Character Creation

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Rukellian
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Character Creation

#1 Post by Rukellian »

I will post some basic info here about character creation as I slowly set up the campaign threads. For now, here is the campaign id for those who know how to get started with rolling up stats: 152

I would ask that you keep all questions regarding character creation located in the suggestions and questions thread, also known as the OOC/Rants and Raves one. This is to help free up space on this and reserve the thread for information regarding the creation process and my rulings on such.

Thank you.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#2 Post by Rukellian »

I will be posting the information here in the order in which it appears in the pdf, so the first item in question is choosing a race. For the sake of player flexibility, I will allow you guys to choose which one you want to work with, if you already had a particular race in mind; otherwise, here is how you can determine your character's race randomly.

100 or 1-4: Robot
The character is a robot or perhaps some other construct, such as a golem.

5-9: Alien
The character is a being from another world or dimension such as a Martian, elemental, angel, or devil.

10-39: Skilled Human
The character is a highly skilled human; any “powers” are actually superior training or specialized devices.

40-59: Changed Human
The character was human but became superhuman through some outside agency, often an accident or experiment.

60-79: Mutant
The character was born with or destined to develop superhuman powers.

80-99: Technologically Enhanced
The character’s powers are the result of devices and gadgets.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#3 Post by Rukellian »

To further expand upon the character Races/Origins, I will list here the modifiers and limitations associated with each. Note that all Modifiers and Limitations will be enforced, and will not be held to exception lightly.

Robot: The Rank Values (will be explained later) of all Primary Traits (4c version of ability scores) are each increased by +10. The character’s Repute (will be explained later) is reduced to 0.

Alien: The Rank Values of all Primary Traits are each increased by +10. The character loses one power (will post powers chart later) but still retains a minimum of one power.

Skilled Human: The character gains three bonus skills (will post skills chart later).

Changed Human: One of the character’s Primary Traits (select one) is increased by +10.

Mutant: The character’s Fortitude (see 4c ability score chart when posted) is increased by +10. The character’s Lifestyle (will explain later) is reduced by -10 (minimum of 1). The character gains one bonus power and all of the character’s powers should be innate and not derived from equipment. The character’s Repute is reduced to 0.

Technologically Enhanced: The character’s Intellect (see 4c ability score chart when posted) is increased by +20. The character’s Lifestyle is increased by +20.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#4 Post by Rukellian »

4C characters are defined by a set of distinct Traits. Each character has two types of Traits: Primary and Secondary. Primary Traits (ability scores) are defined by Rank Values (will explain later), Secondary Traits are defined by either Rank Value or a numerical score (see individual Secondary Traits for details).

Primary Traits (ability scores)

4C features a total of seven Primary Traits:
Melee (To Hit for melee attacks)
This Primary Trait is the measure of a character’s expertise in melee combat. When kicking, punching, stabbing, or otherwise fighting in close quarters, this Trait determines the success or failure of the attack.

Coordination (To Hit for ranged attacks)
This Primary Trait is the measure of a character’s physical proficiency. When shooting, throwing, dodging, balancing, or otherwise employing physical nimbleness, this Trait determines the success or failure of the action.

Brawn (To Hit for any physical activies other than Melee Attacks)
This Primary Trait is the measure of a character’s physical power. When lifting heavy objects, determining damage with melee or thrown attacks, throwing an object a certain distance, or otherwise engaged in activities relying on physical power, this Trait determines the success or failure of the action.

Fortitude (Constitution/ Saving Throws)
This Primary Trait is the measure of a character’s physical stamina and robustness. When attempting to hold breath, resist sickness, overcome toxins, ignore fatigue, keep from dying, or otherwise engaged in physically strenuous tasks, this Trait determines the success or failure of the action.

Intellect (Intelligence)
This Primary Trait is a measure of the character’s intelligence. When attempting to invent, solve a problem, learn, or otherwise use smarts, this Trait determines the success or failure of the action.

Awareness (Wisdom)
This Primary Trait is a measure of the character’s intuition. When attempting to sense danger, spot something, recognize a hunch, or otherwise work on instinct rather than analyzing a situation, this Trait determines the success or failure of the action.

