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22:21, 10th May 2024 (GMT+0)

Character Generation.

Posted by GMFor group 0
GM
GM, 26 posts
Fri 2 Apr 2021
at 07:28
  • msg #1

Character Generation

Thank you for your patience.

- - - Character Generation - - -


Character Generation is a multistep process. First the player allots their stat points and then they allot their skill points in two bundles; "civilian" and "military" (this will be familiar to first edition players). Each section will have clarifying notes.

- - - Statistic Points - - -

Body, Reflex, Movement Allowance have 19 Attribute Points to be distributed between them.
Appearance must be a number between 3 and 8 which the player decides on depending upon their character concept.
Intelligence and Tech have 13 Attribute Points to be distributed between them.
Luck, Empathy and Cool have 19 Attribute Points to be distributed between them.

Notes:
No statistic may be less than 4 or higher than 8
 - "Body" is your combined Strength and Constitution you will be familiar with from T2K
 - "Reflex" is your Dexterity, it is also your base Initiative. Initiative is REF + 1d10
Movement Allowance is how far you move in metres per round. Your Run is MA x 1.5
 - "Intelligence" is also as in T2K
 - "Tech" is your technical aptitude. Some people can be as dumb as a box of rocks and be mechanical wizards.
 - "Luck" is an extremely important stat. Your Luck stat gives you your Luck Pool. This is a pool of points that can be used to modify any roll in the game before it's rolled (this will be difficult to adjudicate, normally it only effects your own rolls due to the medium). It is also the chance to avoid stuff you missed with your Awareness rolls such as IEDs, scatterable landmines which NATO has sprinkled everywhere and having you turn your head just as the sniper fires. Note that once you are aware of an enemy this luck usually takes a back seat to your actions.
 - "Empathy" Don't slight this stat, you'll regret it. All your interpersonal skills come off this stat and you will be dealing with tons of NPCs. Low Empathy characters do not get help from NPCs as much as mid to high Empathy characters. Stone killers are shunned and people will not risk themselves for them. It's tedious having to reroll these PCs.
- "Cool" has advanced functionality in this game due to the FNFF suppression mechanic. Nearly all short range encounters will involve the enemy suppressing your PC until you fail a Cool roll, trying to flanking you and killing you while you are pinned.

- - - Skill Points - - -

This is done in two sections.
First you allot your 25 (30 for E1 and E2 ranks) military points to the sheet and submit it to me. These can go pretty much anywhere because you have had immense experience on the World War Three battlefield.
Then allot your 30 civilian points in areas that seem likely for your civilian life.
Then you post the list of points you've added to the OOC list and I review them and suggest changes.

Notes:
 - Two skills can be 6 or 7 points
 - Three skills can be 5 points

 - The rest may be distributed as the player sees fit. These limits do not include pre-allotted skills.
 - Some skills are set at "0". Any Skill that is at "-" means you incur a -3 to attempt it unless it is covered by another skill.
 - Note that there is no "Military", "Civilian" or "Both" categories. You should use your discretion and try to avoid shoehorning skills where they should not go.
 - "Military Experience" is set at "7" and cannot be changed. This is a default "what a soldier knows" and usually acts as a basic understanding of military ability. You do not need Combat Engineering to make a fighting pit, your Military Experience covers that for example. Note that "7" is extremely high, modern Spec For start at "6".
 - "Awareness" is vital.
 - "Athletics" is not only your basic climb and jump etc but also your ability to use grenades.
 - "Autogun" is any automatic weapon on a base. LMG and SAWs use the Autogun skill when on pintles or tripods, but only at long/extreme range, otherwise they use "Rifleman".
- All PCs start with a martial art, I will fill in your martial art skill table later (once I work out the blasted formatting). US and UK soldiers use variants of Combatitives, Soviet and Polish soldiers use Sambo (Polish soldiers can take Judo instead if they prefer but Soviet soldiers must take Judo as a secondary martial art). Ghurka soldiers use Bando. If there is a weapon associated with the martial art is it is automatically included in the kit list.
 - Some skills have a number after them, don't worry about this now. This is the experience point multiplier. In this system to increase skills through experience you add the points to go from one level to the next (ie: 5 points to go to 5 from 4 skill level). These particular skills with a "(x)" are difficult to learn and you multiply the number in parentheses (so that desired 5 skill if it as a "(2)" would cost 10 experience points rather than 5). However during Character generation you just use one point per skill, so buying a skill of 5 simply costs 5 character generation points. Raising a skill starting at 2 to 5 for instance only costs 3 character generation points.

Finally, when filling in your sheet you will see the skills are in a "[-/-]" format. The first number is the raw Skill Level and the second number is the Stat + Skill Level. Thus a Rifleman skill of 7 and a Reflex of 6 would look like "[7/13]".
This message was last edited by the GM at 07:43, Fri 02 Apr 2021.
GM
GM, 28 posts
Fri 2 Apr 2021
at 07:49
  • msg #2

Character Generation

- - - Languages - - -

All characters get their Native language and two other "war languages", either English, Russian or Polish. These are simplistic pidgin languages that lets you basically communicate with most people.
Languages can be bought with Skill points:

- War Language: 2 skill points
- Conversational Language (with an accent): 4 skill points
- Conversational Language (as a native): 6 skill points
- Absurdly Fluent Language (can write novels, songs etc): 8 skill points.

Please put this in your kit list until I get a block formatted for them.
GM
GM, 29 posts
Fri 2 Apr 2021
at 08:41
  • msg #3

Character Generation

- - - Derived Values - - -

(I really should have posted this after stats.)

Name: Your character name.
Rank: Your rank followed by your rank rating; eg: Private E2.
Gender: Everyone's rolled a male so I've filled this in.
Branch: What arm you are from such as "USMC"
Unit: Your Unit from your bio

Nationality: Self explanatory
Age: Up to you
Weight: 80 plus four times Body minus Reflex; [4x(BOD-REF)]+80.
Height: Up to you
Speciality: This is what you guys have decided your group specialty is such as "signaller"

Throw: Body x 4m
Run: Movement Allowance x 3m
Leap: Run รท 4m
Load: Body x 3kg
Burden: Load x 4kg
This message was last edited by the GM at 08:41, Fri 02 Apr 2021.
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