Optional Rules: Filling Out the Character

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Filling Out the Character: Age

Roll 3d6 to determine your character’s age. If your character is a Special Agent add 2 to that roll. If it is a Mad Scientist/Eccentric Professor, add 4. Intelligent Robots have a 70% chance of having an age of 0. Otherwise, subtract 2 from their 3d6 roll. Look up the roll on the following chart for the character’s base age, and add d10.

3d6 Base Age 3d6 Base Age
1-3 -1 17 29
4 9 18 34
5-8 14 19 36
9-14 19 20 40
15-16 24 21 50
22 60

If you roll up an age less than 16 (and your character is not an Intelligent Robot or Wizard) that age is the age your character received any powers he, she or it has. Your character will start the game at 15 plus d4 years (plus 0 to 11 months, depending on your character’s birthday)—the age the character physically matures. If you roll up an age that is greater than your character’s age of deterioration (see Old Age) then go through the rolls for Old Age, starting from the age of deterioration and ending at your present age, ignoring any result which calls for your character’s death. Any character who starts playing at an age other than that rolled will have increased %Control. Subtract the age rolled from the age the character starts at. Add the result to any %Control scores your character has, remembering that %Control cannot increase above 100.

Birth Date: Roll d12 for the month and d32 for the date (until a date that exists is gained). To determine the year, check this date against the present date. If this date has already passed, subtract the character’s age from the current year. Otherwise, subtract it from the last year, for the year the character was born.

Filling Out the Character: Appearance

Most characters have a 1% chance of being mutated. Aliens have an 85% chance, Intelligent Robots have a 20% chance, and Normals have a one in one million chance. If a character is mutated, use the Mutated Appearance tables. Otherwise, use the Normal Appearance tables.

Normal Appearance

Skin Color (there is a 15% chance of rolling this more than once, thus getting mixed ancestry): (d10)

1) Red 2-3) Black
4-7) White 8) Yellow
9-10) Brown

Hair: The player rolls, first, for hair type—curly, wavy, or bald—and then for hair color. The intensity of the color must also be rolled for. See lower.

Hair Type: (d10)

1-3) Curly 4-6) Straight
7-9) Wavy 10) Bald

Hair Color: (d10)

1-2) Red 3) White
4-6) Brown 7-8) Black
9-10) Blond

Eye Color: (d10)

1-2) Green 3-5) Blue
6-9) Brown 10) Violet

Intensity of Skin, Hair, and Eye Color: (d6)

1) Light/Dull/Pale
2-5) Normal
6) Dark/Bright/Swarthy

Blood Type: Roll d1000 (Robots and Aliens must roll on the Mutated Appearance Table for this):

Roll Type Roll Type
001-384) O Positive 850-943) B Positive
385-461) O Negative 944-960) B Negative
462-784) A Positive 961-992) AB Positive
785-849) A Negative 993-999) AB Negative
000) Mutated Blood (see Mutations, below)

Mutated Appearance

Any player whose character has mutated looks must roll up a mutation% first. If the character is an alien, roll a d4. If the roll is 1, the alien’s mutation% is d100, otherwise it is 100. Robots have a mutation% of 40+d60. Normals who are mutated have a mutation% of d80. Other characters have a mutation% of d100. See Mutants, under Special Rules for more effects of being a mutant.

Use the mutation% to find out what visible parts of a character’s body are mutated. For each aspect here, roll d100. If this roll is less than or equal to half the mutation%, roll on the table for that aspect. Otherwise, use the Normal table, above.

Eye/Hair/Skin Color (d20, roll each separately)

1-2) White 3-4) Red
5-7) Brown 8-9) Black
10-11) Blue 12-13) Yellow
14-15) Green 16-17) Purple
18-19) Orange
20) Roll 2-4 more times and use the pattern chart below.

Multiple Color Pattern Chart: If the character gained multiple colors on the above chart, use this to determine the color pattern. (d4)

1) Kaleidoscope 2) Banded
3) Dotted 4) Striped

Intensity of Skin, Hair, and Eye Color: (d3)

1) Light/Pale 2) Average
3) Dark/Bright

Sex: (d100)

01-90) male or female. Alien races have two sexes.
91-95) asexual. Alien races have d6 sexes.
96-00) hermaphroditic (players of aliens roll again, to determine the number of sexes in the race; the character is two of them; if this result is rolled twice, the character is three of them, if more than two sexes exist)

Skin Characteristics: (d12)

1) Hairy 2) Scaly
3) Leathery 4) Feathers
5) Slimy 7-12) Normal
6) Combination—roll d6 twice more

Fingers/Toes: Most races have the same number of fingers as toes, so only roll once for both: (d24)

1) no arms/legs— 2+twice d3 tentacles
2-7) 4 fingers and toes
8-14) 5 fingers and toes
15-20) 6 fingers and toes
21) 3 fingers and toes
22) 2d4+3 fingers and toes
23) 2 fingers and toes
24) roll for number of fingers and toes separately— once for each

Blood Type: Robots always have odd blood, even if without a Mutation Percentage. So do some humans. (d100)

Roll Color Roll Color
01-25) Red 56-60) White
26-35) Green 61-65) Black
36-45) Blue 66-70) Purple
46-50) Orange 71-75) Yellow
51-55) Brown 76-00) Special

The Special result means that the player must make up something that goes with the character’s powers or origin. A fire controlling hero, for example, might have veins of fire.

Unusual Feature: This must be rolled until missed, at half the character’s mutation%. For each unusual feature the character rolls up, a specific unusual feature must be chosen. Examples include horns, a tail, strange shaped head, strange shaped hair (flame hair, for instance), wings on feet, cosmic eyes.

