CHARACTER GENERATION
Strenght (1d10)
1 Size -2
2-3 Size -1
4-7 Size
8-9 Size +1
10 Size +2
Life Level = (3 * Size)/10 + 5 (drop fractions)
Conscoiusness Level = + * Life Level (drop fractions)
Mass (Kg) = (3 * Size) + 50 or (3 * Size) + 45 + 1d10
Height (cm) = (3 * Size) + 150 or (3 * Size) + 145 + 1d10
Modifiers Mass Height
Mesomorph +35 -35
Endomorph +20 -20
Ectomorph -20 +20
Female -10 -10
Human Proportions im meters
Male Female Height=1
Height 2.0 1.8 1.0
Arms Span 2.0 1.8 1.0
Horizontal Reach 1.5 1.2 0.75
Vertical Reach 2.6 2.3 1.3
Note: this table was taken with no change from other sources (I'll try to
remember which) and is not in complete agreement with the female
modifiers above.
Note on carrer: a character that chooses a carrer with a high physical
component (sports, military, etc) may use starting experience to rise
his/her strengh with the following cost: Given the value of (Str-Size),
below 0 costs one point to rise one str value; from 0 to +1 2 points, and
from +1 to +2, 3 points; Above this value Str can only be raised by
deploying as many experince points as the wanted value.
Natural Advantages
Roll 1d6 for number of advantages/disavantages. Roll d% for each: if the
roll doesn't result in a valid number ignore (don't throw again!).
For variable bonus/penalty roll 1d6 and see table below. Higher bonus may
be
allowed if the character is going to role play them correctly. Use of
experience can also be allowed to raise bonus or lower
penalties: treat as unrelated (or worse).
I don't usually let the players know their bonus or penalties at
first, unless they are obvious.
1d6
1-3 +1
4,5 +2
6 +3
Physical bonus:
1 Ambidextry
2 Acute Smell (variable)
3 Double jointed (bonus to escape control, climb, use dex; variable)
4 Voice (bonus to any activity involving speech; variable)
Psychologycal bonus:
20 Absolute Direction (variable)
21,22 Absolute Timing (variable)
23 Alertness (bonus to sense/see/hear something; variable)
24 Animal Empathy (variable)
25 Empathy (variable)
26 Danger Sense (sometimes the character feels that is in danger; var)
27 Eidetic Memory (facility to remember what you hear/see; variable)
28 Lightning Calculator
29 Psionic Ability, unfocused (see notes)
Other:
40-42 Wealth (variable; the base chance should be modified for
geagraphy)
43 Patron
Physical penalties:
50 Color Blindness
51 Lame/Permanent Wound (use hit location/potencial wound)
52 No Sense of Smell/Taste (osmonia)
53 Mute
54 Stuttering
55 Deaf
56 Blind
57 Voice (negative equivalent to voice advantage; variable)
Psychological penalties:
70 Addictivness (variable)
71 Dyslexia (skills involving reading/writting is seriously affected)
72 Phobia (var: 1,2=mild; 3=severe; GURPS page 35)
73 Bad Memory (variable)
74 Lack of numerical ability (skills involving maths is affected; var)
Other:
90-92 Poverty (variable)
93 Social Stigma (variable; this usually applies in only one culture)
84-88 Dependents (family, etc)
Notes:
A character with some of the above penalties should be allowed to
correct them (medically, by proteses, etc, as for poor sight or hearing)
Empathy, Animal Empathy, Danger Sense and alertness are all forms of
inate psionic abilities. I don't use psionics (at least not so
far) but I think these add a little spice to the game.
(well... I believe that at least, the system for chosing these
bonus/penalties is original)
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Pedro A.C. Tavares
Faculteit der Technische Natuurkunde
Twente Universiteit
[email removed]
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