Character creation guidelines

  1. Give character a name.
  2. Determine your characteristics by using the following point-based system.

    1. All of your character’s characteristics STR, CON, SIZ, INT, POW, DEX and APP begin at 10.
    2. Base EDU is determined by your character’s age, base starting age is 18. This gives a base EDU of 13, for every 10 years beyond 18, your base EDU increases by +1.
    3. You have 48 points to spend on your character’s initial characteristics.
    4. Each STR, CON, SIZ or APP characteristic point increase is worth 1 point from your characteristic point pool. Each point increase of DEX, INT, POW and EDU costs 3 points from your characteristic point pool. Example, to increase STR from 10 to 11 would cost 1 point, to increase DEX from 10 to 11 would cost 3 points.
    5. You can choose to lower the following starting characteristics below their starting value of 10. For each point of STR, CON, SIZ or APP you reduce below 10, you get 1 point to add to your characteristic point pool, for each point of DEX, INT, or POW, you get 3 points. You cannot decrease your EDU characteristic, to have a lower EDU, decrease your character’s starting age. Realize that any character’s under the age of 18 will not be employed by the agency.
    6. No initial characteristic can be raised to higher than 21 and no initial characteristic can be lower to below 3.

  3. If your character will have magic, psychic abilities or sorcery, determine those powers now.

    1. Magic, character starts with 6 spells, base % in the spell is equal to INT x1, plus Mental category bonus.
    2. Psychic Abilities, character starts with 4 powers, base % in ability is equal to POW x1, plus Mental category bonus.
    3. Sorcery, character starts with INT level of spells, base % in the spell is equal to INT x1, plus Mental category bonus.

  4. Determine your professional skill point pool.

    1. Choose a profession and record your professional skills. Then increase those skills using the professional skill pool of EDU x25 points. No skill can begin with a higher % than 90. This 90 point total is the skill’s base, plus category bonus, plus any points gained through personality bonus and skill pool point spent.
    2. For every full 10 years beyond the age of 18, you gain another 30 professional skill points.
    3. Age does not come without a price, for every full 10 years above 40, subtract 1 point from one of the following characteristics (your choice): STR, CON, DEX or APP.
    4. For every year below the age of 18, subtract 1 point from on characteristic (your choice).

  5. Determine characteristic rolls.

    1. Multiply STR x5 for your Effort roll.
    2. Multiply CON x5 for your Stamina roll.
    3. Multiply INT x5 for your Idea roll.
    4. Multiply POW x5 for your Luck roll.
    5. Multiply DEX x5 for your Agility roll.
    6. Multiply APP x5 for your Charisma roll.
    7. Multiply EDU x5 for your Know roll.

  6. Determine derived characteristics.

    1. Add STR + SIZ and find the entry on the “damage bonus table”.
    2. Add CON + SIZ and divide the result by 2. This is your character’s hit points.
    3. Your major wound level is 1/2 hit points, rounded up.
    4. Your power points are equal to your POW score and are required to use spells and powers.
    5. Your character’s experience bonus is equal to 1/2 your character’s INT, rounded up.
    6. Your character’s MOV is equal to 30 feet.

  7. Category bonus. Determine your category bonuses and record them on the character sheet. See the list of category bonuses below and use the following formula.

    1. Add 1% for every point in the primary characteristic over 10; subtract 1% for every point below 10.
    2. Add 1% for every 2 points in the secondary characteristic over 10; subtract 1% for every point below 10.
    3. Subtract 1% for every point in the negative characteristic over 10; add 1% for every point below 10.
    4. Combat Category – Primary: DEX; Secondary: INT, STR.
    5. Communication Category – Primary: INT; Secondary: POW, APP.
    6. Manipulation Category – Primary: DEX; Secondary: INT, STR.
    7. Mental Category – Primary: INT; Secondary: POW, EDU.
    8. Perception Category – Primary: INT; Secondary: POW, CON.
    9. Physical Category – Primary: DEX; Secondary: STR, CON; Negative: SIZ.

  8. Sanity is equal to your POW x5.
  9. Character personality is either chosen or roll 1d4 to determine it randomly.

    1. Your character thinks first of solving problems by means of physical force and brawn. Give 20 skill points each to Brawl, Climb, Dodge, Grapple, Insight, Jump, Ride, Sense, Stealth, Swim, Throw, and to any two Combat skills.
    2. Your character believes that technique, craft, and expertise are the secrets of success. Give 20 skill points each to Appraise, any one Craft, Disguise, Dodge, Fine Manipulation, First Aid, any one Knowledge skill, Navigate, Pilot, Ride, Sleight of Hand, Stealth, and to any one Combat skill.
    3. Your character first tries to outsmart an opponent to gain an advantage. Give 20 skill points each to Appraise, Bargain, Disguise, Insight, any two Knowledge skills, Listen, Research, Sense, Spot, Stealth, any one Technical skill (appropriate to setting), and any one Combat skill.
    4. Your character enjoys persuading other people to work, while he or she makes the decisions. Give 20 points each to Appraise, Bargain, Command, Etiquette, Fast Talk, Insight, Perform, Persuade, any one Language (Other), Language (Own), Sense, Status, and any one Combat skill.

  10. Personal skill point pool, you may spend a number of points on other skills, non-professional skills. This skill point pool is determined by INT x15.
  11. Finally your character’s starting equipment follows.

    1. Several sets of clothing.
    2. An amount of pocket money and personal savings based on your character’s wealth level.
    3. A family heirloom, keepsake or some trinket of little relative value but having some emotional connnection.
    4. Any trade tools or equipment suitable to your character’s profession.
    5. Any weapon that your character has a skill of over 50% in.
    6. An appropriate ground vehicle; car, motorcycle, bicycle, etc.

Character creation guidelines

A New York Nightmare Johnprime