Each of a character's abilities has a modifier.
This modifier is added as to success rolls when a character uses the ability to try something difficult.
Abilities can also give the character other advantages based on ability modifier.
Each game may have an ability list adapted to the setting and style of play.
The following ability list is just one example of the abilities a game might have.
Some abilities may be available to all characters all the time.
Others may only be available to certain templates, or may only be changed while creating a character.
Ability Modifier Limits
Unless otherwise stated, the maximum ability modifier for a beginning character is 4 more than it's template default. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the beginning character's maximum stealth ability modifier would be 6, and his maximum natural weapons ability modifier would be 4.) 4 is an advanced "expert" level of training. Games that start off with very untested characters may have a lower beginning character ability modifier limit, and games that start of with very advanced "super" characters might start with a higher beginning character ability modifier limit.
Unless otherwise stated, the maximum ability modifier for all character is 10 more than his template's default modifier for that ability. (For example, if a template had a stealth modifier of two and no natural weapons modifier, the character's maximum stealth ability modifier would be 12, and his maximum natural weapons ability modifier would be 10.) Games that aim for brutally realistic character development may have a lower maximum ability limit, and games which allow characters to train to extreme or "super" levels may have a higher maximum ability limit.
Combat Abilities
Natural weapons
A character's natural weapons modifier is added to attempts to strike using parts of the character's body, including such natural weapons as fists, feet, elbows, claws, horns, etc.
One-handed weapons
A combat ability which can be used with striking weapons held in one hand, such as a club, mace, axe or sword.
Two-handed weapons
A combat ability which can be used with two-handed striking weapons held in two hands, such as a staff, polearm or two-handed sword.
Grappling
Is a combat ability used for any grappling move the character might attempt, with or without a weapon.
Throwing
A combat ability used when throwing striking weapons or using a sling or atlatl. This ability can be used for catching and throwing both weapons and other items.
Marksmanship
A combat ability used with guns and bows
Combat Engineering
Knowledge of fortifications, siege engines, sabotage, setting and disarming traps.
Tactics
The ability to improve the performance of a group of characters in battle when this character is leading them.
Stealth and Detection Abilities
Detection
The ability to detect others sneaking around, avoid ambushes, and search for hidden objects and characters. Detection can also be used to spot traps and secret doors, find evidence at a crime scene or track down people and creatures. This ability modifier is added to success rolls to detect characters using stealth.
Illusion
The ability to make things appear to be that are not, or to make things that are there look as if they are not. This is the main ability behind stage magic (though some Magic Tricks instead use Sleight of Hand,) and concealing hidden goods.
Sleight of hand
The ability to use distraction, misdirection and suggestion as well as manual dexterity to perform subtle actions in plain sight without being noticed. Sleight of hand can be used to conceal weapons, draw them without being noticed, pick pockets and pass notes in class.
Stealth
The ability to remain undetected while sneaking around, ambushing, or hiding from searches. The difficulty of detecting a hiding character is usually 10 plus the character's stealth modifier plus circumstance modifiers.
Movement Abilities
Climbing
An ability that improves a character's ability to climb. (See Action/Movement.)
Acrobatics
An ability which helps a character perform acrobatic feats, such as jumping and tumbling without getting hurt. (See Action/Movement.)
Navigation
This ability is used to control water vehicles. For piloting planes, see piloting ability. Navigation includes both the ability to steer the vessel and the ability to use charts, instruments and visual cues to get where you want to go.
Piloting
This ability is used to control air vehicles. For piloting boats see navigation ability. Piloting includes both the ability to steer and land the vehicle, and the ability to use instruments, charts and so forth.
Driving
This ability is used to control mechanical ground vehicles. This ability includes both the physical skill of driving and knowledge of roads and traffic systems related to driving.
Animal handling
A knowledge of animal behavior, maintenance and safety. Animal handling includes the ability to control riding animals, but not the physical ability to do riding stunts. (See riding ability.)
Riding
An athletic ability similar to animal handling ability except that it can only be used to control animals that are ridden. Riding ability helps with physically challenging riding stunts.
Communication Abilities
Most characters can communicate in at least one language: their first or native language. Each additional language the character can understand and use is a quality worth 5 CP. Effective conversation in languages other than the character's first language usually requires a success roll.
