This is the IRC/Computer Assisted version of the rules. For the FTF low-dice version click Characters - Low Dice
Characters are defined by the assets associated with them. These are given a name, and a rating (which represents the number of dice they give to your character's pool when they pertain).
One stat die from the below list is used in every contest. Distribute 24 points between all characteristics, with none being less than 2, or higher than 6. It is possible to modify these later.
Some say that certain individuals are watched over by the gods. Others think that these individuals are just very self-assured (perhaps due to a belief that they are watched over). Either way, those that are so blessed have a high number of destiny dice, while those who are not so blessed have few. These dice can be used in every contest.
Each character has a number of backgrounds that represent where they are from, who they know and what they do to survive. These dice are applied in contests where the experiences from their background would make the character more effective in a contest. They also include relationships with individuals from that particular background.
These are extraordinary mutations that afford a character a greater chance of survival.
This is special equipment of ancient technology. The character is assumed to have bronze-age to medieval technology level gear that is needed to perform normal tasks… this provides no dice bonus. Only special technology from the past is represented by Tech dice.
Characters come in various shapes, sizes, forms, and with various assets. To define these, first the player fills out the character life-path questionnaire. Then the player uses the answer to select a type below (PSH, Mutant Human, Mutant Animal, Mutant Plant, or Android). Then the player chooses strengths for each die category (weakness, average, strength, or superiority).
The player should answer as many of the questions below as they are comfortable with answering. It is OK to leave some of the character’s background unknown. The answers to these questions will then give the player an idea of how to create their character’s assets.
The above questions are meant to elicit answers that will illuminate the answers to the following questions as well.
A player must select one of the following general types for their character. Listed below each are the limitations on what die category strength limitations apply.
Attributes – may not be superiority (though often this is a PSH’s Strength) Destiny - strength or superiority Background - any Mutations - weakness (meaning they have none) Tech - any
Attributes – any (but if selected as strength or superiority, it is understood that the raised attributes are high because of mutation) Destiny – may not be superiority Background - any Mutations - any but weakness (they must have mutations or they're not a mutant) Tech - any
All mutated animal characters have acquired some level of human-like intelligence. This mutation does not have to be represented in the mutations category, but is accounted for by the intelligence attribute.
Attributes – no limit (but if selected as strength or superiority, it is understood that the raised attributes are high because of mutation or animal form) Destiny – may not be superiority Background – may not be superiority (represents not only the tendency of animals to have had less training, but also prejudices against them in human communities) Mutations - any but weakness (they must have mutations or they're not a mutant) Tech - any
Many plant species in this new world have acquired motility, and intelligence. These mutations do not have to be purchased, but are accounted for in the mutated plant’s attribute scores.
Attributes – any (but if selected as strength or superiority, it is understood that the raised attributes are high because of mutation or plant form) Destiny – may not be superiority Background – may not be strength or superiority (represents not only the tendency of plants to have had less training, but also prejudices against them in human communities) Mutations - any but weakness (they must have mutations or they're not a mutant) Tech - any
Attributes – no limit (but if selected as strength or superiority, it is understood that the raised attributes are high because of the being’s high-tech nature) Destiny – may not be superiority Background - any (may be from experience or programming) Mutations - weakness (meaning they have none) Tech – strength or superiority (representing built in assets)
For each die Category, one of the below die pools levels must be selected and distributed.
Level | ||||
---|---|---|---|---|
Category | Weakness | Average | Strength | Superiority |
Attributes | 24 | 30 | 36 | 42 |
Destiny | 2 | 3 | 4 | 5 |
Other | 0 | 18 | 24 | 30 |
Distribute this many points between the ranks of the assets in the category. Attributes always have six exact assets, and destiny is always just one, but other categories can range between 2 and 5 assets or so. More if some are minor.
Note that characters may take ratings over 10, but these are clearly superhuman, and must have an explanation in terms of mutation or something high-tech, etc.
If the character has a die category strength of average or higher for mutations (i.e. the character possesses mutations), they may select defects for their character. Each defect is rated , and may be rated equal to any one other mutation they possess. This can only be done once per mutation.
For each defect selected, another mutation can be selected at two ranks lower.
Example: Roger decides that his character’s mutation category will have an average die strength, and selects three 6 rated mutations. He then decides he would like a couple more minor mutations, and so selects two defects (he could have taken three, but settles on two). This then allows him to take two more rank 4 mutations.