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Antecedents Character Generation

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  1. Game
    1. Session Logs
      1. Antecedents PI: Case Logs and Reports
      2. Orphans: Mishaps and Adventures
    2. Setting
    3. Character Generation
    4. House Rules
      1. Dreaming
    5. Atlantis Background
      1. Atlantian Confederation
      2. The Orphanage
      3. Dor-Manis Surrender
      4. Friends and Strangers
      5. The Bloodlines
    6. Antecedents Background
      1. Age of Aquarius
      2. Antecedents P.I.
      3. Dr Butler
      4. The Antecedents team
      5. Fundis
  2. Antecedents Characters
    1. Andrew: Leopold Arkenov
    2. Byron: Victor Cabal
    3. Ian: Robert Stane
    4. Richard: Corey
    5. Samson: Kai
    6. Jim: Royce
  3. Orphans Characters
    1. Andrew: Puyter the Archonian
      1. Puyter's Plan
    2. Byron: Wendy (Woody) Winter
    3. Ian: Mouse
    4. Samson: Vecna
    5. Jim: Piper Jake

Usual Caveat: The GM has final say over what advantages are consistent with the character concept and the setting.


Antecedents PI

  • 250 point PI's
  • Powers/Basic for all sorts of "effects"
  • No more than 40 points in "supernatural" stuff
  • Martial arts only - no TBM or WM
  • 20 points in disads only - including your quirks
  • In both settings a maximum of 40 points in "supernatural" advantages applies. "Supernatural" will be interpreted quite widely to include such malarky as:
    • most forms of DR
    • any form of stat boost (cyber, bio-tech, blessed) that takes a character's stat beyond what the character has paid for in his/her stat
    • allies or ally groups with a "supernatural" flavour will count towards your 40pt limit
    • Secondary stats more than 30% greater than their base stat

This list will be added to in the days ahead as I start to see what stuff you try to argue does not count as "supernatural"

  • Given the limits I've set up for the 2027 characters I am expecting the main skill foci of each character to be 16-low 20s. IF (capitals on purpose) you all write up reasonable simulacra of real humans (albeit the hero end of the gene pool) then something like this might happen-
    • Stats: 120-160
    • Ads: 60-100
    • Disads: -20
    • Skills: 30-50

At this level though a crook with a knife will kill you - unless your healing power/lightning bolt/flight abilty gets you out of the jam.


Stats

Stat levels will vary - some of you might want to be dumb, sickly but dextrous as all get out - like an inner city car thief - while others might be more rounded - like a forensics masters graduate who plays grade rubgy.

  • Secondary stats (Will, Per, Hit Points, Fatigue Points) may be bought up to 30% above the their base stat and still be considered human norm. More than that counts towards your 40pt limit on supernatural powers.


Disadvantages

  • Starting characters may only have one major mental disad.


Powers

  • As to sources of powers - I'd prefer that characters don't know the source of their powers but if you really want to start the game with this knowledge then that's OK. People can write Source (Unknown) -10% when calculating point cost for "powers"
  • Powers sourced from "Psi" are verboten on starting character sheets. If you have a burning desire to perform psi-like effects, we can find another way of having the in-game effect you are looking for, i.e. Aura-reading, or ghosts can whisper into your ear what someone is thinking.
  • Players are strongly encouraged to take Source (Unknown) in both settings of the game. If you plan to deviate from this please provide detailed backgrounds about the source of your power and why the character knows about the source of his/her power.
  • Antecedents: No cinematic martial arts at all

Skills

  • Skills off primary stat are likely to be high teens to low 20s
  • Skills of secondary stat will be gawd-awful

This is not a rule though.

  • Antecedent characters must spend greater than 1x the age of character in skills.

Shared Group Advantages gained in play

Contact Group: Donny Wang and his organisation- People Smuggler, Arms Dealer, etc
Effective skill: 15
Frequency: roll of 9 or less (Fairly often), *1
Reliability: Usually Reliable, *2
Shared contact: *1/5
Point total: 4 pts

Reputation: +1
Small class: Occultists (1/3)
Occassionally: 7 or less (1/3)
Point total: 1 pt

Atlantis Orphans

  • 100 pt orphans
  • Max of -40pts for disads+quirks
  • Powers/basic for all sorts of "effects"
  • No more than 40 points in "supernatural" stuff TBM and WM are available

Powers

  • Players are strongly encouraged to take Source(unknown) in both settings of the game. If you plan to deviate from this please provide detailed backgrounds about the source of your power and why the character knows about the source of his/her power.
  • Atlantis: WM and TBM are available

Skills

  • Atlantis characters must spend at least 5 points in skills

Four years have passed...

  • Add 10 pts
  • Add minimum 6 new skills
  • Add 20pts to base attributes
  • Add Intolerance (Random Team Member): -5 pts, use points for spending

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This page was last modified on 6 May 2008, at 20:00.
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