Communication
This ability improves a character's ability to communicate in all languages, including the character's native language. Communication ability success rolls are required for simple communication, like asking for the general direction to a named place, except in the character's first language. Complex communication can require a success roll even in a character's first language.
Acting
This ability is used by a character to change their own behavior for entertainment or deception. Acting can be used to conceal beliefs or intentions, or for impersonation. Acting ability can make a believable lie more convincing, but making a lie believable may require both communication and acting ability. Acting ability can be used to manipulate characters who are susceptible to deception, flattery or intimidation.
Persuasion
This ability improves a character's ability to influence others, negotiate and lead. It is also useful when haggling over prices. Persuasion ability can also include a character's honor, status, reputation and prestige.
Other Abilities
Agriculture
The ability to produce raw materials by growing plants and animals.
Art
This ability is used to make effective visual presentations, including decoration, sculpting, painting and drawing.
Chemistry
This is used to make substances involving complex chemical processes, including explosives, alcohol, etc.
Cooking
This ability is used to produce food from appropriate raw materials.
Craftsmanship
General proficiency in creating "low tech" products in a variety of materials from textiles to smithing, carpentry and stonework. Craftsmanship ability can be used to create armor and weapons from an equipment list, to modify armor and weapons, or to create new items designed by a player or GM.
Engineering
The ability to design and repair technologically sophisticated things, from structures to gadgets.
Law
Understanding how systems of government work, and the ability to use those systems.
Locksmith
This ability is used both to create locks and to defeat locks, including lock-picking and safe-cracking. Locksmith ability includes general knowledge of physical security systems including ways of breaking into secured places without picking the lock.
Medicine
This ability is used to help injured characters heal, to treat sickness, disease and poisoning, and to help characters stay healthy. (A character can also use their medical knowledge to poison others or spread disease.) Medicine ability modifier can be added to the weekly healing rolls of any character being treated with the ability. However, if several characters use their medicine modifier to assist the same patient, only the highest medicine modifier applies.
Music
The ability to produce effective structured audio presentations. Music includes the ability to recognize, remember and repeat organized patterns of pitch and rhythm, as long as the character is physically able to hear and duplicate the sounds.
Surgery
The ability to physically modify organic characters. It is also used to create artificial organic characters.
Templates
Templates are used to generate characters. Each template represents a certain type of character. The character could be a person, animal, alien, monster or even a machine depending on their template. A template can be a race, species, model, stereotype or archetype. Age categories and sexes can have separate templates if the differences are significant. A template includes:
The template's name, average mass, average length and length type, variability, and CP value
The template's speed, agility, strength, toughness, running and possibly swimming and airspeed
abilities and disabilities
natural weapons and armor
Dimensions and Build
Mass
Record the average mass of characters based on this template.
Length and Length Type
Record the average length of characters based on this template and how it is measured: length, height or wingspan for example.
Variability
Variability determines how much characters with this template can differ from the average size and proportions.
variability
CP
description
none
-10
Characters of this template always have the average length, mass, agility, toughness and strength for their template. For example, a specific model of robot might be built to exact specifications and have no variability.
low
-5
Characters of this template are always within 10% of the average length of their template. Bird species often have low variability.
medium
0
Characters of this template can be up to 20% longer or shorter than the average length of their template. Humans and most mammals have medium variability.
high
5
Characters of this template can be up to 30% longer or shorter than the average length of their template. Many reptiles grow slowly throughout their lives and have high variability. Species whose growth adjusts to the space or food available also have high variability.
Speed
Speed is maximum number of times a character based on this template can attack per round with a single weapon. Very large creatures typically have less speed. The main difference between speed and agility is that agility affects the success of actions while speed affects how fast actions can be performed.
speed
CP
description
¼
-30
very slow (sloth, tortoise)
½
0
slow (python, elephant, turtle)
1
30
medium (horse, average human speed)
2
60
fast (dog, maximum human speed)
3
90
fast (cat, shrew, tasmanian devil)
Agility (15 CP per level)
Agility is roughly based on size, but some templates are awkward or slow moving for their size, and others are surprisingly agile for their size. Human agility is 0, but agility for other species can be as high as 5 or as low as -5. Template agility determines the average and maximum agility characters created using this template can have. Each point of agility is worth 15 CP, so -5 agility would be worth -75 CP and 5 agility would be worth 75 CP.
