Deeper information on character creation, such as virtues, studies, employment history, advantages & disadvantages.
Welcome To Character Creation
When you start your game, you’ll be able to put together your character sheet. Choose which virtues your characters posses, what studies they’ve mastered, decide on their employment history and gain advantages and disadvantages.
Virtues
Virtues | Description |
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Pain Threshold | Your body’s natural immunity to physical ailments and abuse.   Every die in Pain Threshold:  -Increases life regeneration speed by 1 turn  -Is added to success rolls for Blocking defenses  -Increases maximum life points |
Muscle Mass | Raw strength gives your close range attacks force and vigor. Â Â Every die in Muscle Mass: Â -Increases damage by 1 Â -Allows you to carry extra items in your bag (up to three dice) Â -Is added to success rolls for Unarmed attacks and Pole, Impact, Two-Handed Edge and Chained weapons |
Perception | How far you can see and how well you discern the shapes in the shadows. Better eyesight improves targeting precision for all weapons.   Every die in Perception:  -Adds a +1 modifier to weapon aiming rolls  -Is added to success rolls for Slug Guns, Plasma Guns and Laser Guns |
Grace | Agility on the move and in the air. Â Â Every die in Grace: Â -Reduces action recovery turns by 1 Â -Reduces reload turns by 1 Â -Reduces negative modifiers from attacking on an unstable surface by 1 Â -Reduces damage roll from stepping on hazardous materials by 1 Â -Is added to success rolls for items that use Throwing skills, One-Handed Edge weapons and for Burglary rolls |
Quietness | Move through the world with a whisper or a thud. Â Â Every die in Quietness: Â -Reduces noise from jumping, walking and sneaking |
Occult | The mind’s stability in the face of unknown forces. Â Â Every die in Occult: Â -Is added to success rolls for Organics and Social |
Learning | Learning abilities are essential for those dabbling in chemistry, computers, and mechanics.   One or more die in Learning:  -Is added to success rolls for Repair, Chemistry, and Hacking   -Improves ability to decipher other languages |
Studies
One-Handed Edge | Your skill with knives. Success rolls for chained weapons are augmented with your Grace die. |
Two-Handed Edge | Your skill with swords. Success rolls for chained weapons are augmented with your Muscle Mass die. Â Â Cannot use two-handed edge weapons with Marshmallow condition. |
Unarmed | Your skill with punching and kicking. Success rolls for unarmed attacks are augmented with your Muscle Mass die. |
Impact | Your skill with blunt weapons, including clubs, hammers, crowbars and shovels. Success rolls for impact weapons are augmented with your Muscle Mass die. |
Pole | Your skill with polearms and harpoons. Success rolls for pole weapons are augmented with your Muscle Mass die. |
Thrown | Your skill with any item that can be thrown, a wide variety of objects ranging from throwing knives to flasks of chemicals. Success rolls for thrown weapons are augmented with your Grace die. |
Chained | Your skill with chain whips and nunchaku. Success rolls for chained weapons are augmented with your Muscle Mass die. |
Bows | Your skill with crossbows. Success rolls for bows are augmented with your Perception die. |
Slug Guns | Your skill with pistols, rifles and stocked weapons. Success rolls for slug guns are augmented with your Perception die. |
Laser Guns | Your skill with laser guns. Success rolls for lasers are augmented with your Perception die. |
Plasma Guns | Your skill with plasma guns. Success rolls for plasma guns are augmented with your Perception die. |
Blocking | Your ability to use a shield to fend off close range attacks. Success rolls for blocking are augmented with your Pain Threshold die. |
Social | Your ability to manipulate, charm, or persuade others to do your will. A higher number increases your ability to successfully hit a target.   Use your social charm to:  Ask others to join you  Convince hostile or neutral parties to leave their post  Gather rumours |
Burglary | Your aptitude in the realm of petty thievery. A higher number increases your ability to successfully hit a target.   Use your Burglary training to:  Do sleep attacks (roll combined with Organics)  Lock pick  Set and disable traps |
Organics | Your knowledge in the science of the human body.   Use your Organics training to:  Use lightning rods to resurrect fallen bodies to do your bidding   Heal your companions without items or aid |
Repair | Your knowledge of mechanics and engineering.   Use your Repair training to:  Repair damaged weapons   Create drones from unused weapons and armor |
Chemistry | Your knowledge of chemical compounds and their known effects. A skilled chemist can create elixirs of fire, oil, acid, and hallucinogens. |
Hacking | Your skill with computers and knowledge of the mechanical world. A higher number increases your ability to successfully hit a target.   Use your hacking training to:  Turn off lights, doors, cameras and electricity via terminals   Hack ATMs |
Age & Birth Kits
Age
Even with enhanced genetics, bodies eventually falter with age. As the mind grows keener, muscle and dexterity deteriorate over time.
