Alternate Character Creation Table.
(I Made this Thing a loooooooooooooooooong time ago)
During Character Creation this Table uses 30 Dice Rolls with a Pair of 10 Sided-Dice to define the FASERIP Attributes…. Roll the Pair of 10 Sided Dice and write each of the 30 Rolls on a list.
Primary Abilities: (FASERIP)
24 Scores of these 30 Dice Rolls are distributed among the ASERIP Attributes, giving each Attribute 4 Dice Scores between 01 to 100. The Fighting Rank is not included at this time, as it will be derived from the other ASERIP Attributes.
To help Players and Game Judges understand the algorithm behind excluding the “Fighting” Rank start by distributing the 24 Dice Scores to the “Psyche” first and fill up the blanks in reverse from “Psyche” to “Agility”
30 Rolls with a pair of 10 Sided Dice
Predetermine which Dice Piece to Count as the 10’ and 1’s Digit. Double Zero = 100.
Place 24 of those numbers into these Blanks.
Psyche : ( ____ + ____ + ____ + ____ ) Divided by 4
Intuition: ( ____ + ____ + ____ + ____ ) Divided by 4
Reason : ( ____ + ____ + ____ + ____ ) Divided by 4
Endurance: ( ____ + ____ + ____ + ____ ) Divided by 4
Strength : ( ____ + ____ + ____ + ____ ) Divided by 4
Agility : ( ____ + ____ + ____ + ____ ) Divided by 4
For each individual ASERIP Attribute the Player takes the “Average” of the 4 Dice Scores distributed to each one. Players are allowed to “Shuffle” these Dice Scores to isolate any of the ASERIP Attributes and make it stronger, but this often sacrifices points from some of the other ASERIP Attributes.
Now, for the “Fighting” Rank. In accordance with MSH Rules a ‘Normal’ Human Character may only achieve AM:50 Fighting. To go beyond AM:50 “Fighting” the Character needs to acquire Paranormal Powers and Talents. However, superior ASERIP Attributes are considered as Paranormal Powers.
By Default, Super Human “Agility” and Super Human “Strength” combined will raise the “Fighting” Rank to RM:30 as a minimum. The ‘Agility’ needs to be at least AM:50 and the ‘Strength’ needs to be at least RM:30 to achieve a Base Default “Fighting” Rank of RM:30.
Super human ‘Agility’ OR Super human ‘Strength’ alone may also provide this Base “Fighting” Rank at RM:30.
Super Human ‘Agility’ at or above Sensational 60 (SN:60) with Normal Human ‘Strength’ levels will gain a base “Fighting” Rank of RM:30 as a default.
Super Human ‘Strength’ at or above Incredible 40 (IN:40) with Normal Human ‘Agility’ levels will gain a base “Fighting” Rank of RM:30 as a default.
Only unusual circumstances or Character features should make the “Fighting” rank below RM:30 if the Character also has Super Human “Agility” and / or Super Human “Strength”.
Going beyond AM:50 “Fighting” requires 2 of the 30 Dice Rolls you listed before. You’ve already used 24 of the 30 Dice Rolls to fill in the ASERIP Attributes, thus the equation looks like this:
Fighting : ( Agility + Strength + Endurance + Reasoning + Intuition + Psyche + ____ + ____ ) Divided by 8.
Impact and How Hard the Character ‘Hits’ and ‘Grapples’ with the “Fighting” Rank is determined by a Combined Average of ‘Agility’ and ‘Strength’
As an Example: Spider-Man
Agility of AM:50 + Strength of IN:40 = 90
90 / 2 = 45 Impact (Spectacular 45)
Spider-Man can Punch, Kick, Wrestle, or basically ‘Strike’ and ‘Grapple’ with SP:45 Impact.
As an Example: Captain America, Bat-Man, Black Panther, or any ‘PEAK’ Human.