Strength (10 CP per level)
Strength helps a character use heavy equipment and cause more damage. Template strength is usually less than template toughness and never less than 0. Creatures of roughly human size and power have 3 strength. Creatures with 0 strength cannot do any damage with their natural weapons. Each point of template strength is worth 10 CP.
Toughness (5 CP per level)
Toughness determines how much damage an average character based on the template can take without being injured or incapacitated. Template toughness is usually greater than or equal to template strength and never less than 0. Creatures of roughly human size and toughness have 5 toughness. Each point of template toughness is worth 5 CP.
Toughness, agility and strength are all related to a template's size. The following examples should help guide template creation, but some creatures will be stronger or weaker, quicker or clumsier than their mass would suggest.
Example
mouse
rat
cat
human
horse
elephant
whale
mass (kg)
0.02
0.3
5
80
500
8000
50,000
Agility
5
3
2
0
-2
-4
-5
agility CP
75
45
30
0
-30
-60
-75
Speed
1
1
1
1
1
½
½
speed CP
30
30
30
30
30
0
0
Toughness
0
1
2
5
12
40
100
toughness CP
0
5
10
25
60
200
500
Strength
0
1
2
3
8
25
50
strength CP
0
10
20
30
80
250
500
Cover
0
0
0
0
0
10
10
Absorption
0
0
0
0
0
1
2
armor CP
0
0
0
0
0
50
100
Total CP
105
90
90
85
140
440
1025
Running (10 CP per level)
Running determines how fast a typical character based on this template can travel on the ground. Running is measured in meters per second. Humans have 5 running. Running is never less than 0. Creatures with 0 running cannot move under their own power on land. Each point of running is worth 10 CP.
Swimming (10 CP per level)
Swimming determines how fast an untrained character based on this template can travel in water. Swimming is measured in meters per second. Humans have 0 swimming but they can learn to swim with training. Swimming is never less than 0. Creatures with 0 swimming cannot move under their own power in water. Each point of swimming is worth 10 CP.
Airspeed (10 CP per level)
Airspeed determines how fast a typical character based on this template can travel while flying. Airspeed is measured in meters per second. Only templates with the flying quality have airspeed (See Abilities and Qualities below.) Airspeed is never less than 0. Creatures with 0 airspeed have no control in the air but can float or glide with the speed and direction they were moving when they left the ground. Each point of running is worth 10 CP.
Abilities and Qualities
Abilities (8 CP per modifier level)
Templates can have natural abilities with a modifier level from 1 to 5. This is the minimum amount of this ability that all characters of this template will have and it affects the maximum ability modifier which they can develop. Each level of template ability modifier is worth 8 CP. (See Game Design/Abilities.)
Qualities are aspects of a template which do not have levels. Either a template has a quality or the template does not have it. Qualities can have a positive CP value, negative CP value or no CP value, depending on whether the quality is more of an advantage or disadvantage. A character can have some qualities which his template does not have, but in most games a character cannot have the mechanical quality or any of the flight-related qualities unless his template has it.
flying (15 CP)
This quality allows powered flight, like a bird that can fly by flapping it's wings.
gliding (10 CP)
This quality allows a character to steer while falling. A template cannot have both gliding and flying because flying includes the ability to steer while falling.
soaring (5 CP)
This quality allows a character to gain altitude by riding thermals. Soaring requires gliding or flying
parachuting (5 CP)
This quality prevents a character from taking falling damage. A template cannot have both parachuting and flying because flying includes the ability to take no damage from falling.
perfect regeneration (10 CP)
A character with perfect regeneration always heals successfully without having to roll. As a result, the character heals slightly faster than normal, even when exerting himself. The perfect regenerator is immune to many common types of infections (but not necessarily all diseases), and can regrow complete limbs and organs if he can live without them for long enough.
daily regeneration (10 CP)
The character heals daily instead of weekly, but still requires healing rolls and cannot regenerate most limbs and major organs unless he also has perfect regeneration.
hourly regeneration (30 CP)
The character heals hourly without healing rolls, and is able to regrow complete limbs and organs. (A character cannot have both hourly and perfect regeneration, because hourly regeneration includes all of the advantages of perfect regeneration.) In practice hourly regeneration usually means a character is automatically healed between battles, but does not heal during battles.