Birth Kits
US Gov’t Public Option | Your birth kit, the common term for the Genetic Synthetic Stim (GSS) first developed by Quinton Syndicates. DNA modification results in improved physical condition, immunity to disease, and intelligence. Â Â Those who cannot afford to buy a private kit can accept the public option provided by the US Government. Birth kits often determine jobs paths later in life. |
Natural Birth | Your birth kit, the common term for the Genetic Synthetic Stim (GSS) first developed by Quinton Syndicates. DNA modification results in improved physical condition, immunity to disease, and intelligence. |
Quinton Genetics BioPlus | Your birth kit, the common term for the Genetic Synthetic Stim (GSS) first developed by Quinton Syndicates. DNA modification results in improved physical condition, immunity to disease, and intelligence. Â Â Citizens can purchase premium injections from Quinton Syndicates, improving their native abilities and minimizing the need to labor at learned skills. Birth kits often determine jobs paths later in life. |
Advantages & Disadvantages
Rummager | You’re always peering into piles of trash for usable items. Find quality items to collect where others find nothing. |
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Elitist | Your sheltered life leads you ill equipped to scavage good loot out of piles of trash. You struggle to find quality items outside of shops and vendors. |
Commanding | Friends and foes alike fall in line when you speak. The mantle of command sits naturally on your shoulders, and your Social attempts will succeed more often than not. |
Resourceful | Turn small medical kits into better ones using your field skills. |
Oath To Heal | Your sworn oath to help someone in need of medical assistance is hard to shake. Give medical supplies to anyone who asks for it. |
Hesitate | Violence is something you watch on TV, not live with daily. You freeze with nerves when you first encounter an enemy, adding 2 turns to your first action prep time. |
Initiate | Gunshots and sirens are more predictable than dinner on the table. When someone turns their fire on you, you don’t hesitate. Drop 2 turns from your first action prep time. |
Coward | Sweaty hands fumble a good aim. -1 modifier to hit rolls. |
Honor | A life without honor is not a life worth living. You can’t bring yourself to deliver stealth attacks, even to get an edge on an enemy. |
Barterer | You never walk away from a deal the loser, well versed in the arts of haggling. Merchant goods cost 10% less. |
Naive | Vendors look at you and see a stack of Wondoons. Pay an extra 10% at merchants as they pull the wool over your innocent eyes. |
Overfumed | Exposure to an endless cocktail of chemicals has frayed your nerves. Recover slower from the negative effects of stimulants. |
Always On The Job | As you run through crowds of civilians, Wondoons seem to leap out of pockets into your palm. |
Addict | Anticipation is a luxury your brain can’t afford, and pills seem to find their way into your bloodstream before you can read the label. |
Hungry | Immediately eat any food that comes your way. You never know when another meal is coming. |
Lead Poisoning | Lead Poisoning Exposure to lead has affected your development. |
Swim | Working next to the sea day in and day out makes you a strong swimmer. Move through the water like a fish. |
Cough | Constant air pollution has permanently inflamed your lungs, and you cough constantly. Roll to cough every 20 rounds, drawing the attention of anyone nearby. |
Lost Finger | You lost a finger in a work injury. Not an important one, but you’ve never been quite as nimble. +1 to all your action prep turns for weapons with a difficulty greater than 3. |
Head Injury | The nails in your prefrontal cortex were removed, but your personality OneHandMelees like a pendulum between anger and depression. -1 to your Social success roll. |
Bad Back | Years of heavy lifting have taken their toll. +1 to all recovery turns using melee weapons. |
Animal Empathy | The stains of overpopulation ease outside high city walls, and in the farmlands you spend more time with animals than other humans. Use your Social aptitude to charm them to follow you. |
Nerve Damage | Chemical agents on battlefields have sapped the strength of your nerves and left you susceptible to shock. If two limbs receive mortal wounds, you’ll collapse until medical attention revives you. |
Pinky Promise | A slip in a knife fight has left you down a little finger. Working with small tools requires extra caution. +10 turns to action prep time for hacking and chemistry skills. |
