Character Creation

From The Hunters

Jump to: navigation, search

Contents

[edit] Backstory

Your character was recruited by The Hunters about a year ago after displaying some exceptional traits. Since then you have been in one of the organization's training centers, most likely Camp Impulse in western New York.

After completing basic training you were sent to Tension Squad, a newly formed cell in middle America.

[edit] Classes

There are four classes to choose from: Technician, Psion, Scout and Enforcer.

[edit] Technicians

Technicians work with technology, mostly in the role of development but occasionally in operations if the piece of technology is delicate enough. Most of the time their creations are made for Scouts or Enforcers, however, who use them in the field. The Hunters have access to very advanced forms of technology, far higher than even the military of large nations, due to the fact that most technicians work with divine or demonic inspiration. These technologies are well guarded from the outside world and usually have an automatic self-destruct function to prevent them from getting into the wrong hands.

[edit] Enforcers

Enforcers are trained almost exclusively in the art of combat at a physical and spiritual level. They usually have a broad range of combat training, being skilled in various forms of long-range and hand-to-hand combat forms, supplementing their skills with a small degree of stealth training. Most enforcer has a weapon of choice and preferred combat style. Enforcers are generally kept in the home base, honing their skills, and are usually only sent out when there is a specific mission too challenging for the scouts to handle on their own. Some enforcers also act in the capacity of Scouts on occasion, if they have the proper skill-set.

[edit] Scouts

Scouts have the role of information gathering and espionage for the organization. Most have also worked hard to develop spiritual sight and all have some form of combat skill, be it hand to hand or long ranged. It is their job to travel the streets and cities, seeking out targets and keeping track of their activities. If possible it is their job to also take care of any problems they come across, but if the problem is too big they are ordered to let the Enforcers take care of it. Scouts act in varying capacities, some are night crawlers and others perform social espionage, sometimes working independently and at other times following up on a lead given by one of the psions.

[edit] Psions

Psions are trained in various forms of spiritual power, as will be elaborated later. They do not have exclusive access to these powers; most members of the underground possession one or another of them to a degree. Psions are so classified, however, because they focus on spiritual powers over all others and work to greatly develop them. Psions spend a great deal of their time training their abilities and maintaining their level of spiritual awareness as well as keeping track of any activity in the spiritual world and scouting out any greater than normal spiritual activity. When need arises they travel into the spiritual worlds to help the scouts at a spiritual level, or go out into the field with the scouts or enforcers.

[edit] Skills

There are four skill categories corresponding to the four character classes. There is no limit on where a character can draw his skills from and to what degree, but be aware that if a character's skills were to make him more suitable for another role then the character will be transferred to another class.

Every character must choose one of the four starting classes. This will give one point towards every skill in that class' skill set. All other skills will begin at level 0. Starting characters have 45 additional points to spread amongst all the skills as the player sees fit. These points may also be used to invest in another 'class level' for 15 points, essentially giving 1 level in all skills of a certain class. These points can also be modified through Traits and Flaws (explained later).

The maximum number of points that can be invested in any skill is 5.

The 24 skills are as follows:

Technical Skills: Physics, Chemistry, Biology, Information Technology, The Arts, Humanities

Combat Skills: Unarmed, Light Melee, Heavy Melee, Light Ranged, Heavy Ranged, Athletics

Espionage Skills: Stealth, Diplomacy, Observation, Security, Tactics, Acrobatics

Psionic Skills: Projection, Telekinesis, Telepathy, Empathy, Spirit Sight, Astral Travel

These skills will be described in detail further on.

[edit] Specializations

Every skill covers a broad spectrum of situations and subskills. Specializations maximize a character's abilities within a more specific use of any given skill.

All skills have many possible specializations which, when taken, can improve the skill bonus up to an additional +5 up to the maximum combined skill bonus of +10.

The specialization bonus must be equal to or less than the generic skill.

For example, the generic skill Athletics gives up to a +5 bonus in any and all athletic situation rolls, such as Climbing, Jumping, Swimming, Playing Sports, etc. Rowan has +3 Athletics and +2 Jumping, he will be able to roll 2d6+5 whenever he is jumping while only rolling 2d6+3 for all other Athletic rolls. Rowan may increase his Jumping up to +3 to grant him a total bonus of +6 but if he wishes to improve it to +4 he must first increase Athletics to +4.