sudden regeneration (50 CP)
The character recovers half of his damage instead of all of his stun when he uses the rest action and has no stun.
mechanical (5 CP)
A mechanical character does not heal, but can be repaired using craftsmanship or abilities which allow characters to modify mechanical characters. Mechanical characters do not require surgery rolls when they are modified. Characters who do not have this ability are called organic characters. The main difference between mechanical and organic characters is how they are affected by trauma. (A very complex robot which can heal itself but can be easily destroyed by an attempted modification might not have the mechanical quality.) Mechanical characters do not decay as quickly as organic creatures, so they can be easier to resuscitate from fatal injuries. Mechanical characters can be repaired more quickly than organic (non-mechanical) character's heal. For each day of repairs the mechanical character recovers damage equal to the ability of the character performing the repairs plus circumstance modifiers. Mechanical characters recover from stun like normal characters. Even a simple machine can often correct temporary mechanical problems, especially autonomous and semi-autonomous robots with redundant systems like space probes.
blind (-70 CP)
The character has very poor or no vision (legally blind or worse.)
deaf (-30 CP)
The character has very poor or no hearing.
dumb (-10 CP)
The character cannot speak. In other words the character cannot reproduce the complex sounds used by some species for communication. Most species who do not have a complex language are dumb even though they use their voices for simple communication and emotional expression. (This ability is not related to intelligence or competence. See the inept and unintelligent qualities for characters who are "dumb" in the pejorative sense.)
mute (-15 CP)
The character has no voice. A template cannot have both the mute and dumb qualities because a mute character also cannot speak.
inept (-20 CP)
The character has serious difficulty doing most things a normal person can do, but may still be able to do some things well. The character has a -4 modifier to all rolls unless the character has an ability which applies to that roll. Animals which are smart but not as intelligent as people are often inept.
unintelligent (-40 CP)
The character does not do anything except what it was designed or trained to do, although it might be very good at those things. The things the character can do are basically limited to it's abilities. If the character does not have a fighting ability it cannot fight. If the character does not have a communication ability it cannot communicate. A template with this quality cannot have the inept quality because an unintelligent character cannot do any of the things which are difficult for an inept character.
Natural Armor
A template can have one or more types of natural armor.
Absorption
Each type of armor has an absorption feature with a value of at least 1. The absorption value is the amount of attack power the armor can block from a single attack.
1
tough skin, scales or guard hairs
2
big scales, small bones in skin, thick padding
3-5
large bony plates, flattened ribs
5-9
carapace, bony sheild, hard shell
10+
extremely thick and tough armor
Cover
Each type of natural armor also has a cover feature with a value from 1 to 9 or complete. The cover value is the area protected by the armor.
1
limited armor - protects a specific area of the body like a shield
3
partial armor - more areas covered but less than 50%
5
extensive armor - at least 50% cover like a shell or carapace
7
mostly armored - covers most of the body but exposes large ares
9
fully armored - covers the whole body but has weak points
complete
tough hide - full cover without weak points
Natural Armor CP
The CP of natural armor is 5 multiplied by the cover and absorption values, or 50 multiplied by the absorption if the cover is complete. For example, natural armor with 3 cover and 2 absorption is worth 30 CP, and natural armor with complete cover and 4 absorption is worth 200 CP.
Natural Weapons
Describe each type of natural weapon and list the weapon's features. Natural weapons can have the following features:
quantity (0, -20 or -50 CP)
Having more than one natural weapon allows a creature to attack more often. If a creature cannot use it's natural weapons quickly, they may count as a single natural weapon. For example, an Elephant has both tusks and a trunk that can be used as weapons, but the elephant cannot use them as separate weapons in a combo attack. If a character has no natural weapons he cannot attack at all. This is worth -50 CP. If a character has only a single natural weapon, this is worth -20 CP. Two or more natural weapons are worth 0 CP.
hand (10 CP each)
A natural weapon may be a hand. Each hand allows you to wield one weapon. A character with at least two hands can do a secondary attack with a hand weapon - as long as the character has a weapon in each hand. Each pair of hands allows you to wield one two-handed weapon effectively. Each hand is worth 10 CP.
leverage (4 CP per level)
Sometimes characters have a natural weapon which is significantly larger or more powerful than the rest of the character's appendages. Leverage increases the power of attacks with this limb, but it does not increase the character's carrying capacity or make it easier to wield hefty weapons. Each point of leverage is worth 4 CP.