Bad Lungs | The never-ceasing pollution sits heavily in the city, and years of inhalation have permanently damaged your lungs. +1 turn to your jump recovery time. |
Exhaustion | Exhaustion Your battered body slows more easily after years of heavy use. Roll every 10 founds to receive a fatigue ailment. |
Marshmallow | A soft life has led to a soft, squishy body. You can only use one-handed weapons. |
Two Left Feet | You tell people it’s a mutation, but you’re just terribly clumsy. Roll every 10 rounds while moving for a chance to trip. |
PTSD | The sounds of fighting can trigger violent memories. Roll every 10 rounds in combat for a chance to flee. |
Butterfingers | Sweaty palms drop weapons under pressure. Roll for a chance to drop your after every attack. |
Employment History
Manager | A bright spark of efficiency and energy set you apart from your fellow drones, and your superiors rewarded your efforts with a corner office and a six day work week. |
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Lab Assistant | A natural aptitude for the sciences led you to a junior position in the Research and Development labs. |
Vendor | Eschewing safer avenues of income, you rented a stall in the bustling downtown market buying gently used goods from the landfill looters and selling them back to their original owners. |
Trial Subject | With no better job prospects, you volunteered as a syndicate lab subject for 50 wondoons a week and a few years knocked off your life expectancy. |
Syndicate Vendor | Your business acumen landed you a job with the syndicate vendors, and you pushed the latest tech and newest fashions to desk jockeys and the unemployed in the campus markets. |
Dock Worker | Syndicates ship goods across the oceans on hulking ships stuffed with expensive cargo. You’d never been quick of wit, but you knew your way around a forklift. |
Gig Worker | A jack of all trades and a master of none. Rejected syndicate applications forced you to bounce between low paying gigs to keep the lights on. |
Syndicate Security | Toes rarely creep out of line under unblinking eyes of surveillance technology, but your shined leather boots were there to crush them if they did. |
Farmer | The Ci-War ravaged America’s heartland, but scientists adapted soy and wheat to grow in zones with minor radiation. You labored in the fields to produce food for the cities, trading thick smog for toxic pesticides. |
Trooper | Trained in the basics of melee and range assaults, you joined million of young Americans defending the nation against the ongoing Ci-War rebellion. |
Scout | In the Recon unit, you scouted in rebel territory and radioed back information on the enemy’s movements. |
Military Engineer | You have vague recollections of developing psionics and tech for the military, but cannot reconstruct specifics from your memory wipe. |
Heavy Artillery | You dodged the misery of the front lines as a solider in the heavy guns unit. |
Unemployed | Not many can afford a life of leisure, but your inherited wealth protected you from the needs of the masses. |
Nurse | Compassion and a steady paycheck kept you at your post day in and day out at the overwhelmed urban hospitals. |
Doctor | After years of study and training, you joined a small army of doctors providing health services on syndicate campuses. |
Pharmacist | Preferring chemicals to patients, you mixed drugs and fill prescriptions in the sterile safety of your pharmacy. |
Street Doctor | You never had a formal education, but you knew the basics of first aid and could stitch up a knife wound or remove a bullet with the same keen hand as a syndicate doctor. |
Homeless | Government welfare funds dried up in the first year of the Ci-War, as millions of refugees poured into the safe walls of the cities. You were one of the many fighting for shelter in alleys and tent cities. |
Pickpocket | Forced to the streets without the right birth kit and right bank account, you turned to petty theft to fill your stomach. |
Looter | Like a rat, you rummaged in the hills of trash surrounding the city walls. Competition was fierce, but you usually managed to gather enough to sell or eat. |
Wise One | After decades of survival in homeless camps, you became a rare figure of wisdom. You used your long years of street smarts to gather followers like a shield, and focused your aging mind on the arts of illusion. |
Fortune Teller | A natural turn for psionics marked you in the camps, and even those down on their luck would spend a rare penny to hear your predictions. |
Data Entry | You joined the masses of office workers who file into the doors of syndicate offices five days a week. Paper pushing is dull work, but it paid the bills. |
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