Character Generation

Characteristics [5pt per rank ]
CHARACTERISTICS 
( Statistics or Stats ) 

Characteristics are what make a character. Each character has 8 statistics which will decide how mentally and physically capable that character is at performing certain acts. These include strength (STR), dexterity (DEX), diagnose (DIA), concentration (CONC), charisma (CHA), knowledge (KNOW), physique (PHYS) and COOL.  There is one other characteristics, FLUX, but this will be explained in ‘Character Generation'.  There are certain skills attributed to each characteristics. There is a minimum and a maximum for each statistic, depending on what race is taken.  Each stat can go as low as 1 and as high as 15.  This will determine the number of ranks that a character can have in a skills attributed to that stat.  For example, a character has a Dexterity (DEX) of 7.  This means that if that player were to choose Martial Arts as one of there character 's skills, the maximum would be Rank 7. 

The player must first decide what type of character they wish to play. The first stage is usually deciding on the race or class of character.  The choices are described in detail in the following pages.  They are the Human, Frother, Ebon, Brain Waster, Wraith Raider, Shaktar and the Stormer. The player has a pool of points to spend on natural characteristics (the basic physical and mental attributes of the character), skills (the abilities of the character), advantages and disadvantages.  If the character is an Ebon or Brain Waster, they must also use these points to buy Ebon abilities (See 'The Power of the Ebb') 

The natural characteristics or statistics (stats) are the basic building blocks of a character They specify how strong, fast, intelligent and calm the character is. The Stats also determine the limit of the skills the character may learn.  The statistics are as follows.

 
 
S T R E N G T H  ( S T R ) 
The physical strength of a character determines how capable a character is of carrying, lifting and throwing objects of a certain weight.  To refer to how much your character can lift, throw and carry, refer to the 'Encumbrance section in this chapter.  This characteristic also determines how hard they can punch someone during hand -to- hand Combat.  The strength of a character also effects how much physical damage is taken by an opponent when struck.  This damage bonus is worked out by the character 's STR stat divided by three (rounded down) For more information on this bonus, see the 'Combat' section. 

D E X T E R I T Y  ( D E X ) 
This stat describes a character agility and reaction time.  This characteristics is also used to decide when the character is able to act during a combat round. 

D I A G N O S E  ( D I A ) 
A character 's diagnose characteristic is how well they can solve problems of a mental nature.  It also implies how well a character may learn from certain situations. 

C O N C E N T R A T I O N  ( C O N C ) 
This characteristic represents a character's attention span and ability to concentrate on a particular activity, person, situation etc.  This characteristic is especially used with Ebons and Brain Wasters when performing Ebon abilities. 

C H A R I S M A  ( C H A ) 
The Charisma stat represents the ability to influence, charm and impress surrounding characters using both speech and actions i.e. body language. 

P H Y S I Q U E  ( P H Y S ) 
The general physical fitness, or physique stat, is determined by adding the character's STR & DEX stats together and dividing by two (rounding up) 

K N O W L E D G E  ( K N O W ) 
A character's basic intelligence is represented by their knowledge characteristic.  This is determined by adding the character's DIA & CONC stats together and dividing by two (rounding up) 

F L U X 
This stat is rated 10 for all character's except Ebons and Brain Wasters who start with 20. FLUX represents a persons energy level.  Ebbusers may increase there FLUX at the normal cost of 5 points per FLUX like any other stat but after generation, during play, they can increase it at a cost of 2 points per FLUX. 

C O O L 
How a character may act under stres and in intimidating circumstances is represented by a character's COOL statistic.  A character with a high COOL is very calm and does not crack under pressure and a character with a low COOL is nervous and is more likely to panic in a frightening situation. 

 

RACIAL CHARACTERISTICS:
Character races have limitations to which their characteristics can reach. Each
race has a different beginning and maximum levels, these represent the starting
level and upper limit which a character can attain through experience.  The Races
avalible are dependent on what setting you are playing in.  Each character starts
with 300 points to spend on Characteristics, Skills, and Ads/Disads.
  STR DEX DIA CONC CHA COOL
Human  5-10  5-10  5-10  5-10  5-11 5-10 
Frother 6-12 6-12 4-8 5-9 5-9 5-11
Ebon 5-9 5-10 5-10 6-13 5-11 5-9
Waster 5-11 5-10 5-10 5-11 4-8 5-11
Malice 313  7-15 6-13 4-8 4-8 4-8 7-15
Vevaphone 6-10 6-10 6-10 6-10 6-10 6-10
Xeno 711 6-13 7-15 5-10 5-9 4-7 6-12
Shaktar 6-13 6-13 4-8 5-10 5-9 6-12
Wraith Raider 5-10 7-15 6-12 5-9 5-10 4-8
Thresher Human 6-12 6-12 6-12 6-12 6-12 6-12
 
 
Settings
Fantasy Victorian  SciFi

Skills [1pt per rank cumulative]

SKILLS

Advantage / Disadvantage List:
Ads/Disads [+/- 1pt]

Ebb Abilities [1pt per rank cumulative]

Hardware
Drugs