Post by skyman on Jun 3, 2010 18:33:01 GMT
All characters, no matter what time period they are from, should find themselves at the start of the game at a particular spot on the Mediterranean seaside (the particular location might be negotiable - currently Egypt is likely). In the current time period (2010), this is a minor resort town that people might be visiting on vacation (or should I say holiday, since this is Dr Who?).
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Here is a basic outline of the creation rules. Ask questions here or talk to me on Messenger. You'll have to ask for further description of Traits you're interested in.
Email me your completed character sheet, send it on Messenger, or post it in the characters thread if you don't mind revealing information on your character.
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You start with 24 Character Points. The recommended baseline is to spend 18 points on attributes. 3 is an average score, 6 is the usual human maximum. Remaining points can be spent on Traits, or added to your Skill Points.
You have 18 Skill Points (plus any remaining CPs you don't spend on Attributes or Traits). Most characters tend to have at least 1 point in each skill except Craft, but that's not required. 6 is the normal skill maximum.
The basic game mechanic for each action is 2d6+Attribute+Skill, trying to beat a difficulty number. For instance, if attempting to perform surgery, a character might roll Coordination+Medicine, while noticing signs of sickness would be Awareness+Medicine.
ATTRIBUTES:
Awareness (the five senses... plus that indefinable 6th sense)
Coordination (dexterity and hand-eye coordination)
Ingenuity (cleverness and natural smarts)
Presence (charm and charisma)
Resolve (determination and willpower)
Strength (good ol' fashioned brawn)
SKILLS
(You may spend 1 SP to get an Area of Expertise in a skill you have at 3+. You get +2 to the skill in appropriate situations. Examples are Craft - Singing and Medicine - Surgery)
Athletics (endurance, sports, jumping, riding...)
Convince (bluffing, leadership, seduction, interrogation...)
Craft (singing, painting, etc. - an Area of Expertise is recommended)
Fighting (close combat)
Knowledge (general academic knowledge, from history to economics)
Marksman (ranged combat)
Medicine (treating and diagnosing ailments)
Science (the hard sciences)
Subterfuge (sneaking, sleight of hand, lockpicking...)
Survival (dealing with harsh environments, finding food...)
Technology (hacking, building, repairing...)
Transport (driving, piloting...)
STORY POINTS
These are used to save yourself from injury, influence the story, etc. Most characters start with a pool of 12 (which replenishes), but some special traits such as Experienced reduce or add to this.
TECH LEVEL
Sample tech levels: Renaissance -- 3. Modern -- 5. 51st Century Earth -- 8.
TRAITS
(Good traits cost 1 character point, or more if noted otherwise. Bad traits give you an extra character point or more. Special traits might cost Story Points, or not cost points but have both good and bad effects. Many of the more exotic traits will require GM approval).
Good -
Animal Friendship
Attractive
Boffin (good at tweaking Gadgets)
Brave
Charming
Empathic
Face in the Crowd
Fast Healing
Friends
Hypnosis
Indomitable
Keen Senses
Lucky
Owed Favor
Photographic Memory
Psychic Training
Quick Reflexes
Resourceful Pockets
Run for your Life!
Screamer!
Sense of Direction
Technically Adept
Time Traveler
Tough
Voice of Authority
Bad Traits -
Adversary
Amnesia
Argumentative
By the Book
Clumsy
Code of Conduct
Cowardly
Dark Secret
Dependency
Distinctive
Eccentric
Forgetful
Impaired Senses
Impulsive
Insatiable Curiosity
Last of My Kind
Obligation
Obsession
Outcast
Owes Favor
Phobia
Selfish
Slow Reflexes
Technically Inept
Unadventurous
Unattractive
Unlucky
Weakness
Special Traits-
Alien
Alien Appearance
Clairvoyance
Cyborg
Experienced (give up some story points for character and skill points)
Fast Healing
Fear Factor
Feel the Turn of the Universe
Hypnosis
Immortal
Inexperienced (give up some character and skill points for story points)
Precognition
Psychic
Robot
Telekinesis
Telepathy
Time Agent
Time Lord
Time Lord (Experienced)
Vortex
--------
Here is a basic outline of the creation rules. Ask questions here or talk to me on Messenger. You'll have to ask for further description of Traits you're interested in.
