First, a few basic concepts about the system we'll be using.
Attributes: Your agent's basic mental and phyisical make-up.
- Strength - Your agent's physical power and musculature. Especially valuable for agents who wish to engage in hand-to-hand combat.
- Dexterity - Your agent's hand-eye coordination, reflexes, agility, balance, etc. Valuable to agents who want to be good drivers or skilled with firearms.
- Constitution - Your agents toughness and ability to take punishment. Useful for those wishing to partake in any form of violence.
- Intelligence - Your agent's ability to learn and reason. Valuable to agents who want a wide range of skills.
- Wisdom - Willpower, common sense, intuition, perception and general real-world experience. Valuable for those who want to have a handle on the world around them.
- Charisma - Strength of personality, persuasiveness, attractiveness and general likeability. For those agents who plan to lead, swindle or seduce others.
The score of each attriubute determines how good you are at using that particular ability of your person.
8-9 -1 modifier to related checks
10-11 no midifier to related checks
12-13 +1 modifier to related checks
14-15 +2 modifier ...
16-17 +3 modifier ...
18-19 +4 modifier ...
You will select your character's attributes by using what is known as a 'point-buy' system. All your character's stats start off at 8 (-1 modifier) and then you have 36 points to spend on your attributes. Moving from 8 to 10 costs two points, 10 to 12 costs another two, 12 to 14 costs two more again, 14 to 16 costs four and going from 16 to 18 costs six. Essentially it boils down to:
8 score costs nothing (-1 modifier)
10 score costs 2 points (no modifier)
12 costs 4 (+1)
14 costs 6 (+2)
16 costs 10 (+3)
18 costs 16 (+4)
Class: Your agent's class determines his role in the field. There are six base classes to choose from:
- Faceman - An expert 'con man' and master of disguise, the Faceman is often sent in to gather information before an operation. Charisma and trickery are his main weapons.
- Fixer - This guy has what the team needs, when the team needs it. and if not, they know how to 'procure' it. The fixer doubles up as a burglar and an early warning system.
- Pointman - Versatility is the key, pointmen are true 'jack of all trades'. This and their unique ability to assist other team members usually make them natural choices for leaders.
- Snoop - A master of information and how to obtain it. Half hacker half electronic bloodhound, these guys can do wonders with a laptop and a few tools.
- Solider - The muscle of the team, elimination is the name of the game here. A bit more than handy with a gun he proves formidiable in combat situations.
- Wheelman - Aside from knowing how to drive anything with or without wheels, the wheelman knows his way around machinery and doubles as the teams mechanic/engineer.
Remember, just because you are not a Wheelman doesn't mean you cannot drive a tank, or that if you're not a Soldier you are useless with a gun in your hand. You
are a secret agent after all, it's just that those in certain classes are even better than your average super spy at their speciallity.
Department: Your agent's department is essentially his background. There are many, many departments so for easiness, I will select your character's department myself based on the character bio you send me.
That is all the character creation info for the moment. What I now want anyone who is intereseted to do is to
PM me with a) Your character's attributes b) Your character's class and c) A bio about your character's history and personality. The bio does not have to be an opus of any kind, a decent paragraph or two will be plenty and you are very free to develop your character later down the line.
EDIT: Also include a codename by which you would wish your character to be known by. After you have PM'ed me, I will send a reply detailing how to continue with the next step of the creation process - skills (how good your character is at performing certain tasks) and feats ('special moves' your character can pull off, or specific advantages they posess). If you haven't already replied, don't think you're out of it! The more the merrier and the more we get, the bigger the possibility of a really cool idea I have come up with...