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Character Generation (OOC)

Posted by CaptainHellrazorFor group 0
CaptainHellrazor
GM, 2 posts
Sun 17 Nov 2019
at 05:32
  • msg #1

Character Generation (OOC)

Character Development Checklist

1) Choose a name to set up account/character sheet/description (you can always change it later)

2) Read through the Character Generation thread

3) Roll dice for character attributes

4) Once you have determined your base scores add +5 to one of your 8 basic scores and decide if you want to shift any points between each of your 4 pairs of attributes

5) Choose your Primary Skill Set (PSS).  I have set each character to Military by default however if you want to choose another PSS feel free.  Choose two skills, the first one MUST be from your PSS, the second skill can be from any PSS.  These are your primary skills.

6) Now Choose your Vocational skill and also 2 skills from Hobbies or Languages (one of each or 2 of one and none of the other).

7) Determine starting money and age (dice rolls).

8) Choose your place of origin, and native language.
This message was last edited by the GM at 13:08, Mon 29 Jan.
CaptainHellrazor
GM, 4 posts
Sat 30 Nov 2019
at 13:18
  • msg #2

Character Generation (OOC)

In reply to CaptainHellrazor (msg # 1):

The quickest, easiest way to generate your starting attributes is to roll 4d100.  If you do not get at least two rolls of 56 or better re-roll 4d100 until you have at least two rolls of 56 or better.  When applied to the ABILITY SCORE TABLE below this will give each character at least two scores of 50 or better.

Strength Strength determines a character's chance to break open doors, bend metal, shift heavy objects or anything else requiring brute force.

Stamina A character's Stamina score is the number of points of damage the character can take before being killed. It is also the character's percent chance to resist the effects of poison, gas, drugs, disease, extreme heat or cold, starvation and fatigue.

Dexterity A character's Dexterity score determines his base chance to hit in combat. It also is his percent chance to sense things by touch, throw or catch an object, keep his balance, jump into a moving vehicle or perform delicate actions like cutting a wire without touching any surrounding wires.

Reaction Speed A character's Reaction Speed score is his percent chance to react quickly, to avoid falling rocks, to catch something he knocked over before it hits the floor, to jump away from a vehicle that is racing toward him, to grab an animal or to dive through a door before it slams shut.

Intuition A character's Intuition score is his percent chance to notice small details or hidden objects, to sense an ambush or trap and, at the referee's discretion, to make sense out of seemingly unrelated or illogical facts. When a character pases an Intuition check, the referee should tell the player that he notices something unusual, and describe what the character sees (or hears, smells, feels or tastes). The player must decide what to do with this information. Referees should urge players to figure out puzzles on their own; Intuition checks should not be allowed until after the players have tried (and failed) to solve the puzzle themselves.

Logic A character's Logic score is his percent chance to follow complicated instructions, to figure out the best way to do something he has never done before or use something he is not familiar with, and to make accurate predictions from facts. The referee should roll Logic checks secretly. If the character fails the check, the referee can tell him either that he does not understand whatever he was studying, or can give him false information. A character's Logic score can be modified by the complexity of the situation and the amount of time the character spends studying it. The referee should encourage players to draw their own conclusions from information; like Intuition, Logic checks should be a last resort.

Personality Personality affects how likely a character is to get a friendly response from a stranger and how long he can hold someone#s attention. The referee should encourage players to role-play their attempts to use Personality and talk to NPCs.

EXAMPLE: Paddy the Irishman has just insulted a Scandanavian thug by accidentally spilling a drink on him. The Scandanavian is very mad. Paddy decides to try talking his way out of the situation. "Oops, pardon me, my good fellow, how absolutely clumsy of me," the player says. "Here, let me buy you a drink and let's forget about it. Paddys' Personality score is 40. The referee notes that the Scandanavian is mad and wet and itching tor a fight. He tells Paddy to subtract 20 from his score. Paddy rolls 91, which is greater than his modified score of 20. The Scandanavian punches Paddy.

Leadership. A character's Leadership score reflects his ability to command with authority and have NPCs obey his/her orders. Leadership checks are needed only if a character orders an NPC to do something dangerous, or has mistreated the NPC. Under normal conditions NPCs who work for a character will always obey that character. If characters try to give orders to strangers, the referee must decide how likely the stranger is to obey.

Leadership also is used to bargain with NPCs. The referee should not let characters with high Leadership scores trade junk for valuable merchandise, but a successful Leadership check will get a better deal for the character, or convince reluctant NPCs to deal with the character. Characters can bargain for information as well as merchandise.

Players can increase their characters' ability scores by trading 1 XP to raise an ability score 1 point. No ability score can ever be raised above 100.

Roll d100 once for each Ability pair.  Keep rolling until you have at least 2 roll of 56 or more.
STR/STA      DEX/RS      INT/LOG      PER/LDR
Find the ability base score on the table below.

Example:
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 56 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 35 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 42 using 1d100.  Character Stats.
00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 96 using 1d100.  Character Stats.

The dice rolls are applied to the table below giving us:
50/50  40/40  45/45  70/70 and these values are applied to each attribute in order the player wishes.


ABILITY SCORE TABLE
Dice Roll01-1011-2021-3536-5556-7071-8081-9091-9596-00
Base Score303540455055606570


RACE MODIFIER TABLE
RaceSTR/STADEX/RSINT/LOGPER/LDR
Zombies+5/+5-5/-5N/AN/A

Humans add +5 to one ability score (not both scores in the pair).

Example: Lieutenant John McLean adds +5 to his LDR

Players now can modify their ability scores by subtracting points from one ability and adding them to the other ability in that pair. No more than 10 points can be shifted this way.
Example: Lieutenant John McLean has a Personality/Leadership base score of 50/50. The player decides he wants his character to be a leader. He can increase the character's LDR score to 60 if he reduces the PER score to 40


IM: Initiative Modifier is equal to your Reaction Speed score divided by 10, rounded up.

PS: Punching Score is found on this table, using the character’s Strength score:
STR01-2021-4041-6061-8081-00
PS+1+2+3+4+5

RW: Ranged Weapons is equal to half your character’s Dexterity score, rounded up.

MW: Melee Weapons is equal to half your character’s Strength or Dexterity scores, whichever is better, rounded up.

Starting money = 25 + 1d100 Dollars

Starting Age:  16+1d10

YoungMatureMiddle AgedOldVenerable
up to 1920-3536-5051-6565+
no modifiers+5=STR/STA/INT/LOG-5=STR/STA, +5 INT/LOG-10=STR/STA/DEX/RS, +5 INT/LOG-5=STR/STA/DEX/RS, +5 INT/LOG

Choose a name, gender, birth place, native language and handedness
This message was last edited by the GM at 09:46, Fri 21 July 2023.
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