Some limbs can have less power than the character's strength. These limbs can have negative leverage, but the absolute value of this negative leverage cannot exceed the character's strength. (For example, if a template had a strength of 10, the lowest leverage any of its limbs could have would be -10.) Limbs with hands on them have -4 CP for each point of negative leverage, as long as the template has no more than one limb that has a hand and higher leverage or power.
range (1 CP per meter)
The maximum effective range of attacks with the weapon. Most natural weapons have no range. A weapon with range is typically a chemical or missile weapon (like spitting venom.) Exceptionally long limbs tend to have the offense feature rather than range. Each meter of range is worth 1 CP. The range feature is written with the number of meters of range followed by an "m" for meters. The word "range" does not have to be listed.
offense (5 or 10 CP)
Offense is a number (1 or 2) which is added to a character's attack modifier with this weapon. Long limbs which can easily reach past an opponent's defenses and help grappling attacks may have this feature. 1 offense is worth 5 CP and 2 offense is worth 10 CP.
sharp (20 or 30 CP)
Sharp weapons do all damage instead of half-damage and half-stun. One sharp natural weapon is worth 20 CP. Two or more sharp natural weapons is worth 30 CP.
padded (5 or 8 CP)
Padded weapons do all stun instead of half-damage and half-stun. One padded natural weapon is worth 5 CP. Two or more padded natural weapons is worth 8 CP.
Any natural weapon can be used to do blunt attacks which are not sharp or padded. As long as a character has some speed and mobility, he can fling some part of his body to bash, whip or slap an opponent. This means many short, blunt natural weapons do not have to be listed on a template or character sheet: a humanoid template might have only hands and feet listed as natural weapons, but they can also attack by biting, head-butting, and knee and elbow strikes, which are not listed.
Make a Template - Template Generation Example
To demonstrate the creation of a character template, this tutorial will show how to create a human template which can be used for many RPG settings. This template can be used to create most adult human characters, including both men and women.
1. Build -
A quick Internet search suggests that average humans are around 75 kg and 1.7 meters tall.
Most humans are within 20% of average height but many are more than 10% taller or shorter, so
humans have medium variability (worth 0 CP.)
Humans have 1 speed (worth 30 CP), 3 strength (worth 30 CP), 5 toughness (worth 25 CP), 0 agility (worth 0 CP), 5 running (worth 50 CP). Humans have no swimming, although individuals can learn to swim, and no airspeed because they cannot fly.
2. Abilities and Qualities -
Humans have no special abilities or disabilities.
3. Natural Defenses -
Humans have two or more natural weapons, which is worth 0 CP.
They have two hands, which together are worth 20 CP.
Humans have no natural armor.
4. Template CP -
The total CP value of our new human template is 105 CP.
To demonstrate the creation of a character template, this tutorial will show how to create a human template which can be used for many RPG settings. This template can be used to create most adult human characters, including both men and women.
1. Build -
A quick Internet search suggests that average humans are around 75 kg and 1.7 meters tall.
Most humans are within 20% of average height but many are more than 10% taller or shorter, so
humans have medium variability (worth 0 CP.)
Humans have 1 speed (worth 30 CP), 3 strength (worth 30 CP), 5 toughness (worth 25 CP), 0 agility (worth 0 CP), 5 running (worth 50 CP). Humans have no swimming, although individuals can learn to swim, and no airspeed because they cannot fly.
2. Abilities and Qualities -
Humans have no special abilities or disabilities.
3. Natural Defenses -
Humans have two or more natural weapons, which is worth 0 CP.
They have two hands, which together are worth 20 CP.
Humans have no natural armor.
4. Template CP -
The total CP value of our new human template is 105 CP.
To create PCs the game will provide the players with a list of templates that players can use to create their characters, occupations which are open to beginning characters, abilities and qualities the character can develop and the maximum total CP of the new character, usually 300 CP.
A GM or game designer may follow similar rules when creating NPCs, but the limitations may be less strict.
