CHARACTER CREATION TASK LIST
CHARACTER CREATION PROCESS
- There are 4 pairs of abilities (STR/STA, INT/LOG, DEX/RS, PER/LDR). For each pair, roll d100 and compare the result with the ABILITY SCORE TABLE to determine the starting score for the pair.
- Choose your character’s species from among the four available, and consult the ABILITY MODIFIERS TABLE to adjust your character’s base ability score. More details about the four species are available at SPECIES INFORMATION.
- Dralasite: Elastic beings able to alter their shape. Can extrude limbs and detect lies.
- Human: The default of every RPG made. Add 5 to a single ability (not the pair).
- Vrusk: Large, ambidextrous insect-like beings with logical minds. Good at comprehending social interactions.
- Yazirian: Tall, thin primates who are sensitive to light and can glide, and can melee rage at the beginning of a battle.
- Dralasite: Elastic beings able to alter their shape. Can extrude limbs and detect lies.
- Divide your DEX/RS by 10, rounding up to the nearest whole number. This is your character’s Initiative modifier.
- Roll 1d100 and add the result to 250. This is your character’s starting credit limit.
- Consult the EQUIPMENT TABLE and outfit your character, spending the credit from step 3. Your character retains any remaining as their “life savings”.
ABILITY SCORE TABLE
| d% Roll | 01-10 | 11-20 | 21-35 | 36-55 | 56-70 | 71-80 | 81-90 | 91-95 | 96-00 |
|---|---|---|---|---|---|---|---|---|---|
| Base Score | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 |
ABILITY MODIFIERS TABLE
| Species | STR/STA | INT/LOG | DEX/RS | PER/LDR |
|---|---|---|---|---|
| Dralasite | +5 | 0 | -5 | 0 |
| Human | 0 | 0 | 0 | 0 |
| Vrusk | -5 | 0 | +5 | +5 |
| Yazirian | -10 | +5 | +5 | 0 |
SPECIAL ABILITIES TABLE
| Species | Ability |
|---|---|
| Dralasite | Lie Detection (5%); # of limbs \= DEX/10 (round up); Ambidextrous |
| Human | Add 5 to a single score |
| Vrusk | Comprehension (15%); Ambidextrous; Multi-limbed |
| Yazirian | Battle Rage (5%); Light Sensitive; Glide |
MORE INFORMATION
Ability Descriptions
- STR: Strength determines a character’s chance to break open doors, bend metal, shift heavy objects, or anything else where brute force may be applied.
- STA: Stamina is the number of points of damage a character can take before being killed. It is also the character’s chance to resist the effects of poison, gas, drugs, disease, extreme temperatures, starvation, and fatigue.
- DEX: Dexterity determines a character’s base chance to hit in combat. It also determines the chance to sense things by touch, throw or catch an object, keep one’s balance, jump into a moving vehicle, or perform delicate actions like cutting a single wire in a cluster without touching any of the other wires.
- RS: Reaction Speed is a character’s chance to react quickly, to avoid falling rocks, to catch something knocked over before it hits the floor, to jump away from an oncoming hazard, or dive through a door before it slams shut.
- INT: Intuition is a character’s chance to notice small details or hidden objects, sense an ambush or trap, or make sense of seemingly unrelated or illogical facts. Intuition checks are generally rolled by the referee.
- LOG: Logic is a character’s chance to follow complicated instructions, determine the best method to do something they have never done before or use something they are unfamiliar with, and to make accurate predictions from facts. Like Intuition, Logic checks are generally rolled by the referee.
- PER: Personality is a character’s ability to obtain a friendly response from a stranger, or determine how long one can hold another person’s attention.
- LDR: Leadership is a character’s ability to command with authority and have NPCs obey their orders.
SPECIES INFORMATION
DRALASITE
| Average Size | 1.3m tall; 1m wide |
|---|---|
| Average Mass | 65kg |
| Average Lifespan | 250 years |
| Reproduction | Hermaphroditic, budding |
| Body Temperature | 30C |
| Movement Speed (Walk/Run/Per Hour) | 5m / 20m / 3km |
| Vision | 390-900nm (black and white only) |
Dralasites have no bones or hard body parts. Instead, their skin is a tough, flexible membrane that surrounds an amorphous mixture of small organs, proteins, and other organic fluids, in which floats the central nerve bundle. Dralasites respirate by absorbing oxygen directly through their skin, and thus have no lungs or other internal oxygen transport, and are also sensitive to smells due to the large surface area of their sensory organ. Dralasites are omnivores, and eat by surrounding their food and absorbing it through their skin.
Dralasite eyesight is limited to black and white, seeing only shapes and light and darkness very clearly, but cannot see actual colors.