Agility of IN:40 + Strength of EX:20 = 60
60 / 2 = 30 Impact (Remarkable 30)
A ‘PEAK’ Human can Punch, Kick, Wrestle, or basically ‘Strike’ and ‘Grapple’ with Remarkable 30 Impact.
‘POWERS’ or Technological Equipment and Paranormal Abilities:
You only have 4 Dice Scores left on your list from the original 30 Dice Rolls. These 4 Dice Scores will be used to determine your Character’s Secondary Abilities and Paranormal Powers. At this point do not worry about the origins or source of the Powers. The Powers may originate from Genetic Mutation | Technological Construction | Divine Magic | Spectral Realm | Cosmic Endowment…. But this area of Character Creation is not defined for now.
Take each of the 4 Dice Rolls and split the double digits so the 4 Dice Scores read with 8 Single Digit Numbers.
As an Example; say these last 4 Dice Rolls are 50, 38, 73, and 92. Split up these numbers to read as such;
5 + 0 + 3 + 8 + 7 + 3 + 9 + 2
With these 8 numbers, 7 of them will be used to define your Character’s Paranormal Powers used on the FASERIP Ranks. As an example, the ‘5’ is the first digit and may be applied to the “Fighting” Rank. This allows the Player to choose ‘5’ Power Stunts or Abilities utilized on the “Fighting” Attribute. These 7 numbers can be “Shuffled” among the FASERIP Ranks….
At this point do not worry about origins or source of the Power. Just for now, The Player has chosen ‘5’ Fighting Based ‘Powers’.
While using the same set of ‘7’ numbers; ( 5 + 0 + 3 + 8 + 7 + 3 + 9 ) place each Digit into a FASERIP ‘Slot’
F: 5 Fighting based ‘Powers’ or Stunts.
A: 0 Agility based ‘Powers’ or Stunts. (0 = 10)
S: 3 Strength based ‘Powers’ or Stunts.
E: 8 Endurance based ‘Powers’ or Stunts.
R: 7 Reason based ‘Powers’ or Stunts.
I: 3 Intuition based ‘Powers’ or Stunts.
P: 9 Psychic based ‘Powers’ or Stunts.
For each FASERIP Attribute the Player gets to Roll a Single 10-Sided Dice piece that will select one of the following Categories listed below. The GM and Player should discuss each Power and Ability Stunt to allow the Player to Create a well-balanced MSH fantasy Character. This Part of the Character Creation process will require much discussion and will be time consuming.
This Player chose 5 Melee Weapons or Power Stunts for his Character’s “Fighting” Attribute… The Player may Roll a Single 10-Sided Dice ‘5’ Times to define the ‘Power’ Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Weapons”. Damage, Impact, Resistance, or simple Brute Force of a ‘Melee’ action is derived from a Combined ‘Average’ of Agility and Strength.
(Agility + Strength = ‘X’….. ‘X’ Divided by 2 = Melee Force and Damage)
Single 10-Sided Dice Roll to Define “Fighting” Power Stunts.
1: Small Edged Weapons; Knives, Daggers, Spiked Gloves, Boots, Claws, or Teeth. 1 to 10 Small Weapons.
2: Moderate Sized Edged Weapons; Swords, Small Shields, Hatchets, or Spiked Maces. 1 to 2 Weapons.
3: Large Edged Weapon; Full body length Sword, Spear, etc. Damage is [+3CS] to Base Impact. 1 Weapon.
4: Malleable Rope like Weapons; Whip, Chain, Net, Cape, Tentacle, etc. 1 to 4 Weapons; Very Versatile Weapon.
5: Moderate Sized Blunt Weapons; Hammer, Club, Baton, Iron Gloves, etc. Can be used with Multiple Actions.
6: Heavy Weapon; Full sized Axe, Hammer, Sword, Shield, etc. Damage is [+4CS] to Base Impact. 1 Weapon.
7: Energy, Force, Psychic, or Magic based Melee Impact; Light Saber, Psychic Knife, Short Ranged Blasts, etc.
