Character Generation in "Modern" Roleplaying.

Social Class

Depending upon the era in which you chose to set your campaign, the idea of social class becomes less important. In a modern society, there is a greater degree of social mobility. However, it is still important to know a character's roots, so here is a social class table which can easily be adapted to most modern campaigns.
Roll Social Class
01-05 Destitute
06-25 Rural Plebian
26-55 Urban Plebian
56-65 Small Land / Property Owner
66-75 Artisan / Tradesman
76-87 Small Businessman / Professional / Entertainer
88-93 Big Businessman / Professional / Personality
94-97 Rich Businessman / Professional / Star / Lower Aristocracy
98-99 Huge Businessman / Major Star / Aristocracy
00 Royalty / Megastar

Skill Points

Instead of gaining a set of bonuses to skills for Character Race and Social Class, a modern character is allowed 100 skill points in addition to the usual Physical and Mental skill points. These are to be spent as the player feels appropriate, in order to properly reflect the background and profession of the character. For instance, a cab driver character might spend these points on Drive Car, Townwise and Mechanical (perhaps specialising in car repair).
If the GM feels that it is appropriate to the character concept, some of these 100 skill points may be spent on skills normally restricted for starting characters. Thus an Ex-soldier character would have some skill with firearms, a boxer might have ability with his fists and a private detective may be more observant giving him a higher Spot Hidden.

Finally, any character who has had a decent education will have a bonus to their Read / Write skills equal to the average of their Intelligence and Memory multiplied by 4. i.e. (INT/MEMR)x4 Characters with inferior education will gain a lesser bonus, as adjudicated by the GM.


Obviously, there are a different range of skills available to characters dependant upon the specific campaign in which they are played. Aside from a core of skills which all characters are assumed to possess, players should select skills which they feel appropriate to their character.

Core Skills

Run, Jump, Climb, Throw, Swim, Listen, Smell, Spot Hidden

Other Skills

Anthropology (INTL/MEMR)
Archaeology (INTL/MEMR)
Astronomy (INTL/MEMR)
Botany (INTL/MEMR)
Chemistry (INTL/MEMR)
Cartography (MDEX)
Computer Operation (INTL/MEMR)
Demolition (INTL)
Drive Car (ROLL)
Electronics (INTL/MEMR)
First Aid (ROLL) - As Treat Wound
Geology (INTL/MEMR)
History (MEMR)
Human Biology (INTL/MEMR)
Linguisitics (INTL/MEMR)
Mathematics (INTL)
Occult Lore (MEMR)
Pharmacy (INTL/MEMR)
Photography (ROLL)
Physics (INTL/MEMR)
Psychology (INTL)
Research (INTL/MEMR/MStr)
Ride Motorcycle (ROLL)
Streetwise (ROLL)
Surgery (MDEX/INTL)
Survival (ROLL)
Theology (MEMR)
Zoology (INTL/MEMR)

These are merely suggestions, and GM's should feel free to add to and edit the list. Players may also use skills from the original book where they are still applicable. Some skills have developed into sciences, such as rockwise into geology. Note that the GM may wish to increase the amount of damage a First Aid roll recovers according to the era and the grade of equipment which is available.

Certain skills, most notably computer operaption, are particularly suitable to specialisation. (See Appendix 1 in DANDANON.)