Determine the Kind of Character You Want!

Step One: Select the Position You Want to Play.

Check out the current list of open and filled positions!

If there is some other type of character you might like to include, I am open to suggeestions.

Contact me at: SCromett@netscape.net, and of course, refer to the sample character.


Step Two: Choose Your Character's Name, Traits, Gender, Race.

Once you have your choice of position approved by me, you will need to do the following:
A. Choose his or her name.
B. Choose his or her ethnic background.
C. Choose his or her birth place. I will do this randomly if you wish. Any place in North America is possible.
D. Choose his or her social class/occupational background.
E. Choose his or her service background in the case of military types. I will help you with this.

Most of the above choices will influence your available pool of skills.

You will also be allowed to decide if you want to risk your character being a mutant, though this is not required. There will be a 1 in 6 chance that a character has a mutation. The nature of the mutation will be determined randomly by the GM.

Age Group and Base Age

Age group and base age are determined by he GM in consultation with you. In this game, it will be based on the position you are playing. Age group will influence your available set of skills and physical attributes. Older equals more skills, but lower attributes. The GM will specify these as you begin the character generation process.

Step Three:Characteristics

Development Points

Development Points are generated by the GM with a random die roll. You will be informed by the GM what they are and how they are used.

Psychological Profile Table

Psychological Profile Points.

Every character has levels in seven basic talents. They are:

Charismatic = The ability to influence others.
Combative = The ability to fight well.
Communicative = The ability to communicate well with others. Esthetic = The ability to express one's self artistically.
Mechanical = Mechanical aptitude.
Natural = The ability to relate to and understand nature.
Scientific = The ability to use scientifc reason and principles.

Each character has 25 points to allocate to these talents in addition to a randomly generated bonus or penalty of +3 to =3 in each score. No talent may be over 20 points. I strongly advise that you examine the Skills List to get an idea for the kinds of talents that will be useful to the skills you plan for your character. Of course, if you wish any help or advice, contact me.

Initial Attribute Table

Every character has six basic attributes. They are:

Wit (WT) = Basic problem solving ability. Probably the single most import attribute for skills.
Will (WL) = Willpower, general endurance. Probably the least important attribute, though important for physical skills.
Strength (STR) = Physical strength. Useful for hand to hand combat, and general load carrying capacity.
Deftness (DFT) = Agility and coordination. Important for physical and combat skills.
Speed (SPD) = Important in combat!
Health (HLH) = Mainly important in determining your character's damage resistence.

Each character has 75 initial points to distribute among these attributes. Each characteristic must have at least 5 points initially. The most points that can be allocated to any single attribute is 40 for non-mutant characters.

I strongly advise that you examine the Skills List to get an idea for the kinds of attributes that will be useful to the skills you plan for your character. Of course, if you wish any help or advice, contact me. I will create your character for you, if you desire, as close to your specifications as I can.

Proceed to Skill Determination
View the team as currently composed.
Life in the Aftermath: A little about the world of the game.