8: FEAT enhanced ‘Armor’ or increased durability; [+3CS] to resist damage with body part or weapon.
9: Hyper-Fighting; either increased damage or multiple hits in a Game Round. Normally 2X the Fighting Rank.
10: Martial Arts Supremacy or Education; A, B, C, D, or E. Choose 1 for each 10-Sided Dice Roll in this Category.
This Player chose 10 Agility based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘10’ Times to define the ‘Power’ Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Tools and Abilities”. Agility based Powers are often ‘Ranged’ based allowing the Character to Shot, Throw, or Aim various weapons. Range of these weapons is normally greater than 30 Feet in distance (3 Areas) while the maximum Range will be based upon the weapon perimeters itself. (Refer to UPB for Ranged Weapons and Powers)
Single 10-Sided Dice Roll to Define “Agility” Power and various Stunts.
1: Small Throwing Weapons; Knives, Daggers, Darts, Hatchet, Stars, Ball. 1 to 10 Small Throwing Weapons.
2: Moderate Throwing Weapons; Javelin, Discus, Boomerang, Axe, Grapnel Rope. Range is 2X Agility in Feet.
3: Large Throwing Weapons; Net, Sword, Axe, Shield. Area Range decreased [-4CS] but Damage goes up [+3CS].
4: Shooting and Ballistic Weapons; Hand Pistols, Bow’n’Arrow, Below EX:20 Impact but Lethal. 1 to 4 ‘Guns’
5: Shot-Gun, Sniper-Rifle, Grenade Launcher, Miniature ‘Seeker’ Missals, Grapnel Wire Gun. 1 for each Dice Roll.
6: Full Auto Firing Energy, Force, Psychic, or Magic based ‘Guns’. Special Weapons of Fierce Impact. 1 Only.
7: Energy, Force, Psychic, Magic, based Projections. Biological, Spectral, Technology, Magic, or Cosmic Endowed.
8: Enhanced Mobility; Leap, Teleportation, Flight, Gliding, Wall Crawling, 1 with each Dice Roll in this Category.
9: Hyper-Agility or Speed; Increased ‘Agility’ by sheer Speed… Fighting [+1CS] and Agility [+1 to 5 CS].
10: Agility Talents; Tumbling, Acrobatics, Climbing, Contortionist, Marksmanship, etc. 1 for each Dice Roll.
This Player chose 3 Strength based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘3’ Times to define various ‘Power’ and Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Powers and Abilities”. While the ‘Strength’ Attribute is possibly the most basic and versatile attribute of the FASERIP Ranks, Strength type Power Stunts are more ‘Armor’ based allowing the Character to take a great deal of Punishment with very few effects hindering them. The Area Range of these abilities is normally Melee based and less than 20 Feet in distance (2 Areas).
Single 10-Sided Dice Roll to Define “Strength” Power Stunts.
1: Flesh Armor; Skeleton, Muscles, Skin, Enhanced Resistance, etc.. 1 for each Dice Roll in this Category.
2: Conventional Armor; normally [+2CS] greater than Base Strength. Each additional Dice Roll adds [+1CS]
3: FEAT enhanced Armor; Allows [+2CS] to Strength to resist Damage. Each additional Dice Roll adds [+1SC]
4: Energized Armor Type 1; Allows Character to channel damaging forces over the surface of the Armor.
5: Energized Armor Type 2; Allows Character to Increase base Strength Rank.
6: Motorized or ‘Magic’ Armor; Considered as Armor Categories 1, 2, 3, 4 and 5. You get 1 for each Dice Roll.
7: Melee Weapons; May increase damage and impact to “Fighting” weapons. You get [+1CS] for each Dice Roll.
8: Cosmic Strength; Allows touched objects to defy gravity.
9: Hyper-Strength; Increased Brute Force by sheer Strength… Fighting [+2CS] / Strength [+2 to 4 CS]
10: Strength Talents; Wresting, Power-Lifting, Blocking, Melee-Combat, Brute-Force, etc… 1 for each Dice Roll.
