Hybrid Character Creation Example
To illustrate character creation and the specific modifications for INTO THE REFT, here is the Vargr, Grvr Klvlnd. We will use the standard system for background skills and the first term, then Career Package to finish out the character.
Grvr Klvlnd
Age: 31 STR 9 DEX 10 END 10 INT 7 EDU 7 SOC 5 SKILLS: 0 Athletics 2 END 0 Carouse 0 Deception 0 Drive 0 Electronics 0 Explosives 0 Gambling 0 Gun Combat 3 Slug 0 Heavy Weapons 2 Portable 0 Investigation 0 Medic 0 Mechanic 0 Melee 1 Blade 0 Persuade 2 Recon 0 Stealth 2 Streetwise 0 Survival 0 Vacc Suit |
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STEP 1 > STARTING STATS: Roll 2d6 six times and arrange the stat results as you wish. Results: 6, 7, 9, 7, 11, 9. STR 11 DEX 9 END 9 INT 7 EDU 7 CHA 6 As a Vargr, Grvr has certain adjustments to his stats: STR -2 DEX +1 END -1. As a result, his stats become: STR 9 DEX 10 END 8 INT 7 EDU 7 CHA 6 Also notice that Grvr has a Charisma (CHA) stat instead of a Social skill. In Imperium Vargr, this primarily acts the same way as Social. In a native Vargr dominated society, Charisma can fluctuate and basically represents current standing in society. Social generally does not change. STEP 2 > BACKGROUND SKILLS: A character receives 3 background skills plus their EDU bonus. Grvr decides what background skills he would like to have. Grvr's EDU is 7, so he does not receive any bonus background skills, only the three. Looking ahead to see what skills he will get in the background choice and the career choice he knows he is going to take, Grvr takes skills that will not be duplicated. Grvr chooses: CAROUSE 0 SURVIVAL 0 VACC SUIT 0 STEP 3 > PRE-CAREER (optional) FIRST TERM > PART A > ADMISSION Grvr is going to take the School of Hard Knocks pre-career option. Acceptance is automatic if the character's SOC is six or below. Grvr's CHA is 6, so it applies. He is automatically accepted. All of the pre-career options operate approximately the same way with admission, graduation, the possibility of honors, and life events. PART B > SKILLS On entering the School of Hard Knocks, Grvr automatically receives STREETWISE 1, plus any two of: ATHLETICS 0, DECEPTION 0, DRIVE 0, GAMBLER 0, MELEE 0, PERSUADE 0, and STEALTH 0. Grvr chooses GAMBLER 0 and PERSUADE 0 as these skills will not be duplicated in his career package. CAROUSE 0 GAMBLER 0 PERSUADE 0 STREETWISE 1 SURVIVAL 0 VACC SUIT 0 PART C > LIFE EVENT Every term, a character rolls on the LIFE EVENT table. Roll (2d6): 5 + 4 = 9. You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0. Grvr's player decides their character has had some street training in INVESTIGATION 0. CAROUSE 0 GAMBLER 0 INVESTIGATION 0 PERSUADE 0 STREETWISE 1 SURVIVAL 0 VACC SUIT 0 PART D > GRADUATION To graduate the School of Hard Knocks requires a roll of INT 7+. Additional DMs: +1 if END 9+. If the roll result is 11+, the character graduates with honours. Grvr's INT is 7 so there is no DM. Grvr's END is 8 so there is no DM. Roll (2d6): 3 + 4 = 7. Grvr barely graduates. As a result, Grvr gains three of the skills listed for the School of Hard Knocks at level 0. He chooses ATHLETICS 0, DECEPTION 0, and DRIVE 0. Grvr also receives GUN COMBAT 0 as the streets are a hard life. Also SOC (CHA) is decreased by one: CHA -1. And Grvr has a -2 DM on any promotion in his first career. ATHLETICS 0 CAROUSE 0 DECEPTION 0 DRIVE 0 GAMBLER 0 INVESTIGATION 0 PERSUADE 0 STREETWISE 1 SURVIVAL 0 VACC SUIT 0 |
STEP 4 > CAREER PACKAGE:
The Career Package takes the place of the character's entire career.
Grvr's player wants to have a character decent in combat. He was thinking he would go MARINE and looks at that career option, but likes the MILITARY (ENLISTED) career better.
The MILITARY (ENLISTED) package gives Grvr the following skills: ATHLETIC (END) 1 DRIVE 0 ELECTRONICS 0 EXPLOSIVES 0
GUN COMBAT (ANY) 3 HEAVY WEAPONS 1 MECHANIC 1 MEDIC 0 MELEE 0 RECON 1 STEALTH 0.
