Character Stats

The design of a new character should involve a thoughtful collaboration between yourself, the staff and the concepts already preset. You want your character to compliment the game, not design it to dominate the RP or take advantage of any loopholes you may find. Your objective should be to create a character who is fun to play, has plenty of reason to undertake adventures, and who fits into the setting. Remember, at no time in a game do you have more control over the destiny of your character than during the creation process. If you have any questions about game mechanics or specific character abilities, talk to the staff before you begin character creation. It is ALWAYS a good idea to run the concept by staff before starting CG. This will stop you from wasting your time if your concept has problems. Staff will always do their best to help you turn them into something workable in the theme.

Before You Start

It never hurts to have a character outline before starting. A character outline is a broad concept that provides you with a frame on which to build your character. It is not fully detailed; there is no need for you to concern yourself with the character’s specific skills or background details at this stage. Use the boundaries established in your discussion with the staff and your reading of the Closed Concepts Post as the starting point for your character and build your outline on that foundation. Discuss your character ideas with the staff to ensure your character will work with those of the other players and with the overall themes and focus of the game. Here are some issues to consider:

What Race Are They?

Like in other games, there are two races available on the game. Characters may opt to be Human or Parahuman. Though the game is based on the secret war between Parahumans and Pentacle Corp, do not underestimate the humans in the world. Though they may start ignorant to the shadow war going on around them, humans have proven to be important allies in many stories.

What Are The Characters Strengths?

What is it that your character can do? Do they have a hobby or skill that could make RP interesting for others? Are they very book-smart? Athletic? Do they know the mean streets of Vibora Bay? Are they well versed in political deals or do they know every back alley shortcut between Vibora Bay and the Theater District? Specialize them to not only fit into the role you envision, but also to compliment the concepts already present in the story. Find a role and fill it! At the same time, it is equally important that the characters are not too specialized, or the group will lack cohesion and other players will sit around bored while each specialist has his or her own little adventure within the game…or the character will sit bored while the other characters work together to solve the problem, rather than let one person steal the spotlight. No one wants that!

What Are The Characters Weaknesses?

Game characters may be larger than life — but usually still have weaknesses. Is the character afraid of something? Does the character have an addiction that makes life hard? Are they haunted by their past? Do they have a disability that makes it even harder for them to survive? Are they running from their past? Are they riddled by guilt? Providing weaknesses to a character adds greater depth and potential for role-playing. Remember though, your weakness should add to the character and story, dont create something so consuming you character becomes the wet blanket of the group, nor should your weaknesses be so focal that it slows down the progression of RP. Balance is key!

What Defines Your Character?

You should decide on the character’s age and sex, determine a broad archetype for his or her personality, and get an idea of ethnic and social background. On the other hand, it is equally important that a character have room to grow beyond your initial concept. A character that you have spent hours perfecting and detailing may quickly become stagnant and uninteresting once play begins. A good character outline usually focuses on one or two main personality traits and leaves plenty of room for you to explore and develop the character into a fully rounded personality over time. Although the starting archetype should be an integral part of the character, it should not rule all of his or her actions. At some point during the game, your pacifistic martial artist may be driven to an act of vengeance, or your angst-ridden bad boy may finally discover a cause in which to believe. As long as these developments proceed naturally from events in the game, they should be a welcome part of the role-playing experience.

Assigning Attributes

Stats are numerical assignments that reflect your character's basic capabilities. Higher Stat values indicate an advanced level of accomplishment or achievement. This system is very simple and uses the following attributes to represent your character's abilities:

  • Strength: Strength is brawn, and how toned someone might be. A high Strength suggests someone capable of feats of physical strength like throwing solid punches and lifting heavy objects.
  • Dexterity: Dexterity covers things like quickness, balance, and hand-eye work. A high Dexterity suggests someone with good hand-eye coordination or someone very light on their feet.
  • Constitution: Constitution measures toughness and health. A character with high Constitution suggests someone hard to take down, and even harder to keep down.
  • Intelligence: Intelligence is thinking, reasoning, and remembering. A high Intelligence suggests a character who is bright, inventive, and capable of sorting out complex information.
  • Perception: Perception lets you observe and understand what’s going on around you. A high Perception suggests someone who can pick out details others miss or remain vigilant of their environment while walking through a dark alleyway.
  • Willpower: Willpower combines grit and force of personality. A high willpower suggests someone capable of resisting intimidation, torture, and hardships that might actually happen.

Remember:

  • No characters who are above average at everything.
  • No 9's or 10's out of CG & only one 8
  • Levels 4 - 5 are Average

What The Numbers Mean: Abilities

  • Lvl 1: Below Average or Disability
  • Lvl 2: Human Average
  • Lvl 3: Above Average
  • Lvl 4: Extraordinary
  • Lvl 5: Human Max


Staff Note: Please remember your concept when setting your stats. Characters who app a bookworm, will not be granted extremely athletic and physically dominate stats. The reverse also applies. Do not app a athletic powerhouse and expect equally impressive mental stats. Pick a concept, and stick to it.

Other Stats

Derived abilities are abilities that are based on the levels set in Primaries. Some races may have the opportunity to apply increases to these abilities later on in the Powers room.

Health
Health shows how much damage a character can take before cashing in their chips. When your character gets punched, stabbed, bitten or suffers any other kind of bad touching, they take Stun (nonlethal damage and exhaustion) or Wound (serious or lethal injury). When these total your character’s Life Points, he drops and shows off the universe's ultra-realistic rag-doll physics engine.

  • Health is figured by using the character's Constitution and Strength totals.

