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Character creation takes the following steps: 1. Generate Primary attributes 2. Determine Biotype 3. Determine Augments 4. Chose Skills 5. Chose Tribe 6. Determine starting equipment and Reputation Primary attributes There are three Primary attributes in : Prowess represents strength, endurance, agility, dexteritydetermines how much punishment a character can take. Awareness which covers aspects of the human mind like logic, reasoning, intuition and memory. Presence indicating both charisma and willpower, determines how much effort a character can profuse in his actions. When you have accumulated twice the Effort as much as you have Presence you are demotivated and can't get Popularity by your Vice, virtue or motivation. The basic range of Attribute values runs from 1 (very poor) to 5 (superb), scores above 5 represent superhuman abilityand there is no upper limit. The sum of the three attributes is called Lifeforce. To generate an Attribute score roll 3d6 on the following table and write the value down: 3d6 roll Attribute score 3-5 1 6-8 2 9-12 3 13-15 4 16-18 5 Attribute scores must be generated in order. Option: a character can have an attribute specialty trait (this means he receives a +1 to the Attribute score on specific Tasks) if he takes an attribute weakness trait (this means he receives a -1 to the Attribute score on specific Tasks). Prowess traits: strength, endurance, agility, dexterity, quickness Awareness traits: perception, reasoning, memory Presence traits: charisma, willpower Skills Skills are acquired abilities, each skill has two Ranks: Basic (grants +3 to all Tests and Contests) and Advanced (grants +6). Each character starts the game knowing a number of skills Ranks equal to its Wit Score, no skill can ever have more than 2 Ranks. Athletics - Climb, leap, swim, ride Communication - speak languages, oratory Craft - Make, repair and evaluate items, forgery, lock picking Drive - Pilot, drive, ship handling

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Character creation takes the following steps:1. Generate Primary attributes2. Determine Biotype3. Determine Augments4. Chose Skills5. Chose Tribe6. Determine starting equipment and Reputation

Primary attributes

There are three Primary attributes in :

Prowess represents strength, endurance, agility, dexteritydetermines how much punishment a character can take.Awareness which covers aspects of the human mind like logic, reasoning, intuition and memory.Presence indicating both charisma and willpower, determines how much effort a character can profuse in his actions. When you have accumulated twice the Effort as much as you have Presence you are demotivated and can't get Popularity by your Vice, virtue or motivation.

The basic range of Attribute values runs from 1 (very poor) to 5 (superb), scores above 5 represent superhuman abilityand there is no upper limit.

The sum of the three attributes is called Lifeforce.

To generate an Attribute score roll 3d6 on the following table and write the value down:3d6 roll Attribute score

3-5 1

6-8 29-12 3

13-15 416-18 5

Attribute scores must be generated in order.

Option: a character can have an attribute specialty trait (this means he receives a +1 to the Attribute score on specific Tasks) if he takes an attribute weakness trait (this means he receives a -1 to the Attribute score on specific Tasks).

Prowess traits: strength, endurance, agility, dexterity, quicknessAwareness traits: perception, reasoning, memoryPresence traits: charisma, willpower

Skills

Skills are acquired abilities, each skill has two Ranks: Basic (grants +3 to all Tests and Contests) and Advanced (grants +6).

Each character starts the game knowing a number of skills Ranks equal to its Wit Score, no skill can ever have more than 2 Ranks.

Athletics - Climb, leap, swim, rideCommunication - speak languages, oratoryCraft - Make, repair and evaluate items, forgery, lock pickingDrive - Pilot, drive, ship handling

Fighting - Melee combatGambling - Knowledge of gamingLore - history, geography, memory, foreign languagesMedical - patching up sentientsNatural - deal with animals, survival, herbalism, trackingPerception - Spot, hear, search, psychologyPerform - Play instruments, sing, act, disguisePower - covers the use of Power Shooting - SniperStealth - Sneak, hideTechie - use and repair of advanced technology, hacking

Traits

Vice Virtue and Motivation. Chose one for each.

Motivation can be changed each session, Vice and Virtue can't.

Each time a character acts according to one of this three traits he gets 1 point of Popularity (see below).

Currencies

Power: measures the ability to manipulate direct power and nanotechnologies.

Power expense: no more than Awareness+power rank per time.

basic expenditure is 1: instant near effect on 1target

Additional Power Range Duration Effect targets Area

1 short (2d6 meters) minutes (2d6) handful (d6) small (d6 meters)

2 far (2d6x10 meters)

tens minutes (d6x10)

dozen (2d6) medium (2d6 mt)

3 very far (2d6x100 meters)

hours (2d6) tens (2d6x10) large (2d6x10 meters)

4 extreme (2d6km) days (1d6) hundreds (2d6x100)

very large (2d6x100 meters)

5 beyond (2d6x10km)

weeks(d6) thousands (2d6x1000)

enormous (2d6 km)

6 sub-continental (2d6x100km)

Months (2d6) 2d6x10,000 2d6x10 km

7 continental Years (2d6)

8 planetary decades (2d6)

9 system-wide centuries (2d6)

10 - Millennia (2d6)

11 - PermanentA direct attack via Power on someone with Power gets neutralized by his Power if he or she can expend enough Power to compensate your own.

Popularity: measures a character's popularity in the posthuman society, acts as currency.

Killing someone costs you 1 Popularity and gains the victim 1 Popularity.

You can take equipment or property from someone by giving him Popularity. If someone does not sell the item for the Popularity you offered you must give him as much.

Destroying someone's Property....?

Popularity can be spent to buy re-rolls... everybody loves a winner