Email me your completed character sheet, send it on Messenger, or post it in the characters thread if you don't mind revealing information on your character.
---------
You start with 24 Character Points. The recommended baseline is to spend 18 points on attributes. 3 is an average score, 6 is the usual human maximum. Remaining points can be spent on Traits, or added to your Skill Points.
You have 18 Skill Points (plus any remaining CPs you don't spend on Attributes or Traits). Most characters tend to have at least 1 point in each skill except Craft, but that's not required. 6 is the normal skill maximum.
The basic game mechanic for each action is 2d6+Attribute+Skill, trying to beat a difficulty number. For instance, if attempting to perform surgery, a character might roll Coordination+Medicine, while noticing signs of sickness would be Awareness+Medicine.
ATTRIBUTES:
Awareness (the five senses... plus that indefinable 6th sense)
Coordination (dexterity and hand-eye coordination)
Ingenuity (cleverness and natural smarts)
Presence (charm and charisma)
Resolve (determination and willpower)
Strength (good ol' fashioned brawn)
SKILLS
(You may spend 1 SP to get an Area of Expertise in a skill you have at 3+. You get +2 to the skill in appropriate situations. Examples are Craft - Singing and Medicine - Surgery)
Athletics (endurance, sports, jumping, riding...)
Convince (bluffing, leadership, seduction, interrogation...)
Craft (singing, painting, etc. - an Area of Expertise is recommended)
Fighting (close combat)
Knowledge (general academic knowledge, from history to economics)
Marksman (ranged combat)
Medicine (treating and diagnosing ailments)
Science (the hard sciences)
Subterfuge (sneaking, sleight of hand, lockpicking...)
Survival (dealing with harsh environments, finding food...)
Technology (hacking, building, repairing...)
Transport (driving, piloting...)
STORY POINTS
These are used to save yourself from injury, influence the story, etc. Most characters start with a pool of 12 (which replenishes), but some special traits such as Experienced reduce or add to this.
TECH LEVEL
Sample tech levels: Renaissance -- 3. Modern -- 5. 51st Century Earth -- 8.
TRAITS
(Good traits cost 1 character point, or more if noted otherwise. Bad traits give you an extra character point or more. Special traits might cost Story Points, or not cost points but have both good and bad effects. Many of the more exotic traits will require GM approval).
Good -
Animal Friendship
Attractive
Boffin (good at tweaking Gadgets)
Brave
Charming
Empathic
Face in the Crowd
Fast Healing
Friends
Hypnosis
Indomitable
Keen Senses
Lucky
Owed Favor
Photographic Memory
Psychic Training
Quick Reflexes
Resourceful Pockets
Run for your Life!
Screamer!
Sense of Direction
Technically Adept
Time Traveler
Tough
Voice of Authority
Bad Traits -
Adversary
Amnesia
Argumentative
By the Book
Clumsy
Code of Conduct
Cowardly
Dark Secret
Dependency
Distinctive
Eccentric
Forgetful
Impaired Senses
Impulsive
Insatiable Curiosity
Last of My Kind
Obligation
Obsession
Outcast
Owes Favor
Phobia
Selfish
Slow Reflexes
Technically Inept
Unadventurous
Unattractive
Unlucky
Weakness
Special Traits-
Alien
Alien Appearance
Clairvoyance
Cyborg
Experienced (give up some story points for character and skill points)
Fast Healing
Fear Factor
Feel the Turn of the Universe
Hypnosis
Immortal
Inexperienced (give up some character and skill points for story points)
Precognition
Psychic
Robot
Telekinesis
Telepathy
Time Agent
Time Lord
Time Lord (Experienced)
Vortex