Character Creation, Classes, Advancement
Creation
- Character Idea. Choose Karma Path, Age, Name, Actor, Catchphrase, Etc.
- Choose a Class.
- Choose Skills and Feats. Most human characters should start with 3 Class Feats and 2 General Feats.
- Divide starting IP (200 + 20 x Level) between Abilities & Skills.
- Buy equipment.
Choosing Ability Scores
The cost to raise an ability score by 1 point is the new value of the ability score. I.e. it costs 8 more points to have an 8 than it does a 7. This means that the initial cost of an ability score is the sum of all the numbers from 1 to the ability score value. I.e. an ability score of 5 cost 15 = 1 + 2 + 3 + 4 + 5. For the starting stat range these values are all listed in the Table.
Ability Score | IP Cost |
---|---|
1 | 1 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 15 |
6 | 21 |
7 | 28 |
8 | 36 |
9 | 45 |
10 | 55 |
n | f(n) = n * (n + 1) / 2 |
n | f(n) = f(n - 1) + n |
Dividing points between initial ability scores may seem a daunting task. Here are some quick hints.
- You want to spend about 200 IP on a character’s initial ability scores.
- You probably want to start with ability scores on the range 4-9, and your primary attribute for your class should probably be the highest.
- A good approach is to look at the ability tree for relative ability level.
- Is the character more Mental or Physical?
- More Cool or Intelligent?
- More Brawny or Nimble?
- The Ability Scores Lists provide a quick way to get values that can be
assigned to any ability.
- A quicker way to do this is just to rank Cool, Intelligent, Brawny and Nimble, Then use one of the first ability score lists to allocate the ability score pairs together. I.e. We have a Spy character, he is very Cool under fire often talking his way out of tight spots. Then he is more Nimble that anything, good with a gun. Then Intelligence because he is more brains than Brawn. That maps to: Str 5, End 5, Dex 7, Agi 7, Pre 8, Wil 8, Kno 6, Cun 6.
- A more advanced way to get a jump start on point allocation is start with all abilities at 4, divide 18 more points, then calculate the IP cost.
Sample Starting Ability Scores
Ability Scores List | IP Cost |
---|---|
8,8,7,7,6,6,5,5 | 200 |
9,9,7,7,5,5,4,4 | 196 |
9,9,6,6,6,6,4,4 | 194 |
8,8,6,6,6,6,6,6 | 198 |
7,7,7,7,6,6,6,6 | 196 |
9,8,8,7,5,5,5,4 | 200 |
9,9,7,6,6,5,5,4 | 200 |
9,7,7,6,6,6,6,5 | 200 |
8,7,7,7,7,6,6,4 | 200 |
8,8,8,8,6,5,4,4 | 200 |
9,8,7,7,7,5,4,4 | 200 |
9,8,8,6,6,6,4,4 | 200 |
9,9,9,5,5,5,4,4 | 200 |
10,10,5,5,5,5,5,5 | 200 |
4,4,4,4,4,4,4,4 | 80 |
5,5,5,5,5,5,5,5 | 120 |
6,6,6,6,6,6,6,6 | 168 |
7,7,7,7,7,7,7,7 | 224 |
Classes
Base Abilities
All characters start with these abilities.
- Pay
- 150 per month
- Points
- 200 + 20 per level
- Ability Score Range
- 2 to (10 + 1/6 levels as primary attribute + 1/10 levels as non-primary attribute)
- Max Skill Ranks
- 1 + 1/1 level as class skill + 1/2 levels as cross class skill
- Base General Feats
- 2
- Base Class Feats
- 2 in starting class.
- Additional Feats
- 1 class feat per class level not divisible by 3 and 1 general feat per class level divisible by 3
- Starting funds
- (level+1) x base pay
Ace
The Ace is often boisterous and self assured. They like going fast, weapons with a certain panache, and showing off. Aces tend to approach problems directly, relying on their skill to get them out of trouble.
- Example
- Red Baron, Han Solo, Robin Hood
- Quote
- "I know I make it look easy, but it's just all in the wrist."
- Power
- None
- Primary Attribute
- Dexterity
- Pay
- +450 per Level
Athlete
The Athlete will often avoid the trappings of convenience, relying instead on their own physical prowess. Too many things just slow them down. Though they are not above showing off, they are far more interested in performing at there personal best at all times. Athletes will primarily approach challenges as physical, relying on control of their body to achieve goals.