Endurance
Endurance keeps you from going down when you probably should—for example, when you’ve been whacked upside the head or when you’ve done six back-to-back shots of tequila.

  • Endurance is figured by using the characters Strength, Willpower, Constitution levels (modified by any Gimmicks).

Speed
Speed represents how fast a person can run at maximum speed. It only comes into play on the few occasions when running speed will be a consideration, such as when a character is chasing or being chased by somebody.

  • Speed is figured by using the characters Constitution + Dexterity levels (modified by any Gimmicks).

Resistance

Resistance is like Endurance, but applies to fighting off infections, a cold, or any other gross nonsense.

  • Resistance is figured by doubling the characters Constitution level (modified by any Gimmicks).

Energy Pool
This Derived Attribute cover the characters personal reserve of energy that is depleted when carrying out difficult tasks. Energy Points are needed to fuel Parahuman Powers. If your character’s Energy Point total is ever reduced to 0, he or she will fall unconscious from exhaustion.

Assigning Skills

Abilities provide a means of rating your character’s basic capabilities. Your learning, practice, and training, however, are all represented by your Skills. A character's Skills reveal a lot—profession, hobbies, background, or upbringing. Paired with Abilities, and potentially modified by Gimmicks, they do the heavy lifting when resolving actions.

Remember:

  • No characters who are above average at everything.
  • No 5's out of CG & only 1 level 4
  • Characters must take a minimum of 4 Skills
  • REMEMBER, if you don't have the skill, you can't do it.

General Skills List

Acrobatics*
Area Knowledge
Acting
Brawling
Cheating
Climbing
Craft*
Dodge
Driving*
Electronics
Empathy
Engineering**
Escapism
Firearms
First Aid
Gambling
Haggling
Humanities*
Instruction
Instrument*
Intimidation
Job Training*
Language*
Lock Picking
Mechanic
Medicine*
Navigation
Notice
Pickpocket
Questioning
Research
Sciences*
Seduction
Singing
Sleight of Hand
Smooth Talking
Stealth
Surveillance
Swimming
Tracking
Traps
Unconventional Medicine*
Veterinary Medicine
Weapon*


Click HERE for more info on Skills

What The Numbers Mean: Skills

  • Lvl 1: Novice
  • Lvl 2: Competent
  • Lvl 3: Professional
  • Lvl 4: Expert
  • Lvl 5: Master

Powers

All Parahuman have three like powers which set them apart from humans. These powers 'break out' at the highest point of physical maturity (end of puberty) and are often set off by extremely stressful or traumatic experiences (but not always). These powers are overwhelming at first, but with some effort and help parahumans can learn to control them. Their skill and control over their powers only grows with more use and understanding of who and what they are.

These powers are:

  • Players may not take a power above 4 out of CG.

Powers are leveled based on the table below:

What The Numbers Mean: Power Strength

  • Lvl 1: Weak
  • Lvl 2: Average
  • Lvl 3: Strong
  • Lvl 4: Very Strong
  • Lvl 5: Master

Background & Notes

A long, drawn out background is not necessary to play here. Our goal is to have fun, but that doesn't mean you don't have to put in effort. Players should submit a character summary in place of a background, supported with notes of important events and gimmick explanations.

Backgrounds

Your character needs a background. We don't really need much, just enough to know you have a solid concept and that you have the skill needed to function on a game based on writing (half-decent grammar, spelling and the ability to deliver more than 1 and 2 line poses). Spellcheck is your friend. Remember that.

Remember, the more complex and special the character, the more you should expect to write. It's simple. Despite only needing the informant information a player should expect to offer up /quality information/. Lazy or vague attempts will be refused approval and players will be asked to rewrite it. Please show effort.

  • Humans simply need to use 1 paragraph and give a summary of the character's life up until present. If they have ever had contact with parahumans then include that.
  • Parahumans can expect to provide 2 paragraphs. Paragraph 1 should cover life until they awaken (break out) to their abilities. Paragraph 2 should cover life after that to the present. If they have joined an organization please include this, if they have somehow managed to stay off the radar of Pentacle Corp explain how (usually they avoid using their powers much).

Gimmicks

Gimmicks are special traits that add flavor to characters. Unlike abilities and skills, they do not use a rating system - their effects are either automatic or modify tasks in certain situations. Positive Gimmick (Gimmicks that aid you in RP) are called Assets. Negative Gimmicks (Gimmicks that put you at a disadvantage) are called Complications.

  • Notice, All players start at '7' Points regardless of race. Any points left unspent will convert to XP upon approval.
  • While there is no limit on the number of disadvantages a player can take, be prepared to play all taken (as described) in RP.
  • Positive Gimmicks are desirable traits, and therefore they "cost" points.
  • Negative Gimmicks are weaknesses and therefore “reward” points for taking them.
  • Characters must have at least 1 Negative Gimmick

Possible Gimmicks are:

Additional Notes

There are some gimmicks that will require notes to be set explaining them. These notes should be clear and well worded. The Gimmicks that require this step are listed below.

  • Adversary, please explain who the adversary is, why they are against your character. Include name, age and a short description as well as anything important about them.
  • Business Owner, explain the business, including where it is located and what it's nature is. If you intend to have it located on the grid you will need to submit a +Request with a desc for the structure. (+Help Requests)
  • Delusions: Prejudice, what is your character prejudice against and why?
  • Dependent, who is your characters dependent? Please include a short description of them, their name and their age.
  • Marked, how did your characters come to be known by the Corp?
  • Obsession, what is your character obsessed with.
  • Phobia, what is your character afraid of?
  • Recurring Nightmares, what are your characters nightmares caused by?
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