For his GUN COMBAT, Grvr chooses SLUG WEAPONS. ATHLETIC (END) replaces ATHLETIC 0. DRIVE 0 is a duplicate and does not increase the level, so nothing happens with it. That makes Grvr's skill list:
ATHLETIC (END) 1 CAROUSE 0 DECEPTION 0 DRIVE 0 ELECTRONICS 0 EXPLOSIVES 0 GAMBLING 0 GUN COMBAT (SLUG) 3
HEAVY WEAPONS 1 INVESTIGATION 0 MECHANIC 1 MEDIC 0 MELEE 0 PERSUADE 0 RECON 1 STEALTH 0 STREETWISE 1
SURVIVAL 0 VACC SUIT 0
The MILITARY (ENLISTED) career package also adjusts Grvr's Stats: END +2.
MILITARY (ENLISTED) provides the benefits of RANK 2 (Corporal), Cr 25,000, an assault rifle, and an Ally, a former unit buddy.
The Career Package takes the place of the character's entire career.
Grvr's player wants to have a character decent in combat. He was thinking he would go MARINE and looks at that career option, but likes the MILITARY (ENLISTED) career better.
The MILITARY (ENLISTED) package gives Grvr the following skills: ATHLETIC (END) 1 DRIVE 0 ELECTRONICS 0 EXPLOSIVES 0
GUN COMBAT (ANY) 3 HEAVY WEAPONS 1 MECHANIC 1 MEDIC 0 MELEE 0 RECON 1 STEALTH 0.
For his GUN COMBAT, Grvr chooses SLUG WEAPONS. ATHLETIC (END) replaces ATHLETIC 0. DRIVE 0 is a duplicate and does not increase the level, so nothing happens with it. That makes Grvr's skill list:
ATHLETIC (END) 1 CAROUSE 0 DECEPTION 0 DRIVE 0 ELECTRONICS 0 EXPLOSIVES 0 GAMBLING 0 GUN COMBAT (SLUG) 3
HEAVY WEAPONS 1 INVESTIGATION 0 MECHANIC 1 MEDIC 0 MELEE 0 PERSUADE 0 RECON 1 STEALTH 0 STREETWISE 1
SURVIVAL 0 VACC SUIT 0
The MILITARY (ENLISTED) career package also adjusts Grvr's Stats: END +2.
MILITARY (ENLISTED) provides the benefits of RANK 2 (Corporal), Cr 25,000, an assault rifle, and an Ally, a former unit buddy.
STEP 5 > FINALZING
Rounding out Grvr, the polayer makes three choices, one from three tables.
CAREER: Grvr's player chooses the second option: Increase any 3 skills listed in the Traveller’s career package at any level by one each, to a maximum of 2. The skills in Grvr's career package offered at level 1: ATHLETIC (END), HEAVY WEAPONS, MECHANIC, and RECON. The player increases ATHLETIC (END), HEAVY WEAPONS, and RECON, raising each one level.
TRAVELLER SKILLS: On the skills table Grvr chooses option 5: MELEE (ANY) and STREETWISE. Grvr chooses BLADE for his MELEE specialty.
BENEFITS: On the benefits table Grvr takes a combat implant, which is limited to tech level 12 and Cr 75,000. For his combat implant, Grvr takes an Improved Neural Comm, TL 12, Cr 5,000 to help him on the battlefield.
Since Grvr did go through a pre-career option in the standard system, we add 4 years to his age putting him at 22 years old. Then we roll three dice to determine Grvr's final age: 4, 1, 4 = 9. Adding 9 to 22, Grvr is 31 years old.
This ends Grvr's character creation. The skill table is above.
Rounding out Grvr, the polayer makes three choices, one from three tables.
CAREER: Grvr's player chooses the second option: Increase any 3 skills listed in the Traveller’s career package at any level by one each, to a maximum of 2. The skills in Grvr's career package offered at level 1: ATHLETIC (END), HEAVY WEAPONS, MECHANIC, and RECON. The player increases ATHLETIC (END), HEAVY WEAPONS, and RECON, raising each one level.
TRAVELLER SKILLS: On the skills table Grvr chooses option 5: MELEE (ANY) and STREETWISE. Grvr chooses BLADE for his MELEE specialty.
BENEFITS: On the benefits table Grvr takes a combat implant, which is limited to tech level 12 and Cr 75,000. For his combat implant, Grvr takes an Improved Neural Comm, TL 12, Cr 5,000 to help him on the battlefield.
Since Grvr did go through a pre-career option in the standard system, we add 4 years to his age putting him at 22 years old. Then we roll three dice to determine Grvr's final age: 4, 1, 4 = 9. Adding 9 to 22, Grvr is 31 years old.
This ends Grvr's character creation. The skill table is above.