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Rules: Character Generation

 

whitedot.gif (109 bytes) The first step in playing Eternal Soldier is to create characters with which to play. There are basically three steps to doing this.

First, you must create the basic character. This involves rolling dice to find the character's basic mental and physical attributes.

Next is the step of choosing skills for the character. These skills will be affected by the character's basic attributes and will give the player his individuality.

Finally, the player will usually choose to equip his character with weapons and the tools of his various trades. What sort of equipment may be available is a matter for the GM and are not within the scope of these rules (since it would've been impossible to create a pricing scheme that was consistent across all time periods).

STATISTICS Top

The first step to generating characters in Eternal Soldier is to generate the Personal Statistics (also referred to as attributes) of the character. These are the basic attributes that define the character.

The eight statistics that form Eternal Soldier Characters are STRENGTH, AGILITY, DEXTERITY, CONSTITUTION, INTELLIGENCE, WILL, COMELINESS, and CHARISMA. These statistics are arrived at by rolling 3 D6. This results in a number from 3 to 18, with an average of 10.5 (10 and 11 appearing equally).

Actually, there are more ways to generate a number from 3 to 18 for each of the statistics. Another method would be to roll 4 D6 and ignore the lowest number rolled. This creates characters that are a bit above average. Still another method would be to give the characters a basic amount of say, 10, and then give them a certain amount of points (15 is good) that they can split up between the statistics they would like to increase. This gives the player control over what sort of character is produced. Use whatever method works for you. But use the same method for all characters.

A 3 in a statistic represents the absolute minimum humanly possible. Likewise, 18 is the absolute maximum. It is possible that these could be altered by technology or magic. Also, the strength of grizzly bears, for example, easily exceeds the human limit (see Non-Humans).

There is a basic chart of bonuses that will be referred to from time to time. This chart is the same for all statistics. When a reference is made to a "strength bonus" or "will bonus" the statistic named is compared to this chart and the bonus found is used in whatever capacity is mentioned. That chart is . . .

Statistic

Bonus

3

-4

4

-3

5-6

-2

7-8

-1

9-12

0

13-14

+1

15-16

+2

17

+3

18

+4

This chart is useful where we want to give a bonus for a higher than normal attribute and a penalty where the statistic is below average.

A brief description of each statistic is in order.

STRENGTH Top

This is the measure of the character's physical power. It affects how much weight the character can carry, how much force he or she can apply, etc. To find the amount of weight the character is able to lift above his or her head square the character's strength (multiply it by itself). Thus a character with a 10 strength can lift 100 pounds above his or her head. A character with a 13 strength can lift 169 pounds above his or her head. The character may carry half this amount without movement penalty.

A character can dead lift (just lift off the ground) three times the amount he can lift above his head.

The character can hold this maximum weight in position for a number of segments (half-seconds) equal to his constitution.

Strength has a direct effect upon how much damage the character does in physical attacks. (See Damage Determination--adjustments to damage.)

Strength also affects the amount of damage a character is able to withstand. (See Constitution).

AGILITY Top

Agility is the measure of a character's overall physical quickness. It is the character's body coordination. It determines the character's reaction time (see INITIATIVE) and is at the center of many skills. It determines how fast the character may move. The character's maximum movement (in feet) is equal to his agility every segment.

A character can standing high jump one-fourth of his or her agility in feet. A character can standing long jump one-third of his or her agility in feet. A character can running high jump one-third of his or her agility in feet. A character can running long jump his or her agility in feet.

Swimming speed is determined by agility. A character's swimming speed is equal to one tenth of the character's agility in feet per segment. Note that this only applies in situations where the character has at least one skill point in swimming.

DEXTERITY Top

Dexterity is the measure of the character's hand-eye coordination. It is the character's suppleness of finger and wrist. It affects aim, and all skills involving hand control.

CONSTITUTION Top

The character's physical endurance. This is plain physical toughness. It determines how much physical punishment a character can take. Constitution is at the center of the character's hit points (see Combat--Damage). The character's hit points are equal to the character's constitution plus the character's strength bonus.

Constitution affects a character's ability to ward off poisons and drugs.

Constitution affects a character's ability to ward off fatigue. Although it will only come into play in exceptionally long chases or melee, fatigue can become an important factor. A character has 10 times his constitution worth of fatigue points. Should a character's fatigue points go to zero, he becomes unconscious. If they go beneath negative one-half of his fatigue points then the character dies. Fatigue points come back at the rate of two tenths the character's constitution every fifty segments (25 seconds, we'll see later that a segment is equal to one-half second of game time). How fast they go away depends on what the character is doing...

4/fifty segments-- Extreme Exertion (running full speed, engaging in melee, lifting max weight, etc.)

3/fifty segments-- Medium exertion (jogging, carrying 75% max weight, etc.)

2/fifty segments-- Low exertion (walking, driving, etc.)

0 -- Complete rest/sleep.

In addition, fatigue points can be further depleted as a result of choking or suffocation. Note that fatigue points come into play only when the GM decides that a character is probably over-exerting himself or he has lost quite a few in a short period of time.

INTELLIGENCE Top

This is the character's mental quickness, the ability to come to conclusions and make mental associations. It closely corresponds to I.Q. The character's I.Q. is equal to intelligence times 10. It is at the center of most scientific and technical skills.

WILL Top

This is the character's mental toughness. It is the strength of resolve. It affects the character's likelihood of being swayed in the face of attempted mental control. It affects the character's ability to continue standing in the face of extreme physical punishment (see Combat--Damage).

COMELINESS Top

The character's "prettiness", general physical appeal to others. Affects the reaction of others to the character.

CHARISMA Top

The character's personality. This is not a function of the character's looks but rather the character's ability to convince others in speech and a measure of the character's ability to relate to others. Affects the reaction of others to the character.

Attribute Rolls Top

Reference will often be made in the game to Attributes rolls These are die rolls that the character receives in order to overcome some poison, mind control attempt, etc. They are the character's chance to ward off some undesired effect.

Attribute rolls, or "saves", will be made against a particular statistic. A constitution roll then, would require the character to roll a D20 against his constitution. If the result is less than or equal to the character's constitution the character has succeeded in warding off whatever unpleasant effect was taking place.

Attribute rolls vs. constitution, or will are most common. Sometimes rolls will be required vs. agility. When reference is made to a plus on the attribute rolls, that amount is added to the DIE ROLL. A particularly foul poison might require a plus 4 on the save, thus making it harder to generate a number less than the character's constitution. In saving throws, PLUSES ARE BAD FOR THE CHARACTER, MINUSES ARE GOOD. Remember that.

Attribute rolls, can be a nice, simple tool for the GM to determine the outcome of certain actions. They should be used when the GM feels that what the character is trying to do (or avoid) depends not on skill but rather, an effort based only on the character's attribute.

Next: Skills        Top

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