Willpower (Wisdom/ Saving Throws)
This Primary Trait is a measure of the character’s mental strength. When dealing with psychic abilities, magic powers, issues of willpower, or otherwise using powers of the mind, this Trait determines the success or failure of the action.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#5 Post by Rukellian »

To determine the primary trait scores/ Rank Values, roll your percentile die and use this table to figure out your scores. Warning, some of the rolls, if fate would have it, will be crappy! No rerolls :twisted:

100 or 1-4 = 1
5-9 = 3
10-19 = 6
20-39 = 10
40-59 = 20
60-79 = 30
80-95 = 40
96-99 = 50

This rank system and the modifiers associated with the Races/Origins will make much more sense when we start talking about the percentile table system more in depth.

To allow further player flexibility in character customization, the player can assign the rolled scores to whichever trait they wish, but again, no re-rolling those 1's, 3's, 6's and ect.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#6 Post by Rukellian »

Secondary Traits

Damage (Hit Points)
This Secondary Trait is a measure of the physical punishment a character can suffer before dying. This Secondary Trait uses a numerical score (not Rank Value) that is decreased as the character takes damage. This Secondary Trait’s starting value is calculated by adding up the Rank Values of the character’s first four Primary Traits (Melee, Coordination, Brawn, and Fortitude).

Fortune
This Secondary Trait is a measure of the character’s ability to use luck, training, and/or experience to influence the present. This Secondary Trait uses a numerical score (not Rank Value) and points may be spent from it to affect die rolls and improve the Rank Values of Primary Traits; will explain this in greater detail later. This Secondary Trait’s starting value is calculated by adding together the Rank Values of the character’s last three Primary Traits (Intellect, Awareness, and Willpower).

Lifestyle
This Trait is a measure of the character’s wealth and ability to procure needed items and services; this Trait and its usage are covered on chart made in the next post. To calculate the Rank Value for this Secondary Trait roll once on chart.

Repute
This Secondary Trait is a measure of how well the character is known; the greater the score the more popular the character. This Secondary Trait uses a numerical score (not Rank Value); how this Trait influences the game is covered later. To calculate this Secondary Trait’s value roll d% and divide the result by 3 (round up).
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#7 Post by Rukellian »

A further explanation on Fortune and the points associated with it as well as the tables.

Fluctuating Fortunes
Characters start the game with a number of Fortune points equal to the total of their last three Primary Trait Rank Values (Intellect, Awareness, and Willpower). These points may be spent to affect the outcome of events in the game (will be explained later ). In addition, characters may gain and lose these points based on their actions.

Gaining and Losing Fortune Points
Characters gain Fortune points for positive actions such as stopping crimes, winning fights, following mission objectives, donating to charity, keeping appointments, rescuing someone from a fire, making time for friends, etc. The amount of points gained varies by the impact of the action as shown on the following table:

Personal +5
Neighborhood +10
City +25
State +50
National +75
Global +100
Galactic +150
Dimensional +200

Losing Points
Characters lose Fortune points for negative actions such as committing crimes or allowing them to happen, losing fights, disobeying orders on a mission, failing to keep appointments, failing rescue attempts, ignoring friends, etc. The amount of points lost varies by the impact of the action as shown on the following table:

Personal -5
Neighborhood -10
City -25
State -50
National -75
Global -100
Galactic -150
Dimensional -200
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#8 Post by Rukellian »

A further explanation on the Damage trait and how it works with healing and dying.

Character Health, Hit Points, or Vitality
Characters start the game with a number of Damage points equal to the total of their first four Primary Trait Rank Values (Melee, Coordination, Brawn, and Fortitude; see p. 5). Characters lose these points as they suffer damage throughout the course of an adventure and may die if reduced to 0 points.

Healing
Characters recover all damage between adventures. If an adventure takes place over a series of days, characters heal a number of Damage points each night equal to the Rank Value of their Fortitude.

