Chargen issues...

Rules and Chargen information.

All the crap you really don't need to know.
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Wargie
Level 12
Level 12
Posts: 1709

Chargen issues...

Post by Wargie » Wed Mar 15, 2006 8:53 am

Right, some explaining to do.

A character has 8 different attributes in comparison to the regular 6 from D&D. 4 of them are the physical attributes, Strength (Str), Dexterity (Dex), Constitution (Con) and Appearance (App) (Good looks). And so we have the 4 "mental" attributes: Ego (Ego), Attention (Att), Charisma (Cha) and Education (Edu).
All characters has a number in each attribute between 1 and 20, 1 being well the worst, and 20, you are on the top of your game. Each player has a 100 points at their disposal to place in the attributes. So no dice is needed for the creation of the character. Some things should as always be considered, some weapons can not be used unless you have the correct number in both Str and Dex, and some jobs are not available unless you have the right Edu.

So, a quick description of each attribute.
Strength

It's the regular thing, the amount you can lift, the power you need to break down a door and so on and on. No biggies here.

Dexterity

Right, same thing here. Dexterity in this game is basically the attribute for balance, swiftness and agility. It's what you need when you are walking on a thin branch, or crawling through an airduct attempting not to get stuck.

Constitution

We follow the drill. It is the attribute which describes how much damage you can take. How you handle being poisoned, sick or when you are outrunning the badguys over the northpole in your boxers.

Appearance

This is the odd one of the physical attributes, as this one alone is the one which describes the looks of your character. The higher the number, the more beautiful you are with your chiseled abs, or the better face you have.
Basically this means that when you attempt to make an impression on someone, the higher, the better, specially against the opposite sex.

Mental attributes coming...
Last edited by Wargie on Wed Mar 15, 2006 9:13 am, edited 1 time in total.

Wargie
Level 12
Level 12
Posts: 1709

The mental stuff..

Post by Wargie » Wed Mar 15, 2006 9:03 am

The mental attributes are those describing your mentality or psyche.

Ego

Ego is intelligence, memory and willpower all combined into one. It is the attribute to use when your character is attempting to remember the way while crawling through the maze of airducts. Or if he manages to solve a particularly difficult problem.

Charisma

Well charisma is a characters charm and of course charisma. People with a good charisma can more easily convince people that they are right, or fire up a mass of people to storm the barricade, as well as attempting to seduce someone.

Attention

Attention decides if your character notices details when entering a room searching for clues, can get that particular smell. You know the deal.

Education

Education describes your character general knowledge of day to day matters, as well your knowledge of the specifics of your job. Someone with a high education can easier find information in libraries, databases or among other people.

Wargie
Level 12
Level 12
Posts: 1709

I might as well go on...

Post by Wargie » Wed Mar 15, 2006 10:11 am

Right...Damage.

Damage here is a bit different than say D&D. Damage is divided up in four different categories: Scratch, Light, Serious and Deadly. Depending on your Constitution the more damage you can take just as in D&D. But let me give an example:

Felix a cop from the suburbs in Stockholm has the following setup.

Constitution: 14, which means that he can take:

Scratch: 4
Light: 3
Serious: 3
Deadly:

You can only take one deadly wound.

When you have taken 4 scratches, they automatically transfer into a light wound. 3 light=1 serious, and 3 serious=1 deadly.

So how do you take a scratch, light or serious wound?

Well, in a combat round, once you have rolled and found out that you hit, you roll for damage. Example.

Felix levels the Sig Sauer P220 at the chest of the robber and pulls the trigger.
Skill in Pistols: 90%, rolls 1d100: 92% MISS!
The robber appears to jump forward and rolls across the floor, and in one swift motion he draws his own pistol and as a true bandit, he holds it t sideways and pulls the trigger at the cop.
Skill in pistol: 60% (robber after all), rolls 1d100: 32% Hit!
With a pop the smith & wesson .38 goes off and hits Felix.
Since the bad guy didn't really aim, we roll 1d20 to see where he hits, Roll: 6, which according to table is left leg. Secondly we roll for damage. The Smith & Wesson .38 hands out a scratch on roll between, 1-6, Light @ 7-10, Serious @ 11-15 and deadly 16+. Roll 1d20: 15!
Felix is seriously hit in the leg and blood spurts out in a free flow! Now this should hinder his movements!
Since Felix was hit by a serious wound, we could roll a Con check, to see if he topples over or not by the wound, and personally I think so. So, with a Con of 14 we roll 1d20: 2! He stays on his legs.
Get the picture? A bit of rolling and quite deadly. Some more things can as always be added, as body armor, aimed shot and of course automatic weapons with 2 types of burst mode, short and long. And let's not forget distance.

Wargie
Level 12
Level 12
Posts: 1709

Heropoints and Con Checks.

Post by Wargie » Wed Mar 15, 2006 11:28 am

Some more stuff on the example we just saw, before I decide to go on to other character based stuff.

As we saw in the spoiler above I rolled a constituion check to see if he would stay on his feet after taking a serious wound to his leg. It is not something you have to do in general in combat, but it adds flavour and it is what I intend to use during combat in this game. At time I will avoid it, other times I will. A scratch to the head, I will do a roll no matter what. A scratch to the chest, nope, after 3 or 4 scratches to the chest yep. It all depends on the amount of damage you take, and where you take the hit.

Now, as you might see, it is quite easy to get dead in this game. Some weapons pack a lot more punch than the Smith & Wesson .38, shotguns for example, or when you get hit by automatic fire. A S&W .44 Magnum delivers a deadly wound on 13+ with a 1d20, so sometimes you might just have bad luck with the rolls of the dice. So this where the hero points appear.

Hero points is what otherwise are called for Action points on the site, and they work the same way. Each player start with 10 of them, and so if you take a deadly wound, you may spend one to make it a serious wound, or 2 to make it a light, or 3 to a scratch. You may also use them when you are in for a really troublesome skill check, like you have been bound, yet you lack the necesary Feat Escape Artist, you'd have to do a hard dexterity check. Example:

Felix has 18 in dex, yet the GM decides that he has to perform a dex check that is his Dex/5 (extreme case), which leaves him with the fact that he has to roll 1d20 and get 4 or below. So he spends 10 hero points, and cause of it he needs to roll below or equal to 14.

You can earn Hero points throughout the game, but you won't recieve them until, as in this case for the site, the end of the chapter at the same time as you level up. The way the points are awarded are:

YOU were on an adventure! 1 point
YOU were brave and skilled! 3 points
For every heroic deed YOU performed!* 2 points

*Heroic deeds are when you do something along the lines of:
Saving a kid from a burning building. Took a bullet instead of the guy the shot was ment for, and so on, and on.

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