- Example
- Perseus, Flash Gordan, Jesse Owens
- Quote
- "If you can't keep up now, what will happen when we get to the hurdles?"
- Power
- BioFeedback
- Primary Attribute
- Agility
- Pay
- +450 per Level
Powerhouse
The Powerhouse, though sometimes gentle, is always direct. They have little use for subtlety and will solve problems as directly as possible, preferably thru the direct application of force. In combat, they prefer heavy weapons that allow them to do just that.
- Example
- Andre the Giant, Goliath, Heracles
- Quote
- "If you won't bend, maybe you'll break"
- Power
- Human Dynamo
- Primary Attribute
- Strength
- Pay
- +600 per Level
Enchanter
The Enchanter is a subtle manipulator, believing in the power of people to get things done, other people. By nature a team player, they provide the coordination and motivation to meet goals, but not always the group's goals. Enchanters will actively avoid combat. If unavoidable, they prefer providing support for others instead of getting their hands dirty.
- Example
- John Lenin, Scheherazade, The Shadow
- Quote
- "Sometimes, my friend, I think we're not that different..."
- Power
- Influence
- Primary Attribute
- Presence
- Pay
- +750 per Level
Expert
The Expert is fascinated by the minutia of how the world works, making them master craftsman. Willing to share their knowledge but knowing that most will not understand, they are often patronizing and distant. Experts prize tools and gadgets because of the power they grant over creation. Though often curious about machines of war, experts go to great lengths to avoid combat. When forced into a fight, they use acquired knowledge to support allies and devastate opponents.
- Example
- Archimedes, Merlin, Head of Q branch
- Quote
- "Of course, you don't know how I did it. You're an idiot."
- Power
- Arcane
- Primary Attribute
- Knowledge
- Pay
- +600 per Level
Grunt
The Grunt is tough, stubborn and tenacious. Always ready to take on a dirty job, they often get them. Grunts solve most of their problems thru rugged determination. In combat, a place many find themselves, they bring the same last man standing philosophy.
- Example
- Boromir, Captain America, John Henry
- Quote
- "Aaargh... Just.. one.. more.. click..."
- Power
- Martial Arts
- Primary Attribute
- Endurance
- Pay
- +300 per Level
Ranger
The Ranger is in tune with the world around them and often lack patience for others who fail to see what is right in front of them. The ranger tends to solve problems the simplest way, making use of what is immediately available. In combat, they prefer calculated strikes and tactics.
- Example
- Aragorn, Wolverine, Davy Crockett
- Quote
- "Yesterday, two men came thru here. Tomorrow, the shorter man will be alone."
- Power
- Natural Understanding
- Primary Attribute
- Cunning
- Pay
- +300 per Level
Devotee
The Devotee is above all about belief. They know their course and follow it. Devotees always have an ethos to guide their actions and rely on for positive outcomes. They will try to solve most problems through patience and perseverance. A devotee's ethos also guides their approach to combat causing most to take a non-violent stance.
- Example
- Yoda, Gandalf, Gandhi
- Quote
- "Have a little faith, I always get what I need."
- Power
- Belief
- Primary Attribute
- Willpower
- Pay
- +150 per Level
Generalist
The Generalist is the "class-less" character. They cannot multi-class into another class, nor can they be multi-classed into. All their feats are general feats. If a feat is not normally available as General Feat, they can get it as one with a +2 to all level and skill requirements and +1 to Stat requirements. The Generalist does not differentiate between class and cross class skills, and does not have a primary attribute. This class is not recommended for inexperienced players. This is primarily meant for players who can't get the flexibility they desire from the classes or for guidelines for quickly thrown together NPCs when the DM is too lazy to give them a class;) Choosing this class forgoes any class specific rewards, in particular any class specific role playing awards.
- Example
- N/A
- Quote
- "..."