Dying
You are dying. Your Damage points drop to 0 and your Fortitude Rank Value drops by one Row Step (will be explained later) on the Master Table at the end of each turn until it reaches Rank Value 0, at which point you are dead. Once you’ve reached Rank Value 1-2 you can stabilize yourself by spending 10 Fortune points each turn.

If you receive aid before you die, meaning someone spends a full turn tending to your wounds, you automatically stabilize; your Damage points remain at 0 but your Fortitude Rank Value stops dropping.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#9 Post by Rukellian »

A further explanation on the Lifestyle trait and its associated table.

Character Assets, Means, or Resources
Lifestyle measures a character’s wealth and access to other resources as shown on the table below:

1-2 = Unemployment or state benefits
3-5 = Student or part-time employment
6-9 = Full-time, hourly wage employment
10-19 = Professional employment
20-29 = Independently wealthy
30-39 = Small corporation
40-49 = Large, international corporation
50-74 = Small nation
75-99 = Large nation
100 = Superpower nation

In general, characters will be allowed to procure items and services appropriate to their Lifestyle Rank Value unless it would interfere with an adventure.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#10 Post by Rukellian »

A further explanation on Repute will be provided here as well as the associated tables that will go with it.

Character Fame, Popularity, or Prestige
A character’s Repute is used when a character is dealing with the public; the player rolls d% on the Master Table and checks the number result:

100 and 1-19 = Unfavorable ("Get out of here you freak!", "Fill him with holes!")
20-59 = Favorable ("Thanks.")
60-89 = Very Favorable ("That was amazing!")
90-99 = Extremely Favorable ("You are the greatest!")

Actions Speak Louder Than Words
The DM may assign Row Step bonuses (will explain later) and penalties to the d% to reflect the character’s actions prior to interacting with the public. The following are some suggested modifiers:

Threatening = -2 Row Steps to reactions when threatening a citizen
Friendly = +2 Row Steps to reactions when treating citizens in a friendly manner

Dealing with Criminals
The above assumes the character is dealing with law-abiding citizenry. If the character is interacting with criminals the table is reversed.

Gaining and Losing Repute Points
Each time a character stops a crime or saves a life (or, if things aren’t going well, commits a crime or kills), and the action is known to the public, the character gains or loses Repute points. Here are some examples:

Thwarting Criminal Activity +1
Saving a Life +2
Committing Criminal Activity -2

The above amounts are examples only. If the crime a character stopped would have affected the entire city or if the life the character saved was that of someone “important” or “famous”, the character may gain bonus points, as is vice versa when dealing with criminal behavior.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#11 Post by Rukellian »

Rank Values
Rank Values are the numerical representation of Traits and power levels in 4C. Rank Values range from 0 to 1000. Most characters will have Rank Values in the 1-50 range with exceptionally powerful characters having Rank Values of 51 or greater. Although no character may have a Rank Value of 0, characters may be reduced to the rank of 0 in special situations. Here is a comparison of the different Rank Values:

1-2 = Minimum human
3-5 = Below-average human
6-9 = Average human
10-19 = Above-average human
20-29 = Exceptional human
30-39 = Maximum human limit
40-49 = Low superhuman
50-74 = Superhuman
75-99 = High superhuman
100-149 = Low cosmic
150- 999 = Cosmic
1000 = Beyond comprehension
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#12 Post by Rukellian »

Skills

After Origins and Traits characters may possess skills, mundane talents that grant them a benefit when performing a specific action or operating in a pre-determined field of expertise. To determine the number of skills a character possesses roll d% on the following table:

100 or 1-19 = 1 Skill
20-59 = 2 Skills
60-89 = 3 Skills
90-99 = 4 Skills

Skilled humans automatically get 3 more skills on top of the result of the table above.

Using Skills
Such things as Acrobatics, Investigation, Pilot, Drive, and Martial Arts are considered skills; discuss the skills you would like a character to have with the DM for approval. A skill grants a +1 Row Step bonus when making any rolls on the Master Table during an action appropriate to the skill in question.

Advanced Skills
With DM approval a character may take one advanced skill in place of two skills. An advanced skill grants a +2 Row Step bonus on the Master Table.