Elastic: A dralasite can control a number of limbs equal to its dexterity divided by 10, rounded up. The player determines if the limb is an arm or leg when it is extruded. Extruding or absorbing a limb takes five minutes, and only one limb can be extruded or absorbed at a time. A limb can be up to 1 meter long, and no less than 10 cm thick. “Fingers” for handling small items can be up to 10 cm long, and no less than 1 cm thick.
Lie Detection: All dralasites have a 5% chance to realize when someone is lying to them. The dralasite must be communicating with the person face to face, and the referee rolls the chance. By spending 1 XP, a character may improve their ability to detect lies by 1%.
VRUSK
| Average Size | 1.5m tall; 1.5m long |
|---|---|
| Average Mass | 85kg |
| Average Lifespan | 175 years |
| Reproduction | Heterosexual, ovoviviparous |
| Body Temperature | 38C |
| Movement Speed (Walk/Run/Per Hour) | 15m / 35m / 6km |
| Vision | 300-700nm |
Vrusk have internal skeletons to support and encase their organs, but also are encased in a chitinous carapace. Their eyes are hard and large, , covered by a clear version of this chitin. They have four mandibles, the two larger typically holding food while the smaller inner pair tear it apart and place it into their digestive tract. Vrusk are omnivores. Vrusk breathe through spicules along the underside of their abdomens, making it very difficult for Vrusk to swim.
Vrusk have 10 limbs, arranged in 5 pairs along the length of their bodies. Each limb can rotate within a full 360’ without straining any muscles, and Vrusk can touch their back with their hands. The “hands” at the end of each limb consists of five digits arranged in a star pattern. Each digit is covered with a series of ridged, hard pads, giving them good grip on a variety of surfaces.
Ambidexterity: Vrusk are able to use any hand with equal ability, though they cannot perform tasks with more limbs than their DEX / 10, rounded up. Vrusk typically use their rear 4 pairs of legs to support their long bodies when moving, though when stationary they may choose to use only four limbs.
Comprehension: Vrusk have an innate talent for navigating complex social dealings, and all Vrusk begin with a 15% chance to understand any social dealing that the player cannot. By spending 1 XP, a character may improve their Comprehension by 1%.
YAZIRIAN
| Average Size | 2.1m tall |
|---|---|
| Average Mass | 50kg (male); 60kg (female) |
| Average Lifespan | 140 years |
| Reproduction | Heterosexual, viviparous |
| Body Temperature | 39C |
| Movement Speed (Walk/Run/Per Hour) | 10m / 30m / 4km |
| Vision | 450-1000nm |
Yazirians have long arms and legs, and slender torsos. Large flaps of skin stretch along their arms, torso, and legs, and this skin allows them to glide on their homeworld and in other low-gravity environments.
Yazirian vision is comparable to humans, though they are less tolerant of bright light (all Yazirians without eye protection subtract 15 from DEX and RS when in bright light). They are able to see in dim light as a human sees in normal light, though they cannot see in no light.
Battle Rage: Yazirians can go berserk in battle, gaining a +20% bonus to hit in melee. The Battle Rage can be improved by 1% by spending 1 XP. Battle Rage is checked at the start of a battle, and lasts as long as the Yazirian keeps fighting. It ends when the Yazirina rests for five minutes.
Gliding: A Yazirian can glide short distances using the membranes along their sides. A Yazirian must begin at least 10 meters above the ground to glide. The maximum distance a Yazirian can glide is determined by the local gravity of the environment in which they are gliding. Yazirians cannot glide in less than .6G, or above 1.0G:
| Gravity | Maximum Glide |
|---|---|
| .6 | 150m |
| .7 | 100m |
| .8 | 50m |
| .9 | 25m |
| 1.0 | 10m |
Like humans, Yazirians have dominant hand and eye coordination - thus, a Yazirian must choose to be either right- or left-handed.
HUMAN
| Average Size | 1.9m tall |
|---|---|
| Average Mass | 80kg (male) / 55kg (female) |
| Average Lifespan | 200 years |
| Reproduction | Heterosexual, viviparous |
| Body Temperature | 37C |
| Movement Speed (Walk/Run/Per Hour) | 10m / 30m / 5km |
| Vision | 380–750nm |
Humans are varied much more than the Yazirian, another species of primate. This variation in humanity may be due to society, environment, gene tailoring, or a number of other influences. This is reflected by adding 5 to a single ability score.
Humans have no special senses (though some are purported to have latent psi talents). Like Yazirian, humans have a dominant hand and eye - thus, a human must choose to be either right- or left-handed.
ADVANCEMENT
Characters may spend XP (experience points) accumulated during adventures to improve their abilities. XP may only be spent between adventures, and may be stored as long as desired.
Between adventures, characters may choose to spend their XP in the following ways:
- All characters may spend 1 point to increase one ability by 1 point. No ability can ever be raised above 100.
- Characters who have racial abilities may also spend 1 XP to increase their special ability by 1 point. Like ability scores, no racial ability can be raised above 100.