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Character creation takes the following steps: 1. Generate Primary attributes 2. Determine Biotype 3. Determine ugments !.

Chose "kills #. Chose $ribe %. Determine starting e&uipment an' (eputation Primary attributes $here are three Primary attributes in : Prowess represents strength) en'urance) agility) 'e*terity'etermines how much punishment a character can take. Awareness which co+ers aspects of the human min' like logic) reasoning) intuition an' memory. Presence in'icating both charisma an' willpower) 'etermines how much effort a character can profuse in his actions. ,hen you ha+e accumulate' twice the -ffort as much as you ha+e Presence you are 'emoti+ate' an' can.t get Popularity by your /ice) +irtue or moti+ation. $he basic range of ttribute +alues runs from 1 0+ery poor1 to # 0superb1) scores abo+e # represent superhuman abilityan' there is no upper limit. $he sum of the three attributes is calle' 2ifeforce. $o generate an ttribute score roll 3'% on the following table an' write the +alue 'own: 3d6 roll Attribute score 33# 1 %34 2 5312 3 1331# ! 1%314 # ttribute scores must be generate' in or'er. Option: a character can ha+e an attribute specialty trait 0this means he recei+es a 61 to the ttribute score on specific $asks1 if he takes an attribute weakness trait 0this means he recei+es a 31 to the ttribute score on specific $asks1. Prowess traits: strength) en'urance) agility) 'e*terity) &uickness Awareness traits: perception) reasoning) memory Presence traits: charisma) willpower Skills "kills are ac&uire' abilities) each skill has two (anks: Basic 0grants 63 to all $ests an' Contests1 an' '+ance' 0grants 6%1. -ach character starts the game knowing a number of skills (anks e&ual to its ,it "core) no skill can e+er ha+e more than 2 (anks. Athletics 3 Climb) leap) swim) ri'e Communication 3 speak languages) oratory Craft 3 7ake) repair an' e+aluate items) forgery) lock picking Drive 3 Pilot) 'ri+e) ship han'ling

Fighting 3 7elee combat Gambling 3 8nowle'ge of gaming ore 3 history) geography) memory) foreign languages !edical 3 patching up sentients "atural 3 'eal with animals) sur+i+al) herbalism) tracking Perception 3 "pot) hear) search) psychology Perform 3 Play instruments) sing) act) 'isguise Power # co+ers the use of Power $hooting 3 "niper $tealth 3 "neak) hi'e %echie 3 use an' repair of a'+ance' technology) hacking Traits /ice /irtue an' 7oti+ation. Chose one for each. 7oti+ation can be change' each session) /ice an' /irtue can.t. -ach time a character acts accor'ing to one of this three traits he gets 1 point of Popularity 0see below1. Currencies Power: measures the ability to manipulate 'irect power an' nanotechnologies. Power e*pense: no more than wareness6power rank per time. basic e*pen'iture is 1: instant near effect on 1target ''itional Power (ange 1 2 3 ! # % ; 4 5 19 far 02'%*19 meters1 Duration tens minutes 0'%*191 -ffect targets han'ful 0'%1 'o:en 02'%1 tens 02'%*191 hun're's 02'%*1991 thousan's 02'%*19991 2'%*19)999 rea small 0'% meters1 me'ium 02'% mt1 large 02'%*19 meters1 +ery large 02'%*199 meters1 enormous 02'% km1 2'%*19 km short 02'% meters1 minutes 02'%1

+ery far 02'%*199 hours 02'%1 meters1 e*treme 02'%km1 beyon' 02'%*19km1 sub3continental 02'%*199km1 continental planetary system3wi'e 3 'ays 01'%1 weeks0'%1 7onths 02'%1 <ears 02'%1 'eca'es 02'%1 centuries 02'%1 7illennia 02'%1

11 3 Permanent 'irect attack +ia Power on someone with Power gets neutrali:e' by his Power if he or she can e*pen' enough Power to compensate your own. Popularit&: measures a character.s popularity in the posthuman society) acts as currency.

8illing someone costs you 1 Popularity an' gains the +ictim 1 Popularity. <ou can take e&uipment or property from someone by gi+ing him Popularity. =f someone 'oes not sell the item for the Popularity you offere' you must gi+e him as much. Destroying someone.s Property....> Popularity can be spent to buy re3rolls... e+erybo'y lo+es a winner

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