Wake Up and Smell The Ruin
Character Creation (System)
Here are the steps to making a new character.
To make a character, first determine your Primary and Secondary Origins by rolling them. Write them down on your character sheet, along with the Origin’s Traits, including any special types of movement (Speeds), immunities or vulnerablities, or other traits they may have. Now that you have your Origins, at any point you can also put tallies on the Skills, and write the bonuses to Defenses, that each Origin affords you.
Next, roll 4d6 and drop the lowest of the 4 results. Add up the 3 remaining die and write that value down somewhere on your character sheet. Do this six times, then insert these numbers into the six slots for Ability Scores.
The Abilities are organized as follows;
Strength measures your character’s muscle and physical power.
This score also factors into attacks with heavy weapons and athleticism.
Constitution represents your character’s durability and stamina.
This score also relates to your character’s health.
Dexterity measures hand-eye coordination, agility and balance.
This score also goes into initiative and light weapon attacks.
Intelligence determines how well your character learns and reasons.
This score also factors into knowledge and creativity.
Wisdom describes a character’s willpower, common sense and perceptions.
This skill also relates to a character’s instincts and intuition.
Charisma measures a character’s force of personality, personal magnetism,
ability to lead, and physical attractiveness to others.
Once you’ve determined what scores you want distributed where, add a +2 to your Primary Origin’s Ability and a +1 to your Secondary Origin’s Ability.
Next, add in the modifiers. A Score’s modifier is equal to that number, cut in half (rounding down), minus 5.
For example, 14 cut in half is 7, minus 5 makes it 2. So 14’s modifier is +2.
You should also determine your Initiative here; by adding your Level and your Dexterity modifier, plus any extra bonuses an Origin may give you.
Next, figure out your character’s health—
Their Max Health is 12 + their Constitution Score.
Their Busted-Up Value is half of their Max Health, rounded down.
Now, you can determind your character’s skills. When making a level 1 character, you have 12 Skill Points to distribute, as well as the 3 granted by each respective origin. Refer to the Skills page to see the full list.
All players are encouraged to inquire to the GM about gaining skill in tasks and lore not listed here. If a player wants their character to have particular skill in anything from Attractiveness to Craft: Zeppelin Models, it is entirely possible; within reason of course. You may also expand on a skill, such as a Knowledge, into a more specific aspect of that skill.
While distributing points, consider where your character may have picked up these skills, and how they use them in their day-to-day lives.
Once you’re finished, refer to the Skill Point/Skill Die table to determine the Skill Die each Skill has. If you have any left over Skill Points, you can save them.
Next, roll 8d8 x the character’s Level to determine their starting Credits.
You can refer to the Equipment page to get prices and rules of different types of items and weapons.
You can write down any weapons you’ve received under Weapon Attacks,
And if you choose to be Registered, you can decide how much of your remaining Credits are Digital or Physical. Otherwise, you only have Physical Credits.
Now that you have your armor and other equipment, you can determine your defenses.
Here are the equations for each defense.
Armor Class = 10 + Dexterity Modifier + Any Origin Bonuses + Armor/Shield Bonus
Base Armor Class = 10 + Dexterity Modifier + Any Origin Bonuses
Fortitude = 10 + Strength or Constitution Modifier (whichever is higher) + Any Origin Bonuses + Armor/Shield Bonus
Reflex = 10 + Dexterity or Intelligence Modifier (whichever is higher) + Any Origin Bonuses + Armor/Shield Bonus
Will = 10 + Wisdom or Charisma Modifier (whichever is higher) + Any Origin Bonuses + Armor/Shield Bonus
Now, after looking over the sum of your character, you can work a personality into them.
Who do they trust in this world? What ideals do they subscribe to, what gets them out of bed in the morning? What would they do if they had a night to themselves in the big city? What kind of music to they like, do they watch TV? What are their goals, dreams or aspirations? Are they on a mission? Try to flesh them out with these sorts of questions when filling out the Character Traits section.
You should also fill out the character’s Gender, Hair, Eyes, Skin and Physique.
Draw what your character’s face looks like. You may also want to use a bigger sheet of paper if you have an idea of what they’d wear, their posture, or their shape.
Finally, the name. After all you’ve worked into them, and determined about who they are, a character’s name can be anything you want. A code name, a nickname, a full name, a series of letters and numbers. Figure out a name that will fit their personality, that you can play with, and that isn’t im-fucking-possible to pronounce. You may also want to come up with variations on a name, like, “My name is Florence Mudge, but my friends call me Fludge.”.
And there you have it, character created! Now go! Fly!