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Character Packages

A collection of skill packages that Players can use to build their characters from. Mostly these are suggestions, there are runners that can't drive and elves that walk into things, they are just unusual. These packages allow players to take the right skills and typical merits/flaws appropriate for their characters. This Section is optional and can be omitted.

Racial Packages
Racial packages are automatically taken when selecting a non-human race. They have been balanced to be free. Bonuses can be interpreted differently to the suggestion (normally +1 Success Level), GM's may want to enable certain races to make a roll when other characters are not given the chance, eg a were-wolf character tracking by smell using their survival skill. Also see Races

Professional Packages
These Career skill building blocks are optional. Feel free to adjust any of the packages removing or increasing merits/flaws as needed to create your character. Professional packages must be 'paid' for with character generation points.

Recommendations
These are not mandatory, however in social circumstances the individual would be considered strange. eg a runner with only a +1 drive..

 

Racial Packages

These are only the more common character races Players and GMs can come up with others drawing from the creature section or the imagination. Look at mutants for the method of creating other races (72 points to create racial maximums, GMs can balance races with slow advancement) for more information see Race

The bonuses/penalties are merits and should be recorded there. In general they only effect Success Level not the chance to succeed. GM's may decide rather than using the bonus simply allow checks where other would not. eg an elf might see something in the far distance that no-one else could.

Elf
Susceptibility to Infection (Serious Wounds & worse require Resist+Body to avoid infection, can only cured by magic or hospitalisation)
Heightened Senses. adds +1 to awareness success level
Night Vision - allows clear vision in dim light
Immortality, Disease & Poison Immunity.
Racism in UnderCities. (Elves are treated treated quite poorly in the Undercities)

Recommended:- Reflexes 7+

Slow advancement. Skills may only be raised 1 point per Field per session

Dark ElfAs Elf but also
Low Light Vision (allows clear sight in near blackness)
May not take Darkness, may not specialise in magic. (If they do they have no access to Dark-elven society and Pre-fall tech)
Racism in UnderCities. (Elves are treated treated quite poorly in the Undercities. Dark elves are just elves to the most)

Recommended : Specialise away from magic, Pre-fall tech Item (1-7pts)

Slow advancement. Skills may only be raised 1 point per field per session

Dwarf
Low Light Vision (allows clear sight in near blackness)
Tech Aptitude (+1 to repair Success Level)
Stoic. +1 to Shock.

Recommended: Strength & Body 7+

Slow advancement. Skills may only be raised 2 points per field per session

Replicant.
4-10 year Life Span (1-3 of which probably already passed)
Childlike Emotional Range (eg Happiness and Anger not the more complex ones such as :loathing, love etc)
Stoic. +1 to shock

Recommended : Unknown Incept(death) date, Physiological Flaw, One Stat 10+.
Replicant are 'designed' for many different purposes; Combat, 'Entertainment', Mining etc. Their merits would reflect what they were intended for. Such as Low light Vision, heightened senses, Tech aptitude, 'flexibility' etc.

Slow advancement. Skills may only be raised 1 point per field per session

Mutant
More often than not these poor souls have been mutated by the radiation in the demongrounds left over from the Fall. However other things from magic to demon possession could have caused the mutation.

Mutation: Anywhere from extra appendages to a still born siamese twin to abnormally good charisma.... beneficial or not, obvious or not. Often these mutations can be simulated by adjusting stats and stat maximums. Every Mutant has different 'Racial Maximums'. At character generation these maximums are decided upon by spending 72 points towards the maximums. Mutants with higher than usual charisma would have higher Personality, or have low attractiveness if the mutation were disfiguring. Special mutations such as extra limbs or special abilities have to be purchased as merits.

Worth between -4 & +4 (or more) (a simple mutation would free)

Recommended: psionics, mental discipline, specialised in Psionics, Physiological Flaw,

Halfling
Heightened Senses. . adds +1 to awareness success level
Exceptional hearing adds a further +1 to hearing awareness success level
Unnoticed. +1 to stealth or disguise success levels.

Recommended : Luck 7+, reflexes 7+

Slow advancement. Skills may only be raised 3 points per field per session

Gnome
Convincing. +1 to personality Success Levels.


Recommended : Luck 7+, personality 7+

Slow advancement. Skills may only be raised 3 points per field per session

Orc
Animalistic: +1 to sanity, +1 to awareness success level
Archaic. -1 success level for all technological skills.

Recommended: Strength & Body 7+, survival 2+.

 

Special Races.

These races are a challenge to GM and to play. Only experienced GM's should allow these powerful races and even then the GM should make things hard for the player... special encounters with hunters etc.

Were-Wolf
Lycanthropy is a magical/demonic disease transmitted thru saliva, only humans are know to be susceptible. In human form the character is as normal however, they are susceptible to fits of rage and bloodlust that can bring out the beast. The beast has improved strength and innate weaponry (teeth.) During the full moon however the beast will always manifest and attack, kill and eat. When in non-human form they have little to no knowledge of their human existence and will have no memory of the beasts actions when returning to human form. In Werewolf form damage is still taken normally but only silver, magical, fire and chemical damage remains when returning to human form. Werewolves fight as berserkers when so enraged they ignore Injury Penalties.