(See Game Design and Gameplay.)
A finished character will have:
the character's name, age, sex, template, occupation and CP value.
agility, strength, toughness, stamina, running and possibly swimming and airspeed.
abilities and qualities
equipment including natural weapons and armor
grapple attack, grapple defense, missile defense and melee defense
best absorption, total cover, stun and damage.
Description
Choose a name, age, sex, template and occupation for the character. You may also invent a more detailed description and background for your character, appropriate to the game being played. Characters can be male or female unless the template lists different options for sex. Age can be described in years, but more often as a category such as child, youth, adult, old, or ancient.
Occupations give the character advantages, disadvantages, duties or privileges. A character may have any occupations as long as they meet the requirements for those occupations. A character can have more than one occupation if the character can meet the requirements for each occupation at the same time, or no occupation at all. (See Game Design/Occupations.)
Build
A character may be able to have more or less speed, agility, toughness, strength, running, swimming, airspeed, mass and length than his template.
Youth, adults and older characters are usually within the template's normal variability. To make a small child character without changing the template, you can reduce the mass, length, toughness, strength and running to less than the template's variability normally allows.
After finding the character's total toughness, find the character's stamina which is 2 times the character's total toughness.
Relatively big characters should have more toughness, strength, mass and length, while relatively smaller characters should have less toughness, strength, mass and length. The following table is a guideline for characters with typical mass, length, toughness and strength relationships, but characters are not required to fit these categories. Template variability limits relative size options. High variability is required for tiny and huge characters, low variability requires normal size, and no variability requires exactly average mass, length, toughness and strength.
Size
Toughness, Strength and Mass
Length
tiny
less than half average
over 20% less than average
very small
between 1/3 and 2/3 average
between 10% and 30% less than average
small
between half average and average
between 20% less than average and average
normal
between 2/3 average and 50% more than average
between 10% less and 10% more than average
big
between average and twice average
between average and 30% more than average
very big
between 50% more than average and three times average
between 10% and 50% more than average
huge
more than twice average
over 30% more than average
more speed (20 CP)
A character can have more speed if his template has medium or high variability. If the template's speed is ¼ or ½ the character's total speed will be twice the template's speed. Otherwise the character's total speed will be the template's speed plus 1. More speed is worth 20 CP.
less speed (-20 CP)
A character can have less speed if his template has medium or high variability and the template's speed is greater than ¼. If the template's speed is 1 or ½ the character's total speed will be half of the template's speed. Otherwise the character's total speed will be the template's speed minus 1. Less speed is worth -20 CP.
more or less agility (10 CP per level)
A character can have more or less agility than his template depending on the template's variability: 0 points more or less if the template has low variability, 1 point more or less if the template has medium variability, or 2 points more or less if the template has high variability. Each point of agility is worth 10 CP. For example, if a character's total agility is 2 levels less than his template's agility, then his reduced agility is worth -20 CP.
more or less toughness (3 CP per level)
A character can have total toughness up to 50% more than his template toughness with low variability, twice his template toughness with medium variability and 3 times his template toughness with high variability. A character can have less total toughness than his template toughness but never less than 0 toughness. Even a very fragile character usually has total toughness which is at least half of his template toughness. Each point of toughness is worth 3 CP. For example, -3 toughness is worth -9 CP.
more or less strength (5 CP per level)
A character can have total strength up to 50% more than his template strength with low variability, twice his template strength with medium variability and 3 times his template strength with high variability. A character can have less total strength than his template strength, but never less than 0 strength. Even a very weak character usually has total strength which is at least half of his template strength. Each point of strength is worth 5 CP. For example, -2 strength is worth -10 CP.
more or less mass
A character can have from 30% less to 50% more than his template's average mass with low variability, half to double his template's average mass with medium variability and one-third to 3 times his template's average mass with high variability.
more or less length
A character can have from 10% less to 10% more than his template's average length with low variability, 20% less to 30% more than his template's average length with medium variability and 30% less to 50% more than his template's average length with high variability.
more or less running (5 CP per level)
A character can have up to 50% more than his template's running with low variability, twice his template running with medium variability and three times his template running with high variability. A lame character can have less running than his template, but never less than 0 running.
more or less swimming (5 CP per level)
A character can have up 1 point more swimming than his template swimming with low variability, 3 points more than his template swimming with medium variability and 5 points more than his template swimming with high variability. A disabled character can have less swimming than his template, but never less than 0 swimming.
more or less airspeed (5 CP per level)
A character can have up to 50% more than his template airspeed with low variability, twice his template airspeed with medium variability and three times his template airspeed with high variability. A crippled character can have less airspeed than his template, but never less than 0 airspeed.
