Editing IrradiatedFur:Chargen

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<b>Healing Rate:</b> Equal to half your Health die minus 1. You heal this much Stun every hour, and this many Wounds every day.
 
<b>Healing Rate:</b> Equal to half your Health die minus 1. You heal this much Stun every hour, and this many Wounds every day.
  
<b>Initiative:</b> 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.)
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<b>Initiative:</b> 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.)
  
<b>Movement:</b> 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.)
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<b>Movement:</b> 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.)
  
 
<b>Soak:</b> Your ability to resist non-lethal damage. It is equal to your
 
<b>Soak:</b> 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.)
 
Strength die size / 2. (So if you had a Strength of d8, you would have a Soak of 4.)
  
<b>Stun:</b> 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.)
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<b>Stun:</b> 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.)
  
 
<b>Wounds:</b> 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!
 
<b>Wounds:</b> 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!
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See [[IrradiatedFur:Skills|the skill section]] to buy skills.
 
See [[IrradiatedFur:Skills|the skill section]] to buy skills.
  
==Perks & Flaws==
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==Perks
 
 
See [[IrradiatedFur:Perks-Flaws|the perk and flaw section]] to buy Perks (and pay for them with Flaws).
 
 
 
 
 
==Personality==
 
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==
 
 
 
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.
 

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