Character Creation
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Character Creation

Combat and everything else that comes to mind on a personal scale will be handled using CP rules with the following alterations. Autododge rules are in effect (everyone gets a free dodge role to avoid getting hit this replaces the normal target numbers and is subject to modifiers), modified Good Shot (if the attacker exceeds his needed to hit by 10 treat as AP or -10SP to armor at Defenders option. Has no effect on unarmored foes.), and probably some other things I haven't' thought of yet.

Cost of Stats
StatCostStatCost
2-771
3-482
4-294
5-1107
60 

Stats

Stats will be purchased with points. Each player has 15 points to purchases stats. See table to the right for cost of stats.

Skills

Use CP as the list of available skills however, there are some new skills and some unavailable skills (See below). At creation time PC's may have a maximum of one skill at 7, and 3 skills at 6 (1x7, 3x6). Characters get 30 + Ref + Int in skills. They also receive the basic training package and one specialty training (see below). Other packages can be built if someone has a particular idea that they feel isn't represented by the current packages. You'll notice that there is no fighter type in the specialty training packages this because all the PCS are fighters by default. You are all trained member of the US Military Fighting Corp as demonstrated by your basic training packaged. The specialty packages represent your secondary specialization.

Unavailable skills

Aero Tech (use flight tech)
Authority
AV Tech (use flight tech)
Combat Sense
Credibility
Cyberdeck design
Fencing (use melee)
Gyro Tech (use flight tech)
Handgun (use gun)
Interface (use system knowledge)
Jury Rig
Martial Arts (use brawl)
Motorcycle (use drive)
Pilot:all (use fly)
Resources
Rifle (use gun)
SMG (use gun)
Streetdeal (use streetwise)

New Skills

Electronic Warfare
Flight Tech
Fly
Gun (does not include Heavy Weapons)
Mek Design
Mek Fighting (HtH/melee)
Mek Gunnery (both beam and missile)
Mek Tech
Pilot: Mek

Packages

Basic Training

Pilot: Mek +2
Mek Fighting +1
Mek Gunnery +2
Gun +1
Mek Tech +1
General Know +1
Dodge +1
Melee +1

Leader

Human Per +2
Leadership +2
Intimidate +1
Interrogate +1
Oratory +1

Tech Training

Mek Tech +2
Flight Tech +1
Weapons Tech +2
Electronics +1
Basic Tech +1

Con Man

Streetwise +2
Fast Talk +2
Human Per +1
Gamble +1
Wardrobe +1

Medical

Pharmaceuticals +2
Diagnose +1
First Aid +2
Biology +1
Chemistry +1

Sneak

Stealth +2
Awareness +1
Elect. Sec +2
Pick lock +1
Pick pocket +1

Money

Don't worry about it you have $100 on you right at the moment. If you really care you have 2D6 x $1000 in the world bank, however that probably won't be accessible once game play begins.

Possessions

None. Hahahahahahaha. Well actually you are wearing a set of casual clothes. You have a wallet/purse, wallet pictures, various credit cards, cell phone/pager/pocket computer (ebook), keys, Ids and abundant scraps of papers, video club card, stick of gum, pen, etc. If there is anything else you think you would bring out on a night drinking let me know before the game begins. You have all the usual things you have in your apartment/house back at the base. If there is an odd or important item at the base let me know before game play begins.

Cyberware

Hahahahahahha. Not in this world. Cyberware exists but is only used to replace accidentally misplaced limbs and/or organs. It must be carefully balanced exactly replicate the missing piece. Overpowered organs or limbs cause psychosis in almost all cases. Almost all visual sensory effects of cyberware may be purchased as goggles as per the CP rules.

Lifepath

Replace the CP life path with the below or even better your own well thought out history.

A1: Family Wealth and Status A2: Family Relationship
1
2
3-4
5-7
8
9
10
homeless
L. Class
L. Middle Class
Middle Class
U. Middle Class
Upper Class
Elite
1
2
3
3
5-6
7-8
9
10
Parents Dead
Estranged
Tolerated
Interested
Hot and Cold
Supportive
Doting
Invasive

Go to A2 to see how your parents feel

Go to A3: Siblings

A3: Sibling

roll 1-3 to determine number of siblings. Roll on A2 to determine how they feel about you.

Friends and Enemies

Roll 1D6 to determine the number of friends and enemies you have. For each friend/enemy roll a D10 odd=enemy, even=friend.

B1:Friends B2:Enemies
1
2
3
3
5
6
7
8
9
10
Like a big brother/sister to you
Like a little brother/sister to you
Teacher or mentor
Partner or Co-Worker
An ex-lover
An old enemy
Like a foster parent
Relative
Reconnect with old friend
Met through a common interest
Freeform it's all up to you. Don't let the power go to your head. Check the CP book if you aren't ready for the responsibility.

Construction Points (CP)

CP are points the character can expend to increase the capability of thier powerarmors. Characters will be issued 150 CP at the beginning of the game they acquire more as the game goes on. At the end of each session they will be issued CP just like in the same manner that they are issued IP. CP are used like a combination of money and Champions characters points. In order to expend CP there must be the opportunity and capability to do so. But PC's can't keep in mecha like stuff more than they can afford to buy with CP. PC's can use whatever they can find on a battle field but if they use it in the next battle they must pay CP for it. Characters may not spend any CP before game play begins.