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Character Generation
Character Generation
Basic header paragraph or so. The idea here will be to shuffle folks off to their respective handbooks, such as the Textbook Character Handbook, the Technical Manual, the Book of Magic, the Manual of the Psi, the Immortal Handbook (dunno what i named that), the Denizens of the Multiverse book, or the Combination Character Cookbook (the one that'll get freakiest).
But here, in this section, we'll go over the common business. Talent, Contact and Quirk descriptions, as they ort to be picked in that order? The notion is... get your character type, then ability scores / powers, then talents and contacts as you come up with your origin, and finally quirks to fine tune, customize, and otherwise patch holes that the semi-random generation process left in your folks.
Assuming that has occurred. But I digress.
Talents
(Flippin' burgers?)
Talent Listing (101)
Background 'Talents' (2):
Heir to Fortune (start with money money money)
Student (no other talents, but serious bonus for buying 'em later on)
Fighting Talents (16):
Acrobatics (agile moves and whatnot)
Aerial Combat (fighting in the air, whether in a vehicle or not)
Astral Combat (fighting when disembodied, whether in cyberspace or the astral)
Martial Arts type A
Martial Arts type B
Martial Arts type C
Martial Arts type D
Martial Arts type E
Martial Arts type F (dirty fightin' - may need to look up those extra martial arts things)
Multiple Attacks (plus something to extra attack roll)
Spatial Combat (fighting in zero g - whether in a vehicle or not)
Targeting (aiming a personal power, like energy blasts, etc...)
Tumbling (rolling with punches)
Underwater Combat (fighting underwater, duh)
Vehicular Combat (fighting behind the wheel)
Wrestling (you know, groping and whatnot)
Mental Talents (6):
Parapsychology (you know, Ghostbusters)
Psionic History (knowing what folks've forgotten about psi stuff)
Psionic Theory (knowing the deep basics of psionic power)
Psychic Combat (using psionic powers to quash your foes)
Resist Domination (resisting psychic attack)
Trance (pretending yer dead, maybe combine with that magic version of such)
Miscellaneous Talents (12):
Artist (drawing, singing, dancing)
Climbing (you know, rock climbing, spelunking, ropes, buildings)
First Aid (keeping folks not-dead)
Languages (referred to in linguistics, may need to work on that)
Leadership (telling people what to do - and having them do it)
Manipulation (convincing people to do things, for better or worse)
Power Skill (skill in the use of a power)
Repair / Tinkering (fixing things, making new things from old things)
Sport Skill (you know, baseball, lacrosse...)
Theft (criminal type activity of the larcenous type)
Tracking (following folks - this shouldn't just be a power)
Trivia (obsequious knowledge of the inane and useless)
Mystic Talents (10):
Bibliophile (magic book expert)
Demonologist (demon expert)
Occult Lore (expert in odd things)
Runesmith (expert in old languages 'n stuff)
Scholar of Antiquities (expert in old magic items)
Sorcerous Combat (using magic to quash your enemies)
Sorcerous History (knowing what other people forgot about magic)
Stamina (some sort of trance style dingus)
Theogony (knowing your magic sources, like hoggoth, etc...)
Zoologist of Magic (magic creature expert)
Professional Talents (19):
Animal Handling (making animals do what you want)
Business / Finance (money money money)
Criminology (methodology of the criminal mind, etc...)
Diplomacy (making peace, or at least insulting someone eloquently)
Detective / Espionage (private eyes 'n stuff, connecting the dots)
Education (teaching - not as easy as you'd think)
Engineering (making things. from houses to cars)
Journalism (finding the truth - or making it up)
Law (you know, lawyer types)
Law Enforcement (you know, cop types, may make 'background' talent)
Military (you know, be all you can be, may make 'background' talent)
Performer (singing, dancing, clogging)
Pilot / Air (flying planes)
Pilot / Land (driving cars)
Pilot / Sea (captaining boats)
Pilot / Space (flying spaceships)
Psychology (figuring out what's going on in people's heads)
Salesmanship (selling things, from cars to burgers to ... something)
Theology (priestly stuff. 'cause enough people do it)
Scientific Talents (14):
Anthropology (study of people)
Archaeology (study of people's stuff in the past)
Biology (study of people's mechanics)
Chemistry (study of... chemicals and bubbly stuff)
Computers (study of the thing that's letting you read this)
Electronics (study of the stuff in your tee vee, etc...)