- Power
- Varies
- Primary Attribute
- None
- Ability Score Range
- 2 to (10 + 1/8 levels)
- Max Skill Ranks
- 1 + 1/1 level
- Base General Feats
- 4
- Base Class Feats
- 0
- Additional Feats
- 1 general feat per class level
- Pay
- +450 per Level
Advancement
As the game is played the GM will award IP, probably at the end of each session. As a character accrues IP they can be spent immediately on skills or abilities, as was done during character creation. Every 20 points, the character goes up a level. When the character goes up a level, the maximum number of points that can be in stats and skills goes up based on class, new feats can be selected, hit points go up and base pay goes up.
Single Class Advancement
Lvl | IP | Pri Attr | Sec Attr | Class Skill | Cross Skill | Class Feats | General Feats |
---|---|---|---|---|---|---|---|
0 | 200 | 10 | 10 | 1 | 1 | 2 | 2 |
1 | 220 | 10 | 10 | 2 | 1 | 3 | 2 |
2 | 240 | 10 | 10 | 3 | 2 | 4 | 2 |
3 | 260 | 10 | 10 | 4 | 2 | 4 | 3 |
4 | 280 | 10 | 10 | 5 | 3 | 5 | 3 |
5 | 300 | 10 | 10 | 6 | 3 | 6 | 3 |
6 | 320 | 11 | 10 | 7 | 4 | 6 | 4 |
7 | 340 | 11 | 10 | 8 | 4 | 7 | 4 |
8 | 360 | 11 | 10 | 9 | 5 | 8 | 4 |
9 | 380 | 11 | 10 | 10 | 5 | 8 | 5 |
10 | 400 | 11 | 11 | 11 | 6 | 9 | 5 |
11 | 420 | 11 | 11 | 12 | 6 | 10 | 5 |
12 | 440 | 12 | 11 | 13 | 7 | 10 | 6 |
13 | 460 | 12 | 11 | 14 | 7 | 11 | 6 |
14 | 480 | 12 | 11 | 15 | 8 | 12 | 6 |
15 | 500 | 12 | 11 | 16 | 8 | 12 | 7 |
16 | 520 | 12 | 11 | 17 | 9 | 13 | 7 |
17 | 540 | 12 | 11 | 18 | 9 | 14 | 7 |
18 | 560 | 13 | 11 | 19 | 10 | 14 | 8 |
19 | 580 | 13 | 11 | 20 | 10 | 15 | 8 |
20 | 600 | 13 | 12 | 21 | 11 | 16 | 8 |
Generalist Advancement
Lvl | IP | Attr | Skills | General Feats |
---|---|---|---|---|
0 | 200 | 10 | 1 | 4 |
1 | 220 | 10 | 2 | 5 |
2 | 240 | 10 | 3 | 6 |
3 | 260 | 10 | 4 | 7 |
4 | 280 | 10 | 5 | 8 |
5 | 300 | 10 | 6 | 9 |
6 | 320 | 10 | 7 | 10 |
7 | 340 | 10 | 8 | 11 |
8 | 360 | 11 | 9 | 12 |
9 | 380 | 11 | 10 | 13 |
10 | 400 | 11 | 11 | 14 |
11 | 420 | 11 | 12 | 15 |
12 | 440 | 11 | 13 | 16 |
13 | 460 | 11 | 14 | 17 |
14 | 480 | 11 | 15 | 18 |
15 | 500 | 11 | 16 | 19 |
16 | 520 | 12 | 17 | 20 |
17 | 540 | 12 | 18 | 21 |
18 | 560 | 12 | 19 | 22 |
19 | 580 | 12 | 20 | 23 |
20 | 600 | 12 | 21 | 24 |
Multi-Classing
As a character accrues IP they can be spent immediately on skills or abilities, if the character doesn't plan on adding a new class at level up. If the character wants to multi-class he must accrue but not allocate all 20 points then spend them on the new class when leveling up. This reflects the training the character is devoting to getting skills that can not yet be used. A character cannot have more than 3 classes.
Note, that whether a feat is a class feat or a general feat is based on class level not overall level.
Abandoning a class
If GM wants to allow a character to completely abandon a class, use the following rules:
When a character abandons a class completely, he gets refunded 10 Points per level in the abandoned class. A class cannot be partially abandoned, all levels in the class must be refunded to points. The character obviously loses all benefits of that class including feats, pay etc. Points refunded in this manner cannot be spent immediately. They can be re-spent either at a rate of 5 per month or 1 for 1 as other points are normally accrued. The character can not gain levels in the abandoned class until all refunded points have been spent.