Occasionally two different generic skills can be used in tandem. When this happens, a cross-skill specialization may be taken to cover the specific use of these combined skills. For example, Biology and Chemistry can be used together to create pharmaceuticals. Someone wishing to specialize in pharmaceuticals can claim it as a cross-skill specialization and would roll the lower of Chemistry or Biology plus the Pharmaceuticals skill bonus.

[edit] Specialty Skills

Some skills have specific Specialty Skills which can be derived from them. These are different from Specializations in that they do not add the bonus from the Generic Skill whenever making a roll. Instead, treat Specialty Skills as separate skills with the generic skill at the same level or greater as the prerequisite. Specialty Skills can be specialized just like with regular skills. Specialty Skills cost 2 points and Specializations on Specialty skills cost only 1 point.

Specialty skills are occasionally derived from two or more generic skills. Treat these specialty skills in the same way, requiring both prerequisite skills to be of an equal or greater level to the specialty skill.

Specific specialty skills are open to player creativity but limited by GM discretion. Other miscellaneous skills not on the list are also available at the GM's discretion.

[edit] Technical Skills

There are three parts to all six Technical Skills. They are Knowledge, Application and Operations. The knowledge component is a measure of everything a technician knows in his particular field and can be used to identify things that apply to his field or in discertations and debates. Application generally means using a skill in order to craft an object, but it can also be to perform a musical peace (using the Art skill) or a magic ritual (using a specialization of the Humanities skill). Operations means using a complicated object from your field. A person specializing in a Technical Skill, can either select an area of study for Application or a person can specialize in Knowledge or Operations. Specializing in Knowledge means knowledge in all sub-fields, but this knowledge is purely theoretical and cannot be applied or used in operations. Likewise, Operations means an ability to use any extremely complicated object or system in your field but sacrifices general knowledge and application.

Physics: Knowledge of the fabric of the universe and how it all operates. Specialized fields include Mechanical Engineering, Civil Engineering, Quantum Physics, Electronic Engineering, etc.

Chemistry: Knowledge of the combination of particles in order to maximize the potential of creation. Specialized fields include Smelting, Explosives, Materials, etc.

Biology: Knowledge of living organisms and how they function. Specialized fields include Genetics, Medicine, Microbiology, Botany, Husbandry, etc.

Information Technology: Knowledge of computer-based information systems, including software and hardware. Specialized fields include Programming, Hacking, Electronics, etc.

The Arts: Knowledge of beauty and creative expression. Specialized fields include Painting, Architecture, Music (specify instrument), Literature, Theatre, etc.

Humanities: Knowledge of the underlying nature of humanity and the spiritual side of the universe. Humanities operates slightly differently than the other technical skills. Firstly, there is no generic 'Knowledge' specialization in Humanities. This means the various subjects (psychology, linguistics, history, geography, etc.) need to be taken seperately. Secondly, a character may take a specific religion or spiritual practice as a Specialty Skill in order to perform magical rituals belonging to that religion, or to craft magic items specific to that religion. Thirdly, Humanities has a set of 'Metaphysical Application' cross-specializations which indicate an ability to apply metaphysical theory to another skill-set. For example, a person can specialize in 'Metaphysical Chemistry' and be able to craft materials that block psychic attacks or 'Metaphysical IT' and be able to write software that can hack into the spiritual makeup of the universe. Clever players will be able to apply metaphysics to other non-technical skills as well.

[edit] Combat Skills

Unarmed, Light Melee, Heavy Melee, Light Ranged, Heavy Ranged: The first five combat skills are straight forward. Unarmed refers to unarmed combat, as well as throwing weapons. Light Melee refers to any weapon that can be easily wielded with one hand. Heavy Melee refers to any weapon that is large enough to require two hands to wield it effectively. Light Ranged refers to any portable weapon that can be easily carried. Heavy Ranged refers to weapons that are extremely cumbersome, immobile turrets and ranged weapons built into vehicles. These skills refer both to offence and defence when wielding the appropriate weapon. Specializations in these five skills are individual weapon types (for Unarmed, a specific fighting style or Throwing).