Genetics (study of the bubbly stuff that makes you not a tapeworm)
Geology (study of the earth, or alternately other planets)
Higher Mathematics (the super stuff. einstein style funnery)
History (study of what people forget)
Linguistics (study of languages and whathaveyou, or just individual languages)
Medicine (doctors and stuff)
Physics (study of how things work)
Sociology (study of how people act, decide if this should combine with anthropology in a game sense. ... may be redundant)
Technical Talents (3): (these are above and beyond regular science skills, sorta)
Biotechnology (biology and genetics and mebbe something else... can't recall)
Cybernetics (medicine plus electronics plus computers plus ... something)
Robotics (engineering plus electronics plus perhaps computers)
Weapon Talents (19):
Advanced Guns (energy casters)
Blunt Weapons (costs 2, ees all clubs / staves / louisville slugger, etc...)
Bows (you know, bows - but not bose. compound bows, crossbows, whatever)
Concussion Weapons (focused, melee energy weapons that inflict Force damage)
Energy Weapons (focused, melee energy weapons that inflict Energy damage (light saber, etc...)
Guns (regular, semi-auto, full-auto)
Marksman (hardcore artillery; mortars, tank cannons, those big 200mm battleship guns...)
Natural Weapons (claws, quills, razor skin, etc...)
Oriental Weapons (you know, ninja stuff.)
Quick Draw (initiative bonus with weapon of choice)
Sharp Weapons (swords, knives, broken bottles, stuff)
Shield (for offense (clubbin') or defense (not dyin')
Spontaneous Weapons (couch, television, lamp post, bus, whathaveyou)
Thrown Objects (throwing things like rocks, televisions, lamp posts, you know)
Thrown Weapons (knives, haxes, shuriken, etc)
Two Weapons (using two similar weapons (of single type) at once. extra attack w/em
Weapons Master (costs 3 - use all weaponses of melee type)
Weapon Skill (use a single weapon)
Weapons Specialist (costs 2) (with a big fat asterisk (*) here)
Talents to add:
climbing
astronomy
For some reason I was limiting myself to 101 talents; I think this was part of my neurotic weirdness that thought that would be 'cool' - hey, I'm weird. I'm curing myself of this though and trying to let things expand in a natural, 'organic' fashion. If i need more Talents, I add more Talents. I am going to do some rearrangement though in areas. Military and Law Enforcement and Genetics - making 'em Technical.
The idea there is that they're sort of... wossname, they're package deals. I may combine that with the 'oddball' stuff like student and heir to fortune too, since they're talents that affect other talents and the like. That may work out better. Of course, after html-ing up those talents rolling tables, I'm averse to all that on principle, but eh. I may've changed that already and not realized it...
Also, I seem to be listing the magic/psionic talents here. Oddly I didn't think I'd set up my 'list' of magic talents, so I guess I'll refer to that as a base. BASS. But I may change it yet. I figure I had in mind the idea of including all the talents here to avoid repetition elsewhere. If that is the case I will paste the psi talents from the Manual here forthwith or somesuch.
Contacts
Friends and such. I had made a slightly expanded list of contacts that I was of course happy with the quasi reveal of the in-progress version 3 of the UH. But you know. Things have changed. For a while I was calling this the 'uber' system and then grew out of that (and have some transformer entries that still show that, d'oh), and what have you. I'll be adding more again soon. Though the list i made is out there.
Check out them Book of Magic and Manual of the Psi Character Generation inserts, and you can see what I was going for. A lot of them are divided into type 1 and type 2 contacts, one being minor and one being major; a police 1 or whatever might be a beat cop, while a police 2 might be a captain of the po-po, as it were. That kinda thing. Just varying degrees of import.
Quirks
You can see this elsewhen - go to here to check these out.
Weaknesses / Limitations
After quirks, you may decide to further customize your hero with Limitations and/or Weaknesses. These are meant, of course, to limit your character's ability in exchange for a boost in power here or there, or everywhere, depending on the nature of the limitation and/or weakness. The severity is of course what gets that going. The weaknesses, i will mainly pull from the UPB with some tweaking.
limitations I'll really expand on. I started with that on the Book of Magic, and ... that's when I realized partially that I need to settle the core rules. I didn't want to duplicate any of the business there here, if that makes sense, even if it would technically be written out the other way around. So I'll do that here, then revise that section there. I think. We'll see how that goes.
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