This Player chose 8 Endurance based Weapons or Power Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘8’ Times to define various ‘Power’ and Stunts. The Player may creatively ‘Mix’ or combine these to render unique “Tools and Abilities”. While the ‘Endurance’ Attribute is possibly the one of the most basic and versatile attribute of the FASERIP Ranks, Endurance type Power Stunts are more defense oriented allowing the Character to take a great deal of punishment, survive and recover as well.
Single 10-Sided Dice Roll to Define “Endurance” Power Stunts.
1: Flesh Armor; Tuff Skeleton, Muscles, Skin, Tougher Soft Tissues, Enhanced Resistance.. 1 for each Dice Roll.
2: Resist Impact Effect at [+1CS] such as Stuns, Slams, TKO, Fatal KILLs, etc.. 1 for each Dice Roll in Category..
3: …………………… Brian Block………..
4: …………………… Brian Block………..
5: …………………… Brian Block………..
6: Enhanced Vitality. [+1CS] to Resist long exposure to Starvation, Disease, Activity, etc.. 1 for each Dice Roll.
7: Enhanced Combat Tactics. [+1CS] to Long Term Battle or any one of the FASERIP Ranks.. 1 for each Dice Roll.
8: Slowed Aging:
9: Regeneration; Recovers damaged HP every Game Round based upon Endurance rank. Add 1 Shot for each Roll.
10: Endurance Talents; Berserk-Rage, Iron-Will, Resist-Domination, Tri-Athlete, Fearless… 1 for each Dice Roll.
This Player chose 7 ‘Reasoning’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘7’ Times to define various ‘Powers’ and Stunts used on the ‘Reasoning’ Rank. The Player and Judge may creatively conceive these unique ‘Reasoning’ based Abilities. The ‘Reasoning’ Attribute is extremely complex. Thus, the Player and Game Judge will have to discuss and define all of these Powers. Most of these creatively conceived ‘Reasoning’ Abilities will render a Power Rank at [+1, 2, or 3CS] over the Base Reasoning Attribute. As well, ANY of the ‘7’ 10-Sided Dice Rolls may be used to gain a single ‘Mastered’ Talent giving [+2CS].
This Player chose 3 ‘Intuition’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘3’ Times to define various ‘Powers’ and Stunts used on the ‘Intuition’ Rank. The Player and Judge may creatively conceive these unique ‘Intuition’ based Abilities. The ‘Intuition’ Attribute is fairly complex, but mainly the ‘Intuition’ Attribute deals with Perception and the 5 Physical Senses. The Player and Game Judge will have to discuss and define most of these Powers.
Single 10-Sided Dice Roll to Define “Intuition” Power Stunts.
1: Vision Enhancement; Spectrum Shift, Telescopic, Microscopic, Circular Vision, Protection.. 1 for each Dice Roll.
2: Hearing Enhancements; Same as Vision.. The Player gets 1 for each Dice Roll in this ‘Hearing’ Category.
3: Touch Enhancements; Same as Vision.. The Player gets 1 for each Dice Roll in this ‘Hearing’ Category.
4: Sense of Odor or Taste Enhancements; Same as Vision, Hearing, and Touch but detects Chemical Compounds.
5: Radar or Danger Sense; [+2CS] to Base Intuition and usually nullifies Blind-Sided Attacks in Combat.
6: Sixth Sense Enhancements; ESP, Keen Awareness, Spectral Awareness, etc. [+2 Ranks] to Base Intuition.
7: Telepathy; Allows communication via Brain Waves; to Receive, Send, Block or do all 3. All 3 is [-0CS]
8: …………………… Brian Block………..
9: …………………… Brian Block………..
10: Cosmic Awareness; Allows the Character to temporarily tap into Cosmic or Spectral Forces.