Abilities and Qualities
You may give the character new abilities or extra ability levels beyond template abilities, reflecting the character's individual talent, skill and experience. Each ability level is worth 5 CP. Normally new characters can have no more than 4 levels of each new ability or 4 extra levels in each template ability. A character's total ability modifier is his template ability modifier plus his extra ability modifier. (See Game Design/Abilities.)
You may also be allowed to give the character weaknesses such as negative qualities (qualities with negative CP) and missing or disabled limbs. Players need the game or GM's permission to create characters with negative qualities that are different from their template. A player also needs the game or GM's permission to make a character with missing or disabled limbs. Characters should not have more than two negative qualities and may be allowed only one or none. The consequences of negative qualities should not be easily avoided. If the character's qualities or natural weapons are different from the character's template, recalculate the character's template CP. (See Game Design/Templates.)
extra modifier
1-2 student
3-5 expert
6-7 master
8-9 legend
Equipment and Natural Defenses
Natural weapons and armor do not have mass or heft.
(These natural defenses are included in the character's mass.)
The power of a natural weapon is the character's total strength plus the weapon's leverage if it has the leverage feature.
The attack modifier of a natural weapon is the character's total agility, plus total natural weapon ability, plus the weapon's offense if it has the offense feature.
The defense of a natural weapon is 10 plus the character's total agility plus total natural weapons ability.
Natural armor does not need power, attack modifiers or defense.
(See Game Design/Abilities/Combat Abilities.)
The character usually begins with the basic equipment required by his occupation. The game may give the character additional equipment or money to buy equipment. A character's modifiers when using an item are listed in the equipment section of the character sheet. These are determined by comparing the character's modifiers to the item's modifiers, and may be different from the values listed on the equipment list for that item. (See Game Design/Equipment and Character Development/Inventory Management.)
Grapple Attack
A character's grapple attack is his grapple ability, plus his agility, plus his strength. For example, if a character's grapple ability is 1, his strength is 1, and his agility is 1, then his grapple attack is 3 (1 + 1 + 1 = 3.)
Grapple Defense
A character's grapple defense is his grapple attack plus 10.
Melee Defense
Melee defense is the best defense of the weapons the character is currently using. This is the difficulty of successfully striking or grappling this character.
Missile Defense
Missile defense is 10 plus the character's agility. This is the difficulty of successfully shooting the character or hitting the character with a thrown weapon.
Best Absorption
Record the highest absorption of any armor the character is currently wearing here. This is the amount of attack power which will be absorbed by an attack which does not specifically try to avoid that armor.
Total Cover
Add up the cover of all the armor the character is wearing and subtract overlapping areas. If the total is 10 or more, or if any of the armor the character is wearing has complete cover, then the total cover is complete. This is the difficulty modifier for attacks that try to hit the character in an unarmored area.
The best absorption can be the total absorption of overlapping armor, and subtracting overlapping areas avoids counting the same covered area twice. For example consider a character wearing a bulletproof ballistic vest (3 cover, 3 absorption) with a rifle plate (an optional solid insert which adds extra protection for the heart) with 1 cover and 5 absorption. This character's best absorption will be found where the area covered by the rifle plate (5 absorption) is also backed by the ballistic vest (3 absorption). This absorption is 8 (5 + 3 = 8). The overlapping area is the area covered by the rifle plate (1 cover) which is also completely covered by the ballistic vest, so the total cover is 3 (3 + 1 - 1.) (See Action/Damage/Armor.)
Stun and Damage
New characters have no stun or damage.
Make a Character - Character Generation Example
This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See Character Creation.) The player starts generating the character with a "template" for the kind of character he is making.
1. Choose the Type of Character You Want to Make
Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human."
After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character.
(See Game Design/Make a Template.)
Now we look at Steven's Template to see how it affects his dimensions and modifiers.
Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's stamina is 14 (two times his toughness.)
