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.
Skills
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)
Law (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.)