Athletics: Includes all forms of athletic abilities, such as running, swimming, climbing, jumping, etc. Specializations in this area cost only 1 point instead of 2.

[edit] Espionage Skills

Stealth: includes hiding, concealing objects, moving silently, disguises and more. Specializations could be one of these, tailing undetected, attacking from concealment, or anything else you can think of.

Diplomacy: general familiarity with etiquette, protocol and oratory abilities, as well as the ability to read people and their motivations. Specializations in this area either indicate a certain group with which a character has the most familiarity (ie, Nobles, Commoners, Slum-lords, Vampires, Demons, Angels, etc.) or a diplomatic method (ie, Seduction, Deception, Politeness, Intimidation, etc.)

Observation: general awareness and alertness. Specializations include: Spot, Search, Listening, Lip-reading, Smelling, Lie detecting, Investigation, etc.

Security: knowledge of lock-picking, trap-setting, general familiarity with security systems and common building layouts. Not only useful for breaking and entering but also running security systems and planning defenses. Specializations can be any of these. If it's security systems or planning defenses then specify what kind of systems or what kind of defensive layout (wilderness, urban, castle, underground strongholds, etc).

Tactics: This skill refers to a person’s level of discipline and tactical awareness. It includes leadership ability, knowledge of battle formations, military protocol, etc. regarding small squad and large scale battles. This skill also includes wilderness survival skills. Level 1 represents basic recruit training, Level 3 represents Sergeant level training, Level 5 Lieutenant and further levels indicate higher equivalent ranks. Specializations in Tactics refers to a specific scenario in which a character has a great deal of experience, such as: storming a building, naval combat, large-scale warfare, skirmishes, etc., or a wilderness type for survival specializations.

Acrobatics: includes all forms of acrobatic abilities, such as balancing, swinging on ropes, doing flips/cartwheels, etc. Specializations in this area cost only 1 point instead of 2.

[edit] Psionic Skills

Psionics is an extremely potent set of skills that takes years to become proficient in, much less master. As such, buying points in Psionics skills doesn't work like all the other skills. Psionic skills are utterly useless at the basic level. Without specializations a psionicist can only perform minor prestidigitations like telepathically flicking a toothpick or receiving an impression of a simple number that is concentrated on intensely. When using a specialized skill, only include the specialized skill bonus and not the bonus gained from the generic skill.

Projection: This skill involves the manipulation of one’s own energy body or aura. Using this skill one can create spiritual battle amour, shield against all forms of telepathic attacks, enhance one's fists or weapons with extra spiritual strength, make one's self invisible or appear differently to spirit sight and spiritual entities, mold one's energy body into a different shape, extend ethereal tentacles to feel around, or any other use of one’s own spiritual force that can possibly be conceived. Energy used through this skill mostly affects others spiritually but can also affect the physical world to a lesser degree.

Psychokinesis: This is the ability to move objects through mental concentration alone. This allows a novice to close doors, roll balls and turn the pages of a book, while a master can slow projectiles (sometimes stopping them) and levitate heavy objects or people, including the psion himself. When specialized in conjunction with Projection a psion can control energy forms separate from the psion. These can be used as weapons, barriers, projectiles etc. Other specializations in this area include: moving static objects, stopping moving objects, manipulating devices from a distance, crushing objects, personal levitation, manipulating living things, etc.

Telepathy: The ability to read another person’s thoughts and send messages.

There is a danger with telepathy, which is that once a person is trained with it intense concentration is needed to get it to STOP working. Thus a psion’s mind is constantly filled with the thoughts of others, causing many telepaths to develop a measure of insanity and making it extremely difficult for a telepath to get a good night’s sleep. Thoughts can be blocked and/or filtered somewhat through a greater degree of concentration, or by creating shields through the use of Projection or certain technologies.

Telepathic attacks can be fended off either through certain technologies, certain shields created through the Projection skill, through a ‘mind-lock’ where the defending telepath sends a feedback signal to the attacking telepath which has the result of pulling them both into the Mental Plane where their consciousnesses struggle against each other for dominion, or through a friendly telepath intercepting the telepathic signal and pushing it away. A regular person is virtually defenseless against a trained telepath.

Specializations include: Reading, Sending, Attacking, Memory manipulation, etc.