This Player chose 9 ‘Psyche’ based Powers or Stunts for the Character… The Player may Roll a Single 10-Sided Dice ‘9’ Times to define various ‘Powers’ and Stunts used on the ‘Psyche’ Rank. The Player and Judge may creatively conceive these unique ‘Psyche’ based Abilities. The ‘Psyche’ Attribute is possibly the most complex FASERIP Attribute. Thus, the Player and Game Judge will have to discuss and define all of these Powers. Most of these creatively conceived ‘Psyche’ Abilities will render a Power Rank at [+1CS] over the Base Psyche Attribute. As well, ANY of the ‘9’ 10-Sided Dice Rolls greater than 9 may be used to gain a ‘Bump’ of [+1 Rank] to the Base Psyche.
IF the Character’s base ‘Psyche’ has achieved the MN:75 level or better the Character can ‘Learn’ and ‘Evolve’ some of the most ultimate MSH Powers involving Divine Magic, Atomic-Matter-Energy Manipulation, Matter and Energy Generation, Spectral-Dimensional Manipulation, and other Spectral, Magic, and Cosmic Endowments.
These particular ‘Powers’ pretty much render ‘Clairvoyant Omnipotence’ at a set Power Rank. These Powers are VERY difficult to acquire and evolve. Such Powers as these often require over 100,000 earned Karma Points to simply ‘Dabble’ with one of these Powers. Plus the Character has to be endowed with MN:75 “Psyche” as a minimum.
Finally… Out of all 30 Dice Rolls, 1 Final number still remains.
For the simulated Player Character above, this number is a ‘2’. Remember the little blurb about the origins and source of the Character’s Powers. That the Power may be based upon organic enhancements, technology, divine magic, spectral divinity or cosmic endowments.
This Final number randomly defines the ‘Source’ or ‘Origins’ of your Character’s Powers. These sources are divided into 5 General Categories.
Genetic Mutation | Technological | Divine Magic | Spectral Realm | Cosmic Endowment
Alien Life Forms are not part of the 5 General Categories because they also use these 5 General Categories to achieve their Powers.
The Final 10-Sided Dice roll from 1 to 10.
1: Human Induced with Genetic Mutations. (examples: Most of the X-Men, Spider-Man, Hulk, Cap’n America)
2: Human Induced with Technological Construction. (examples: Iron-Man, Cable, Robots, Androids, Robo-Cop)
3: Human Induced with Divine Magic. (examples: Dr. Strange, a Wizard, Sypha)
4: Human Induced with Spectral Realm Endowment. (examples: Spawn, Ghost-Rider, a Vampire)
5: Human Induced with Cosmic Endowment. (examples: Silver-Surfer, Nova, Dr.Doom, The Fantastic 4)
6: Human with Induced Genetic Mutations. (examples Magneto, Apocalypse)
7: Human with Induced Technological Construction. (examples Bat-Man, Crimson Dynamo, Nimrod, Slade)
8: Human with Induced Divine Magic. (examples: The Ancient One, Scarlet Witch, Mandarin, Juggernaut)
9: Human Induced with Spectral Realm Endowment. (examples: Mephisto, Malboshia, Violator, Thor)
10: Human Induced with Cosmic Endowment. (examples: Super-Man, Galactus Heralds, Green Lantern)
The Final 10-Sided Dice roll at a ‘2’ defines the Simulated Character above as a Robot, Android, Bionic / Cyborg, or organic life form inside motorized Body Armor.
Most Players already have a general idea or concept for their RPG Character
The general Culture and Ascetics and Evolution for the Character remain as the Player’s most Creative aspect. This is why the Alternate Character Creation has Culture, Ascetics, Evolution, and Origin on the Last and Final random Dice Roll.
Next Table to come… 'GUNS' and Acquiring and Evolving Shape Shifting for Self and Others via Genetic Mutation | Technological Construction | Divine Magic | Spectral Realm | Cosmic Endowment
Edited 5 time(s). Last edit at 05/01/2008 09:21AM by TankerAce.