IrradiatedFur:Chargen

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In Irradiated Fur, there are five statistics:

  • Agility (AG): Reflexes and coordination.
  • Charm (CH): How charismatic and tactful you are.
  • Health (HT): Fortitude and constitution.
  • Intelligence (IN): Brains; your 'civil' mind.
  • Strength (ST): Bodily strength and physical toughness.

And then there are three secondary areas:

  • Equipment: How much stuff you can buy.
  • Race: Your 'feral' mind; just how animal are you?
  • Skills: How talented you are.

You have one d4, two d6s, two d8s, two d10s, and one d12 to assign among the stats and areas; each die can only be assigned once. NPCs have two d4s, three d6s, two d8s, and one d10. Don't you feel special?

If reffered to the dice size of a stat or a secondary area later in the rules, than the rule is referring to what type of die you are rolling. If you roll a d10 for Intelligence, then you have a 10 for your Intelligence die size.

Derived Stats[edit]

Healing Rate: Equal to half your Health die minus 1. You heal this much Stun every hour, and this many Wounds every day.

Initiative: Your Initiative is equal to your Agility die (write down the die), plus your Race die (write down the die), plus your Intelligence die size (add the number), plus half your Charm die size (add the number). So, if you had Agility d6, Fox d12, Intelligence d10, and Charm d8, you would have an initiative of 1d6+1d12+14: Agility dice, Race die, your Intelligence of 10, plus half your Charm of 8.)

Movement: How fast you move in meters in six seconds. It is equal to (Agility die size + Health die size + Strength die size) / 2. (So if you had Agility d4, Health d6, and Strength d12, you would have a Movement of 11m.)

Soak: Your ability to resist non-lethal damage. It is equal to your Strength die size / 2. (So if you had a Strength of d8, you would have a Soak of 4.)

Stun: How much stun damage you can take. It is equal to (Health die size + Health die size + Strength die size). (So with d6 Health and d8 Strength, you have 20 Stun.)

Wounds: How much lethal damage you can take. It is equal to your Strength die plus half your Health die. (So with d6 Health and d8 Strength, you have 11 Wounds.) If you lose all of these... well, it was nice knowing you!

Race[edit]

See the race list, and choose one.

Skills[edit]

See the skill section to buy skills.

Perks & Flaws[edit]

See the perk and flaw section to buy Perks (and pay for them with Flaws).


Personality[edit]

Of course, after you've got the numbers done, it's time to think about what you want your character to be like.

  • Is the character a community player, or is he or she self-reliant?
  • What does he or she think about her species, and what does it mean to him/her? Does he/she ever with to be another species altogether?
  • Your character starts with some gear. Where did he/she get it?
  • What are the character's prejudices? Are they based on family pressure or bad experiences, or just being a jerk?
  • What does the character do in his or her down time?
  • What does the character look like?
  • What does the character want to do with his/her life, and what has he/sheactually ended up doing instead?

Save Your Ass Dice[edit]

Every game, you begin with five Save Your Ass dice: one each of d4, d6, d8, d10, and d12. You may spend these on any roll, before or after; you may spend no more than one SYA die per roll, and once spent, it's gone for the rest of the game. You get these back at the beginning of every session, or when the GM says so. The Lucky perk gives you more SYA dice.

In addition to just boosting SYA rolls, you can use a SYA die like so:

  • Healing Wounds: Roll a SYA die and heal that many Stun instantly. If you roll a 5+, also heal one wound, and if you roll a 10+, heal two wounds.
  • Not Dead Yet: Spend your best SYA die when you kick the bucket, and add one to the roll for every other unused die. If your total is a 10 or higher, you are left for dead, and may come back in 1-3 adventures... with a vengeance! (No matter what, you die on a roll of 1. Sorry, you can't buy Lucky 5 to be immortal.)
  • Roll With Blow: You may reduce any damage taken by the value of a SYA die roll. Redetermine the number of wounds dealt based on the 'new' amount of damage actually done to the character.