4. Personnal characteristics
The following table, used to determine the basic personal characteristics scores of PCs, is therefore 'loaded' toward the higher end of the scale. Most NPCs or non-player characters run by the StarMaster will fall into a lower range than the PCs. Only a scant few NPCs will be in the same class as the most superior PCs. The personal characteristics generation table given here is therefore used to develop PCs only. Roll 1d100 percentile dice for each of the personal characteristics, find the appropriate column in the table, read down until the percentile score rolled for the characteristics is reached, then read left across the table to find the PC score to be entered in the Character Profile form for that personal characteristics. All personal characteristics will range between 1 (very rare) and 19 (rare), with higher scores indicating superior ratings.
Personal Characteristic/1d100 Result |
||||||
PC Score |
Physique Strength Constitution |
Agility Dexterity |
Empathy Intelligence |
Psionics Intuition |
Bravery Leadership |
GTA MechA EleCA |
01 |
01 |
01 |
01 |
0105 |
01 |
01 |
02 |
02-03 |
0203 |
0203 |
06-10 |
02-03 |
02-03 |
03 |
0405 |
0405 |
0405 |
1115 |
04-06 |
04-06 |
04 |
06-07 |
06-07 |
06-09 |
16-20 |
07-08 |
07-09 |
05 |
08-09 |
08-09 |
10-11 |
21-25 |
09-10 |
10-11 |
06 |
10-11 |
10-11 |
12-15 |
26-30 |
11-12 |
12-15 |
07 |
12-13 |
12-13 |
16-19 |
31-35 |
13-15 |
16-20 |
08 |
14-15 |
14-15 |
20-25 |
36-40 |
16-18 |
21-25 |
09 |
16-20 |
16-20 |
26-30 |
41-50 |
19-21 |
26-35 |
10 |
21-25 |
21-27 |
31-35 |
51-60 |
22-24 |
36-40 |
11 |
26-35 |
28-40 |
36-50 |
61-75 |
25-30 |
41-50 |
12 |
36-45 |
41-54 |
5165 |
76-80 |
31-40 |
51-60 |
13 |
4660 |
5565 |
6675 |
8185 |
4155 |
61-70 |
14 |
6175 |
66-80 |
7680 |
8690 |
5570 |
71-75 |
15 |
7685 |
8190 |
8185 |
9195 |
71.80 |
76-80 |
16 |
86-90 |
9195 |
8690 |
9600 |
8185 |
81-85 |
17 |
9195 |
9698 |
91-95 |
105 |
86-90 |
86-90 |
18 |
96-00 |
9900 |
96-00 |
110 |
9195 |
91-95 |
19 |
105 |
105 |
105 |
115 |
9600 |
96-00 |
The following DM (dice modifiers) may be applied as desired to raise 1d100 results in the areas indicated. The DM is a percentage, in other words, representing the advantage obtained by a PC in z given class.
The DM is not applied as a lump sum to each of the characteristics indicated for a given class of character. Rather, it represents the total DM available, which tan be divided up as desired to raise individual 1d100 scores of the indicated characteristics.
For example, an Astronaut rolls 42 for Agility, yielding Agility/12. However, the player desires a higher Agility score for his PC, so he allocates +24 to the 42 result to raises it to 66, enough to yield Agility/14.
Players should wait until all personal characteristics rolls are made before deciding which of the favoured characteristics should be raised. Simply enter the percentages rolled on the Profile sheet in pencil, then compare the results to the Personal Characteristics Table. When the desired 'boosts' are determined, the percentages tan be erased and the PC scores tan be entered. It should be noted that some PC/19 scores do not indicate a range. Strength/19, for example, requires 105, meaning that if a player had rolled 00 (100), he would have to expend +5 DM to obtain 105 and a Strength/19 rating.
Optionally, those players who wish to use psionics prominantly in their campaigns should use the following modification. On any psionics roll of 96-(1)00, humans, feline avatars, and transhumans may add up to 15 points as DMs to the 1d100 results and all other races may add up to 10 points. These points are deducted from the DMs available by profession at the rate of % profession DM per 1 point added to the psionics roll.
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