CHAPTER 1: Character Creation (OPEN GAMING CONTENT)
In order to generate a character, the following process must be made.
Get the character's six attributes
Choose a race and class
Get the character's Saving Throw numbers
Get the character's attack bonuses
Obtain a character's Hit Points and Structural Points
Obtain a character's Defense
Get the character's Initiative, Reputation, and Hero Points
Select a character's skills and feats
The Six Attributes
An attribute's listing has the following format:
||ATTRIBUTE NUMBER|| [ABILITY MODIFIER] [TEMPORARY SCORE] [TEMP MODIFIER]
example: STR ||14|| [+2] [12] [+1]
The six attributes are:
Race and Class Races and classes are described in chapters 2 and 3. Each one has different qualities and orientation. A selected class determines the character's Base Attack bonus, Base Save numbers, Structural points, and class bonus to Denfense
Saving Throw Numbers A saving throw is a die roll on a twenty-sided die (1d20) a character makes to avoid an otherwise unpleasant event.
Attack Bonuses Whenever you get involved in combat, in order to succesfully strike an oponent, you make an attack roll on 1d20.
Hit Points and Structural Points These two numbers represnt your character's capacity to withstand harm and otherwise physical punishment.
Defense When your character is involved in combat, he rolls 1d20 plus either his Melee or Ranged attack bonus. In order to score a hit on the enemy, the result of his attack roll must be either equal or greater tan the oponent's Defense value.
To get a character's Defense value get his (Class Defense Bonus OR Armor Defense bonus) + Dexterity Modifier + Size modifier + Miscellaneous modifiers. CF armor's bonus to defense is cumulative with a hero's Class Bonus though.
Flat-footed: When a character is surprised or otherwise not moving, he is assumed to be flat-footed. When flat-footed, substract from the defense total the hero's Dexterity modifier as well as all dodge-bonuses (the hero's Class Bonus to Defense is a dodge bonus). vs Touch attack: A touch attack is an attack that doesn't necesarily targets vital or unprotected areas, but merely wants to touch it (such as when engaging in grappling or trying to Bull Rush / Trip / Overrun oponents in battle). Armor bonus doesn't count when defending against a touch attack, but the character retains his Dexterity modifier as well as all dodge bonuses.
Initiative, Reputation, and Hero Points Before entering combat, the roll of 1d20+Initiative determines who acts when. A character's Initiative bonus is equal to his Dexterity modifier plus any pertinent bonus. The Reputation of a character measures how well known said character is. A successful roll of 1d20+Charisma modifier+Reputation can allow the character to get favors in special circles and recruit followers. A character's Reputation is determined by his class level, and can also be raised by a character's actions. A character doesn't gain Reputation by merely doing things that are EXPECTED from them, but by pulling feats truly worthy of becoming famous (ie while a hunter that comes out of a gunfight untouched doesnt gain Reputation, one who gets in and out of the Paseo prison does).
Hero points are a sort of last resort a character can call on in order to escape a tight situation or potential death. When a situation arises in which a failure can carry severe consecuences, the character can use a Hero point, recieving a bonus of +2d6 to Defense, Saving Throws, and all rolls that migh arise for the duration of one round. A character has a number of Hero Points equal to 1 plus his Charisma modifier (a negative charisma modifier can take this total to zero though). Outlaws can start the game with more Hero points than that (see 'Lucky')
A character recovers spent Hero points during an adventure by doing 'heroic feats' (literally). This so-called 'heroics' need not to be 'good-aligned' though, but they DO need to be something normally beyond his grasp, somehting regular characters can't do or don't do:
Also, characters recover all spent Hero Points at the begining of every new adventure. In any case, Hero Point recovery can never take the character's total higher than his base. Hero Points can only be used during a true emergency, and the GM has the call to determine wether a situation is worthy of a Hero Point expenditure or not. Hero points CANNOT be used for player harassment, muchkin attemps for party dominance, player kill, and otherwise disruptive playing. Furthermore, disruptive players finally getting the rest of the party after them may suddenly find their Hero Point privileges revoked (even if they call on it to save their own lives).
Skills and Feats Skills are particular areas of expertise the character has mastered to some degree, like driving a car or doing detective work. A character counts with a number is skill points to buy skills as stated by his class, further details in skills as well as their use and game mechanics can be found in chapter four.
Feats are natural talents or otherwise unique perks that distinguish one particular character from the rest and give him an edge in a specific area: one character can be specially dexterous with computers while other may be a gunman like only those in the most impossible John Woo films and other may have powerful allies in positions of power. Feats are described in chapter five. |