Empathy: Identical to Telepathy in every way except that it deals with emotions and not thoughts. Emotional Attacks work differently, however, in that they work by overwhelming a person’s sensibilities with an intense emotion of a certain kind. If successful then the subject is compelled to fulfill whatever emotion has been churned up. As with Telepathy, Empathy can be fended off through certain technologies, shields or by sending an emotional feedback, locking each others’ hearts together. Such a battle is incredibly intense and the damage done could result in permanent emotional trauma, a loss of empathic abilities, insanity or a fatal heart attack. Empathy can also allows a person to detect the presence of Ghosts, Shades and Angels and their emotions. A specialized skill combination between Telepathy and Empathy allows a Psion to communicate with these entities directly.

Specializations include: Reading, Churning (bringing an emotion to the surface), Calming, etc.

Sense: Determines a person’s level of awareness regarding the spiritual realm. It only allows a person to pick up presences at the close edge. This skill is viewed as a prerequisite for all other psionic skills, though it isn’t necessarily the case. It will just happen that if a person doesn’t possess this skill then they will be ‘working blind’ so to speak. Specializations in Spirit Sight involve a single sense. Level one specializations grants a person a general awareness when concentrating. At level three a psion can make out the general qualities and locations of spiritual entities or people. Level five grants a person perfect awareness, on par with physical reality. A second specialization called 'Penetration' allows any other specialized sense to reach further into the Far Edge at the lower level between Penetration and the other sense.

Astral Travel: The ability to leave one’s body, in part or in whole. Specializations in Astral Travel determine what dimensions and capabilities the psion will have when traveling.

The specialization 'Distance' allows the psion to travel further from his body. At level one a person can stretch out into the spiritual world while meditating but cannot leave his body. At level three a person can shift his consciousness to his spiritual body and step out of his physical one, but cannot leave the general vicinity of his physical body or the close edge. At level five a psion can travel anywhere in the close edge.

The specialization 'Depth: Level' is required to travel further into the spiritual realm, where 'Level' indicates the level which the psion can travel to. Each skill Depth allows the psion to operate as if having the Distance skill at that level. Additionally, any other Astral Travel specialization is limited to the psion's Depth level in the specific depth. A new level of Depth can only be taken up to one less than the previous level. Thus, a psion with Level 4 Distance can only take up to Level 3 Depth: Far Edge and one with level 3 Depth: Far Edge can only take up to level 2 Depth: Lower Heavens. There are 4 ranks of depth: Far Edge, Lower Heavens, Middle Heavens and Upper Heavens.

Further specializations can allow for faster movement in the spiritual realm, an increased power level with a specific psionic ability, deeper travel, the ability to guide others into the astral realms, the ability to remain out of body for an extended duration, etc. A person who uses Telepathy or Empathy while out of body has their range greatly increased, being able to pick up thoughts or emotions all throughout the area, the city, or masters of both can reach out and sense thoughts and emotions throughout the world. It is very difficult and dangerous to do so, especially if a psion doesn’t have shields or filters set up, as he can very easily get overwhelmed by the sheer amount of thoughts or feelings that exist.

While in the astral realms the spirit sight ability allows a person to see into the next deeper level much the same way as one can see into the close-edge from physical reality. A combined specialization will allow a person to perceive normal reality while in the spiritual world.

[edit] Attributes, Traits and Flaws

You may notice the odd omission of attributes such as 'strength' or 'intelligence' or 'charisma'. These are abstracted into the character's skill levels and can be described within the character's description accordingly.

There is also the possibility of adding Traits to characters on creation or through a process later on. Traits are special qualities that give a player an innate 'tool' of level 1 or 2 to a specific skill specialization. Traits are exempted from the rule that specializations cannot exceed skill level.

There will also be Flaws that have the opposite effect, granting an adverse condition of -1 to -2 to a specific skill specialization. Additionally, Flaws must always have an aspect that can be roleplayed in addition to the negative skill use modifier.

There will be a limit of up to 10 points in Flaws and 10 points in Traits for starting characters and only level 1 or 2 traits or flaws can be purchased. Cost and return are 2 for 1.