3. Use the Remaining CP to Customize the Character
Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.
We give him a new one-handed weapons ability with a modifier of 4 (20 CP.)
We use 10 CP to give Steven an extra craftsmanship ability modifier of 2.
We use the remaining 10 CP to give Steven an extra natural weapons ability modifier of 2.
The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the Modifier column for each ability.
Steven only has one machete, so we list the item's name as "1 machete".
We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's one-handed weapons ability (2).
Steven's machete has a defense of 14: Steven's agility (0) plus Steven's one-handed weapons ability (2) plus 10.
The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).
We also fill in the power, attack and defense of Steven's natural weapons.
The power of his hands and feet is Steven's total strength, which is 4..
Steven's hands and feet have an attack modifier of 2: his agility plus his natural weapons ability (2).
Steven's hands and feet have a defense of 12: his agility (0) plus his natural weapons ability (2) plus 10.
5. Grapple, Defense, Armor
Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack
Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense.
Steven's melee defense is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14.
Steven's missile defense is his agility (0) plus 10, which is 10 (10 + 0 = 10).
Steven has no armor so his best absorption and total cover are 0.
This example explains how to make a playable character. Consult the game-specific rules or the Game Master (GM) to find out what Templates and how many Character Points (CP) you can use to make characters. (See Character Creation.) The player starts generating the character with a "template" for the kind of character he is making.
1. Choose the Type of Character You Want to Make
Here we'll assume that we are allowed to use 201 total CP to make a single character whose template is "human."
After subtracting the CP value of the template (155 CP) we still have 46 CP to customize the character.
(See Game Design/Make a Template.)
Now we look at Steven's Template to see how it affects his dimensions and modifiers.
Steven is a Human, so his height will be between 1.4 m and 2.0 m (within 20% of 1.7m), and his weight should be between 38 kg and 150 kg (50% to 200% of 75 kg.) We decide to make Steven a short-and-stocky tough guy: 1.6 m tall and 95 kg. We give him 2 extra points of toughness, which uses up 6 CP. Steven's agility (0), speed (1), strength (3) and running (5) will remain unchanged from the Human template. Steven's stamina is 14 (two times his toughness.)
3. Use the Remaining CP to Customize the Character
Now we will make Steven more competent and interesting by distributing the rest of his CP. After spending 6 CP to give Steven extra toughness, we have 40 CP remaining for enhancements. We decide that Steven does not have any disabilities or missing limbs, so we'll just distribute the rest of the CP among Steven's abilities.
We give him a new one-handed weapons ability with a modifier of 4 (20 CP.)
We use 10 CP to give Steven an extra craftsmanship ability modifier of 2.
We use the remaining 10 CP to give Steven an extra natural weapons ability modifier of 2.
The Human template does not have a one-handed weapons, craftsmanship or natural weapons modifier, so we write a 0 in the right side of the Modifier column for each ability.
Steven only has one machete, so we list the item's name as "1 machete".
We copy the item's features (just "sharp"), mass (0.5 kg), and heft (3) to Steven's character sheet.
Steven's machete has an attack modifier of 4: Steven's agility (0) plus Steven's one-handed weapons ability (2).
Steven's machete has a defense of 14: Steven's agility (0) plus Steven's one-handed weapons ability (2) plus 10.
The machete's power is 5 and Steven's total strength is 3. Steven's machete power is the highest of these two values (5).
We also fill in the power, attack and defense of Steven's natural weapons.
The power of his hands and feet is Steven's total strength, which is 4..
Steven's hands and feet have an attack modifier of 2: his agility plus his natural weapons ability (2).
Steven's hands and feet have a defense of 12: his agility (0) plus his natural weapons ability (2) plus 10.
5. Grapple, Defense, Armor
Steven's grapple attack is his 0 agility plus his 0 grappling ability plus his 3 strength, for a total of 3 grapple attack
Steven's grapple defense is his 3 grapple attack plus 10, for a total of 13 grapple defense.
Steven's melee defense is the best defense of all his natural weapons and hand weapons. His machete has 14 defense, while his hands and feet have only 12 defense, so his melee defense is 14.
Steven's missile defense is his agility (0) plus 10, which is 10 (10 + 0 = 10).
Steven has no armor so his best absorption and total cover are 0.