All characters

Handedness: Intelligent Robots have a 40% chance of being ambidextrous. Otherwise, roll d100 to see which hand your character favors. Ambidextrous characters gain +1 to the Combat Pool if using hands, and suffer no penalty for using the incorrect hand.

d100 Roll Handedness
01-70 Right-Handed
71-98 Left-Handed
99-00 Ambidextrous

Continent of Birth

Roll d20 to determine where your character was born. Aliens may use this to determine where they landed, or may ignore it (as can anyone, as stated earlier).

1-10 North America 11 South America
12-13 Europe 14-15 Great Britain
16 Asia 17 Africa
18 Australia 19 Greenland
20 Island

Population Density: Roll d20 to determine the population density where your character was born:

1 Isolated Area 2-3 Rural Area
4-6 Town 7-10 Suburban Area
11-15 City 16-20 Metropolis

Known Family

Siblings: Roll d100 and consult the following chart for the number of siblings your character has:

Roll Number Age Difference
01-22 no brothers/sisters
23-50 1 sibling d3 X d3
51-63 2 siblings d3 X d3
64-75 3 siblings d3 X d2
76-84 4 siblings d2 X d2
85-89 5 siblings d2 X d2
90-93 6 siblings d3
94-96 7 siblings d3
97-98 8 siblings d2
99 9 siblings d2
00 Roll twice and add d4 (1-3 = 1 year, 4=2 years)

To determine order of birth, roll d100 for each sibling, including your character. The highest roll is the oldest sibling, the next highest is the next oldest, on down to the lowest roll, which denotes the youngest sibling. If any two siblings roll the same number, either they are twins (80%), or one is adopted (20%), give each sibling an even chance of being adopted, and age difference is plus or minus d6 months). There is an 80% chance that twins are true look-alike (zygotic) twins. Otherwise, twins are fraternal twins. Fraternal twins do not have the same genetic code, and do not usually look alike.

To determine the age of each sibling, roll the dice given on the table used to determine number of siblings, from the column Age Difference. Add the result to your character’s age. This is the age of your character’s nearest older sibling. If there is an even older sibling, roll again, and add to this age. Continue to do this until there are no more older siblings. For younger siblings, do the same thing, but subtract the result from each preceding age.

Parents’ Age: To determine the age of your character’s parents, use their oldest child’s age. For the father, add 14. Then roll d3, add 1, and roll d6 this many times. Add this in for your dad’s age. For the mother, add 12. Then, roll d3, add 1, and roll d6 that many times. Add this for your mom’s age.

Death or Disappearance in the Family: Each sibling has a 5% chance of having died or disappeared (Player’s option). The chance for each parent is 15%. If both parents are gone, there is a 60% chance this occurred at the same time. For each parent who is gone, there is a 20% chance that this occurred near when your character was born. Otherwise, roll d% and multiply by your character’s age to determine when loss occurred.

If only one parent was lost, there is a 30% chance, plus your character’s age minus the age your character was when the parent disappeared, that the remaining parent remarried. If you have any younger siblings born after the loss, the remaining parent has a 90% chance of having remarried.

If both parents died/disappeared, and this occurred before your character was 18, there is a chance your character was adopted immediately. This chance is 18, minus your character’s age when the parents disappeared, times 5. If not adopted immediately, divide that chance by 5 for the chance your character was eventually adopted. If your parents disappeared at your birth, and you have younger siblings, then you were adopted, either (1-4 at birth, 5-6 later).

For remarriages, subtract the remaining parent’s age at the time of the loss from the parent’s present age. For late adoptions, subtract your character’s age at the time of death/disappearance from 18. Multiply that number by d% for the number of years it took for remarriage or adoption.

Economic Status

Ask your Editor how detailed you character’s economic status should be. Some Editors will require that you only determine Economic Level. Others will also ask you to determine Net Worth, and possibly Disposable Income.

Hero Villain Economic Level
01 01-02 Destitute
02-09 03-25 Poor
10-94 26-90 Middle Class
95-99 91-98 Rich
00 99-00 Ultra-Rich

Net Worth is how much something will reasonably sell for. Net Worth includes the character’s car, home, wardrobe, etc. It can include debt as well. Remember that Economic Level takes precedence over Net Worth. A rich character with a negative net worth still lives a rich lifestyle.

Economic Level Net Worth ($) Disposable Monthly Income ($)
Destitute:
Poor: 2d100x200 3d100-100
*Middle Class: 2d100x2,000 (2d10-6)x100
*Rich: 2d10+11 (doubles) Net Worth Roll minus d10 (Sphere) x 100
*Ultra-Rich: 2d10+20 (doubles) Net Worth Roll minus 2d10 (Sphere) x 100
*Villains have a 70% chance of reducing the Income Roll by 10.

Disposable Monthly Income is the amount of money left over after taxes, food, and upkeep on Net Worth. If negative, the character must acquire the overrun or reduce Net Worth by it, each month.

Modify Worth and Income by the character’s Learning and Age: If the dollar amount is positive, multiply by (half Learning on the Sphere Chart, plus Age on the Doubles Chart) and divide by 10.

If the dollar amount is negative, multiply by (Age on the Doubles Chart plus 10) and divide by (half Learning on the Sphere Chart plus 10).

If the character is a minor, the Net Worth and Disposable Monthly Income rolled is for the parents. You’ll need to roll their Learning. If there are two parents, average their Learning and Age. The character’s Weekly Allowance is the parents’ Disposable Monthly Income, divided by 10, divided by d4, and divided by the number of kids. Modify this as normal for your Age and Learning. Of course, you could get a job.

  1. Optional Rules
  2. Knowledge