CriminalHistoriesCharSheetDirections.pdf

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How to create your character
Photocopy the character sheet at the back
of this book. Following these directions, fill
it out
in pencil,
not pen!
Name
format:
First name — ROYGBIV security
clearance initial — three-letter sector
designation — clone number.
Ordinarily
your clone number starts at 1 (the Prime),
but, uhh, don’t circle the 1 until you’ve finished the
Prehistory Pachinko in Chapter 3. Not that anything
could possibly go
wrong,
you understand, but....
Pick one
character kit
from those listed
in Chapter 1. Pencil in the default skill and
specialty ratings.
PARANOIA
The Gamemaster determines your character’s
occupation.
This character sheet assumes
your character is a Troubleshooter. If your
GM is using the
Extreme PARANOIA
rules
supplement, your character might be a vidstar, mad
scientist, executive, or something else.
Consult the tables in Chapter 2 to determine
your
service group
and
service firm type.
The GM will tell you which specific firm of
that type you work for. He may just designate
a service group and firm for you based on your chosen
character kit.
The service firm tables come from the
PARANOIA
supplement
Service, Service!
If your GM doesn’t have
that book, ignore any result with an asterisk (*) and
roll again.
There’s a long list of
tics
at the end of the
book. Use them as inspiration in choosing
your own two tics. Remember, a tic is by
definition
visible
and
instantly recognizable
within a few minutes of casual association with your
character.
Your
Mandatory Bonus Duty
may be
assigned at the start of your mission or
before play begins. The six MBDs in the
first column are presented in the
PARANOIA
rulebook. The six in the second column come from
the
Extreme PARANOIA
rules supplement. If your GM
doesn’t have that supplement, ignore these MBDs.
Use your chosen character kit’s starting
default
skill and specialty ratings.
Ratings
range from 01 (terrible) to 18 (terrific).
If you’re creating a character without a kit,
roll 1d20 for each of your six skills, then halve the
number rolled to get the rating; for results under 4,
the skill’s rating is 04. Or you can allocate 40 points
among the skills (putting at least 4 in each one), or
just make all the ratings 07.
Optionally, you may take up to six
common specialties
(the areas of concentration
listed under each skill). Each specialty you choose has a rating 4 higher than the
governing skill. If you take a common specialty, take a compensating common
weakness in the same skill. The weakness rating is 01.
You have open ‘slots’ for six
narrow specialties,
one in each skill. Your kit
includes a few narrow specialties. You can take the others now, or leave the slots
open and define them during play. Each narrow specialty has a rating 6 higher
than the governing skill, and no compensating weakness.
Each PC in the game has a
vital specialty
related to this particular session’s
premise. This character sheet assumes your character is a Troubleshooter, which
means his vital specialty is Energy Weapons. If your GM is using the
Extreme
PARANOIA
rules supplement, your character might be a vidstar, mad scientist,
executive, or something else. In that case you’ll have a different vital specialty
in place of Energy Weapons, and you would treat Energy Weapons just like any
other common specialty.
Your vital specialty rating is equal to the governing skill’s rating plus 4. You
can’t take a vital specialty as a weakness, and it doesn’t count against your six
common specialties.
Service group specialty:
Select one common specialty from the list for your
service group in Chapter 2. The specialty rating is 4 higher than the governing
skill, and has no compensating weakness. Alternately, if the service group grants
you a specialty you’ve already taken, you can ‘bump up’ the existing common
specialty’s rating by 4 (maximum 18).
Creating your PC’s backside
The steps below relate to the back side of your
character sheet, the secret side. Don’t let other
players see this side! Of course you must show it to
your Gamemaster if he asks.
To determine your character’s
mutation,
find
which play style your GM is using (Classic,
Straight or Zap) and consult the appropriate
mutant power chart in Chapter 2.
These charts use the expanded mutation rosters
in
The Mutant Experience.
If your GM isn’t using that
supplement, use only the top mutation chart for each
style, and ignore the bottom chart.
PARANOIA
Your character kit may suggest a
secret
society.
The GM may assign you that society
on the spot or may ask you to consult the
secret society charts in Chapter 2.
Your starting degree (rank) depends on the GM’s
chosen play style:
Classic=1d20
divided by 4,
Straight=1, Zap=1d20.
Use Chapter 3’s Prehistory Pachinko to
determine your past treasonous acts. Record
them here along with the punishment codes
for your sad fate in case anyone finds out
about said acts. If you run out of space, attach a
separate sheet. Think of it as your resumé.
You don’t know your
Power
and
Access
attribute ratings. But the Prehistory Pachinko
in Chapter 3 may tell you to adjust these
ratings. Record the total adjustments and
report them to your GM, who will take it from there.
Pick three skills from the
Secret skills
chart
in Chapter 2: one Uncommon skill, one
Unlikely and one Unhealthy. Rating for Secret
skills not on the regular non-secret specialty
list=1d20. For regular specialties: governing skill +4.
If you already have that specialty or weakness, don’t
change the existing rating.
The Prehistory Pachinko in Chapter 3
will generate a number of people from
your past, who may or may not like you,
but who remember you and what you
did. Write their names and service groups in your
Contacts
and
Enemies
lists. Who knows? You (or
your teammates) may someday bump into those old
acquaintances....
Consult the consolidated
equipment lists
in Chapter 2 to buy personal
and treasonous equipment with your starting credit allotment. But wait
until you’ve run through the Prehistory Pachinko in Chapter 3, because the
tables there might bestow all manner of great and/or incredibly perilous
stuff. Or bankrupt you, one or the other.
Starting
credits=1,000cr,
unless your GM tells you different. The Prehistory
Pachinko in Chapter 3 may adjust that total for good or ill.
Starting
Perversity points=25,
plus up to 10 more if you selected
two recognizable and unique tics. These are
your
Perversity points, not your
character’s, and will stick with you through thick and thin no matter how many
PCs you kill off.
Treason codes
are letter-number combinations the GM may politely order you
to record at various points during the mission.
You may develop various
addictions
during the Prehistory Pachinko process.
Mandates
are service group-specific instructions and authorizations presented
in the
Service, Service!
supplement. Your GM may generously grant you one or
more of these interesting mandates during play.
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