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Character Creation

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BerkaZerka:
Character Creation Summary

Starting Abilities

Characters start with 20 Ability Points, which they allot between all six abilities.  No ability may start below 1 or be raised above 5, though it is possible to raise an ability past 5 later, using Experience Points (See Experience p.187).

Initiative And Movement

Initiative = (Base 5 + AGI + WIS + Modifiers)
Movement = (Base 30’ + Modifiers); Run = (Movement Score x STR)

Saves

Reaction (Base 5 + AGI + Modifiers)
Endurance (Base 5 + CON + Modifiers)
Willpower (Base 5 + WIS + Modifiers)

Vitality And Wound Points

Vitality Points = (Base 5 + STR + CON + WIS + Modifiers)
Wound Points = (Base 5 + CON + Modifiers)

Luck And Surge Points

Luck Points = (Base 3)
Surge Points = (Base 3)

Starting Skills

Characters start with 60 Skill Points, which they allot to the skills of their choice.  Initially, no skills may be raised above level 5, though it is possible to do so later using Experience Points (See Experience p.187).

Edges and Flaws

All characters start the game with 3 Edges.  Characters do not have to start with Flaws, but doing so allows them to take up to 3 additional Edges (gaining one for each Flaw).  No character can start with more than 3 Flaws and 6 Edges.  Choose carefully, as very few Edges can be gained after character creation (see Experience p.187 for a complete list of Edges that can be bought later with XP).
 

BerkaZerka:
Sample Character Creation

The following is a sample of the process that goes into creating a Bounty Head Bebop Character.  In this sample, we will create a psychic of questionable sanity, named ‘Louis le Foom’.

Louis le Foom
First, we think about the concept – We envision a character of extraordinary psychic power riding the dangerous edge between his amazing abilities and insanity.  Hopefully, our character’s sanity will hold up long enough for him to be a useful character.  This is a risk to consider however, when choosing to play a psychic; such a character can soak up a lot of XPs; but the payoff is incredible and often earth shaking powers.

Step One:

Abilities
Str 0; Agi 0; Con 0; Int 0; Wis 0; Pre 0

All characters start with 20 points to allot to their Abilities.  No Ability may start below 1 or above 5.  For Louis le Foom, we want a greater than average Wisdom (in this case a 5), to support his psychic powers and give him as much protection from Psychosis as possible.  We also can envision a somewhat sedentary gentleman, who is much more intellectual than physical, so we’ll take Intelligence at 4, settling for a sub-average Constitution of 2 to do so. 

We come up with the following:
Str 3; Agi 3; Con 2; Int 4; Wis 5; Pre 3

The idea is that beginning characters start out pretty average (except in one or two areas) and slowly rise to higher levels through experience.

BerkaZerka:
Step Two:

Initiative and Movement
Init 0; Move 0 ft (Run 0)

Initiative equals (a Base of 5 + Agi + Wis + Modifiers)
Movement equals (Base 30’ + Modifiers)
Run equals (Movement score x Str)

[*]Note that Modifiers (if any) will be added in a later step (see Edges and Flaws below).
[/list]

We come up with the following:
Init 13; Move 30 ft (Run 90)
 

BerkaZerka:
Step Three:

Saves
React 0; Endure 0; Will 0

Reaction equals (Base 5 + Agi + Modifiers)
Endurance (Base 5 + Con + Modifiers)
Willpower (Base 5 + Wis + Modifiers)

[*]Note that Modifiers (if any) will be added in a later step (see Edges and Flaws below).
[/list]

We come up with the following:
React 8; Endure 7; Will 10

BerkaZerka:
Step Four:

Vitality and Wound Points
Vitality Points (0) 0
Wound Points (–2) 0

Vitality Points equals (Base 5 + Str + Con + Wis + Modifiers)
Wound Points equals (Base 5 + Con + Modifiers)

[*]Note that Modifiers (if any) will be added in a later step (see Edges and Flaws below).
[/list]

The values in parentheses represent Wound Penalties.  The default values are 0 for Vitality and –2 for Wounds.  These values can be changed through Edges and Flaws.

We come up with the following:
Vitality Points (0) 15
Wound Points (–2) 7

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