Sanity checks are required to keep the beast at bay, when witnessing large amounts of blood, attacking friends, when hungry.
When in beast form the character gains 5 strength and 1 point of Armour. Others witnessing the beast are required a sanity check.
Heightened senses(+1 to awareness success levels) Tracking by smell. (Survival + INT)
-1 sanity.
Hunted. Were-wolf skin etc are highly prized magical components, also family of victims will on occasion hunt the werewolf.
Recommended. Amnesia.

Slow advancement. Skills may only be raised 1 point per field per session
Stat ranges are as human.

Changeling

When a Fey steals a Human baby, a changeling with each eye a different colour is left in its place. Many Changelings don’t realize their origins. Changelings are immune to Elf shot and can tell Fey money at sight. They are able to see into the spirit world naturally and take to magic with ease. Can blend with their surroundings, not becoming invisible but simply unseen as long as they act in a non-threatening way. Are be able to see hiding Fey. Fey will greet them as kin. They are natural poets and musicians. Domestic dogs dislike Changelings unless they go unseen. Are allergic to iron. Do not cope well with modern technology. They suffer from wanderlust and will never be able to settle in one place till they find love. They are weaker and slower during winter.

+3 to stealth success levels
Immunity to some special fey abilities
-2 shock penalty from Iron weapons
Archaic. -2 success level for technological items
-2 shock penalty in winter.
+1 to performing arts success level (acting, story telling, music etc)
Sight into the spirit world allows them to see demonic activity, adds +1 to empathy success levels, detect magics, see spirits that inhabit objects and the like. (based on awareness)

Recommended. Specialise in magic, at least not magically inept.

Slow advancement. Skills may only be raised 1 point per field per session
Stat ranges are as human.

 

Professional Packages

The professions listed below are just some ideas to get you going, there are thousands of possibilities, these are here to give the more difficult to explain ones some substance.. So you don't end up with Runners that can't drive.

Runner (3-5pts)
High speed drivers who run the Demonground smuggling technology or magics between Undercities. see Runners

3-5pts Car. (7 would get you a Top car)
Recommended Reflexes and Cool 7+, drive 4+

Wizard of the Circle (cost +4)
The Circle controls much of the southern continent. They protect the world from demons by regulating magic and 'controlling' rogue mages who could become a danger to them selves or others.

Law +1, bureaucracy +1, Money +2, Illegal to do weavings, 5 extra spells
Recommended Int 7+, specialise in magic, two or more magic spheres 2+

Wizard of Vlarden (cost +4)
Vlarden is a City of learning, Vlarden University is in a constant search for knowledge. Wizards from vlarden either with in the universities endless libraries or search for more knowledge to bring back to it.

Languages+1, research+2, bureaucrac +1, +3 extra spells, two or more magic spheres, one at least +3
Recommended Int 7+, specialise in magic

Elvin Battle Mage (+1)
The Elves of the Light maintain armies in case the Demons once again attack. As Elven armies follow the old codes of engagement the need for Mages within the army are necessary. They are often trained in close combat but normally use magic to defeat their foes. For every ten Soldiers there is a Battle Mage.

As Elf + Leadership +1 , 3 extra spells,
Recommended , specialise in magic, Str 6+, Int 7+, two or more magic spheres, one at least +2 (probably evocation)

Knight. (+3)
The old world still has need for honour and chivalry, Knight uphold this. Outside of the Lake's there are many smaller kingdoms that are ruled by kings. Knights serve these kings or are in fact Kings themselves.

Combat Armed +1 , Martial Arts +1 , etiquette +1
Str, Ref, body 7+

Thief (organised crime)
In all worlds new or old there are thieves, probably the worlds oldest profession.

Streetwise +1 , Contacts +1 (a fence /'employer' network)
Recommended Ref 7+ if old world, Pers +7 if New.

Drug Dealer (blue)
Notoriety -1, Money +1

Scavenger
The Demongrounds are a strange place, strange and wonderfully things are forever being unearthed and brought back to 'civilization'. Weapons caches, clothing, water, engine parts. The demongrounds seem to be an endless resource. Many believe these trinkets are bait to draw hapless souls in the the 'grounds. Others believe them to be left overs of ancient wars. Demongrounds are places of time paradoxes so the time elapsed between these ancient wars and the finding of equipments may be millennium or weeks.

Socially inept, poor money skills,
Recommended Mutant, Luck 7+

Ghost
The computer networks now span entire undercities everything is interlinked in some way. The network mimics the human mind so closely that some are actually able to 'hack' into it and manipulate it directly with out the need for 'virtual reality' to work from. the few are known as Ghosts. see Ghosting

Recommended Ghost 2+, Hardwire Implant 2pts, Computer 4+, Security 2+, Streetwise 2+

Also See,

Races for a further explanation of races

Ghosting for more on Ghosts

Runners for more on runners

Character Generation for more info on generation