Contacts
In place of a skill a character may possess a contact. A contact is a friend or acquaintance the character can call on for assistance. Contacts must be cleared with the DM though any reasonable contact idea should be automatically allowed. (Attempting to claim the President of the U.S. as a contact is going to be a lot more difficult to have approved by the DM than a low-level police officer.)

Note that skills and available contacts to choose from are solely up to the player's imagination, within realistic campaign world constraints of course. So as long as the skill is reasonable and makes sense, as is the case for any contacts, it will generally be accepted.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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Re: Character Creation

#13 Post by Rukellian »

Powers

Powers are what make the character a superhero. To determine the number of powers a character possesses roll d% on the following table:

100 or 1-19 = 2 powers
20-59 = 3 powers
60-89 = 4 powers
90-98 = 5 powers
99 = Magic*

All racial/origin specific modifiers and limitations are done after rolling this table for powers.

*Magic is a unique power able to replicate all other powers.

Once you’ve determined the number of powers for a character roll d% once for each power on the following table to determine the character’s specific powers:

100 or 1 = Absorption
2-3 = Alter-Ego
4-5 = Animal Command
6-7 = Astoundingly Wealthy
8-9 = Body Armor
10-11 = Burrowing
12-13 = Celebrity
14-15 = Chameleon
16-17 = Claws
18-19 = Contaminant Resistance
20-21 = Combat Awareness
22-23 = Detection
24-25 = Dimension Jump
26-27 = Elasticity
28-29 = Elemental/Energy Control
30-31 = Elemental/Energy Generation
32-33 = Extra Body Parts
34-35 = Fast Attack
36-37 = Flight
38-39 = Force Field
40-41 = Growth/Shrinking
42-43 = Headquarters
44-45 = Improved Skills
46-47 = Invisibility
48-49 = Mind Control
50-51 = Mind Shield
52-53 = Nine Lives
54-55 = Nullification
56-57 = One-of-a-Kind Weapon
58-59 = Paralyzing Touch
60-61 = Phasing
62-63 = Physical Metamorphosis
64-65 = Plant Control
66-67 = Protected Sense
68-69 = Reflection
70-71 = Regeneration
72-73 = Shapeshift
74-75 = Sidekick
76-77 = Super Leap
78-79 = Supersense
80-81 = Superspeed
82-83 = Telekinesis
84-85 = Telepathy
86-87 = Teleportation
88-89 = Trait Boost
90-91 = Trait Increase
92-93 = Vehicle
94-95 = Wall Crawling
96-97 = Water Native
98-99 = Weapon

For those who would like to roll from a shorter list, here it is:

100 or 1-3 = Animal Command
4-7 = Body Armor
8-11 = Claws
12-15 = Contaminant Resistance
16-19 = Elasticity
20-23 = Elemental/Energy Control
24-27 = Extra Body Parts
28-31 = Fast Attack
32-35 = Flight
36-39 = Force Field
40-43 = Growth/Shrinking
44-47 = Invisibility
48-51 = Mind Control
52-55 = One-of-a-Kind Weapon
56-59 = Phasing
60-63 = Physical Metamorphosis
64-67 = Regeneration
68-71 = Shapeshift
72-75 = Super Leap
76-79 = Supersense
80-83 = Superspeed
84-87 = Telekinesis
88-91 = Telepathy
92-95 = Teleportation
96-99 = Wall Crawling

If you roll the same power twice you may elect to either increase the power's Rank Value by +20 or roll again on the table. You may roll from either table. If you roll from both tables, with your results separate to each table, you must pick from one of the two, you cannot mix and match powers from the two tables' results. So in other words, a player rolls on the large power table and does not like the combination he gets (could be the other way around). That player can roll a new set of powers from the other table, and then decide which set he wants.

An explanation of each power can be found under the powers thread (still under construction).

Determining Power Rank Values
Roll d% once on the following table for each Power to determine its Rank Value:

100 or 1-4 = 1
5-9 = 3
10-19 = 6
20-39 = 10
40-59 = 20
60-79 = 30
80-95 = 40
96-99 = 50
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
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