.25 kg
-Modest: 53.2 kg
-Well-Equipped/Fully Armed: 53.2 kg plus additional items.

Add 0.5kg per meter of rope, ration/day. Add 0.25 per torch and 0.1 per candle.

VIII. Character Details

A. Height/Weight
Roll these up as indicated. Add any Implant/Mutation changes.

B. Handedness/Swim
As indicated.

C. Age
All characters are Adults. Roll 17+d8 for current age.

D. Backstory/Details
Oooh, come up with something really cool here! Or don't... your call.

Now, hold your horses so I can get a decent character sheet in place...
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