Examples: Gwen in good looking. She gets +1 to her Diplomacy skill when Seducing. Twick is double-jointed. He gets +1 to his Security skill when escaping from being bound up. Rowan has bad eyes. He gets -2 to all observation checks with spot and must play out his poor eye-sight by mistaking objects and people for other objects and people.

[edit] Vital Statistics

Every character has four vital statistics: Health, Resolve, Aura and Lucidity. These all start out at 10 and can be increased by spending skill points in certain Skill Groups. They are detailed as follows:

Health: 5 + [Combat Skills]/5

Health is a measure of a person's physical state of well-being. A health of 0 indicates incapacitation through physical disability. It is generally challenged through physical combat or diseases.

Resolve: 5 + [Espionage Skills]/5

Resolve is a measure of a person's confidence, tenacity and general emotional well-being. A resolve of 0 indicates a state of utter amenability. It is generally challenged through diplomacy or empathy.

Lucidity: 5 + [Technical Skills]/5 - [Telepathy+Empathy (Basic Skills ONLY)]/2

Lucidity is a measure of a person's clarity of mind, reason and general mental well-being. A lucidity of 0 indicates a state of utter bewilderment and confusion. It is generally challenged through philosophical debates (an attack through a technical skill) or telepathy.

Aura: 5 + [Psionic Skills]/5

Aura is a measure of a person's purity of spirit, strength of character and general spiritual well-being. An aura of 0 indicates incapacitation through disabled psionic faculties. It is generally challenged through Projection.

[edit] Equipment

The right kind of equipment is vital for any and all activities, especially in today's world. Tools and Enchantments have a special place in the rules and they are all rated from 0 to 4.

0 - Indicates an improvised or very basic item that is being used for a skill that requires an item. For example, a table leg is a level 0 Light Melee item and a Hairpin is an level 0 item when using the security skill to pick locks.

1 - Indicates an improvised item that aids the performance of a skill that does not require equipment to be used, or an item of good quality for skills that require items in order to be used. It can also indicate the creative use of an existing item (using balet slippers to move silently through Stealth, wrapping your hands in backwards duct tape to help you climb, etc.)

2 - This indicates finely crafted specialty items, such as a masterworked Katana or an expensive toolkit.

3 - these items are all either expensive and complicated or magically enhanced. It would indicate a fully stocked mechanics lab or a psionically powered sword.

4 - this is reserved exclusively for powerful magical items or very elaborate places and inventions.

5+ - extremely powerful magical artifacts higher than level 4 are merely rumours and legends.

[edit] Point Cost Summary

Starting Points: 45

Class: 1 Free; gives +1 to all skills in a single group. Afterwards, 15/Class Level

Skills: 3/Skill, 2/Specialization or Specialty Skill, 1/Specialization in Specialty Skills, Athletics or Acrobatics

Traits: 2/Trait Point(up to +2, up to 10 Trait Points total)

Flaws: -2/Flaw Point(up to -2. up to 10 Flaw Points total)

Equipment: 20 points worth of +2/3 equipment free, purchase as many as desired for 2pts/+1 afterwards. As many +0/+1's as desired for free (within reason).

[edit] Sample Character

Twick

Scout

Skills

Technical Skills:

Humanities 1

Combat Skills:

Light Ranged 2
Athletics 4

Espionage Skills:

Stealth 3
Diplomacy 1
Observation 2
Security 2
Tactics 1
Acrobatics 3

Psionic Skills:

Projection 1
Spirit Sight 1

Traits:

Double-Jointed: +1 Security (Escape), +1 Athletics (Climb), Acrobatics (Contortion)

Flaws:

Impatient: -1 Tactics (Cover)
Blunt: -1 Diplomacy (Nobles)

Equipment:

Glock: 0 Ranged Weapons (Pistol)
Super-Stick Gloves: +1 Athletics (Climb)
Soft Shoes: +1 Stealth (Move Silent)
Catsuit: +1 Stealth (Hide in Shadows)
Grappling Hook & Rope: Allows a CR6 climb unassisted or a CR4 climb next to a wall
Knockout Gas Capsules x 2: One use: Short-Term damage to Lucidity: 2d6+4 (vs. Tactics). Result: Unconsciousness.
Smoke Grenade: One use: Creates effective condition 'No Lighting' temporarily
Flashlight: Cancels 'No Lighting' condition due to darkness
Google AdSense