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Author Topic: Character Creation  (Read 8020 times)

BerkaZerka

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Character Creation
« on: June 11, 2008, 12:31:27 pm »

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).
 
« Last Edit: August 04, 2009, 09:37:16 am by BerkaZerka »
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BerkaZerka

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Re: Character Creation
« Reply #1 on: June 11, 2008, 12:33:36 pm »

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.

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BerkaZerka

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Re: Character Creation
« Reply #2 on: June 11, 2008, 12:34:01 pm »

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).

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

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Re: Character Creation
« Reply #3 on: June 11, 2008, 12:35:10 pm »

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).

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

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BerkaZerka

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Re: Character Creation
« Reply #4 on: June 11, 2008, 12:35:41 pm »

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).

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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BerkaZerka

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Re: Character Creation
« Reply #5 on: June 11, 2008, 12:36:05 pm »

Step Five:

Luck and Surge
Luck Points 0
Surge Points 0


Both start at 3, though both values can be changed through Edges and Flaws.

We come up with the following:
Luck Points 3
Surge Points 3

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BerkaZerka

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Re: Character Creation
« Reply #6 on: June 11, 2008, 12:36:33 pm »

Step Six:

Combat Skills
Dodge 0; Feint 0; Grapple 0; Melee 0; Ranged 0; Target 0; Throw 0; Unarmed 0

General and Specialty Skills
Balance 0; Bluff 0; Climb (0’) 0; Conceal 0; Diplomacy 0; Disguise 0; Drive 0; Escape 0; Gamble 0; Gather Information 0; General Knowledge 0; Hide 0; Intimidate 0; Jump (0’l/0’h) 0; Listen 0; Move Silently 0; Ride 0; Search 0; Sense Motive 0; Spot 0; Swim (0’) 0; Taunt 0; Treat Injury 0

Advanced Skills
none

Characters start with 60 Skill Points, which they allot to the skills of their choice (Combat, General, Specialty and Advanced).  When allotting Skill Points, no Skill Level may start above 5 (Skills may be left at 0 however).

The Total Value of any skill equals (Base 3 or 0 + Level + Ability + Modifiers)

  • Note that each skill has a base value of either 3 or 0; Combat skills and General skills all have a base value of 3; Specialty and Advanced skills all have a base value of 0 when the Skill level is 0 and a base value of 3, when the Skill level is above 0 (see Skills, p.15).
  • Note that each skill has an associated Ability added into the Total – (Str, Agi, Con, Int, Wis, or Pre).
  • Note that Modifiers (if any) will be added in a later step (see Edges and Flaws below) or are added during play by a variety of factors.
  • Note that all General skills have been bolded on the character sheet included with the game.
  • Note that in the text-based character write-ups (included in the Archetypes section of the Appendix), The Total Value of each skill is shown, followed by the actual Skill Level in parentheses (where greater than 0).  This may also be followed by a +/– value, representing the total value of all static Modifiers, such as those gained by Edges and Flaws (these values are already included in the Total Value and should not be added in again).
  • Note that in the text-based character write-ups, Climb, Jump and Swim also include (in parentheses) a Movement speed or the base Jump values associated with those skills.
  • Note that in the text-based character write-ups, all of the Combat skills and General skills are included with each character by default, while Specialty and Advanced skills are only included when they have a Skill Level greater than 0.  Just because a Specialty skill may not be noted on a character write-up, does not mean the character cannot attempt to use it – though this is not the case with Advanced skills (See Skills, p.15).

For Louis le Foom, we know he will eventually have some pretty offensive psychic powers at his disposal, so we don’t need to focus on too many Combat skills – though he does need some ability, as using psychic powers too much is a one-way ticket to Psychosis.

Dodge is a valuable skill for anyone that might see combat, so we’ll put 4 points into that.  We’ll also give him 3 points for Ranged, so he can use a firearm with some effect.  As an intellectual man, we can see him being pretty savvy with computer-controlled weaponry, so we put 4 points into Target.
 
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BerkaZerka

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Re: Character Creation
« Reply #7 on: June 11, 2008, 12:36:55 pm »

For General and Specialty Skills, we envision someone comfortable around computers (though perhaps not an expert hacker), a bit of a diplomat with a way of getting people to open up to him, and when need arises, someone with a knack for stealth.

So we put 4 points into Computers, 5 points into Diplomacy, 5 points into Gather Info, 5 points into Hide, and 5 points into Move Silently.  We’ll also round him off by putting 3 points into General Knowledge, 3 points into Listen, 3 points into Search, and 3 points into Spot.

For Advanced Skills, we’ll put 5 points into Life Sciences, to reflect his intellectual side.  In fact, we could use this to extrapolate a little on Louis le Foom’s background.  Perhaps he was a doctor or surgeon, before his psychic powers manifested.  To reflect this, we’ll go back and put 4 points into Treat Injury and 4 points into Surgery.

Totaling up everything, we see that we have now allotted all 60 of our Skill Points.  Next, we determine each skill’s Total Value:

Dodge 4 + Base 3 + Agi 3 = 10
Ranged 3 + Base 3 + Agi 3 = 9
Target 4 + Base 3 + Int 4 = 11

Computers 4 + Base 3 + Int 4 = 11
Diplomacy 5 + Base 3 + Pre 3 = 11
Gather Info 5 + Base 3 + Pre 3 = 11
General Knowledge 3 + Base 3 + Int 4 = 10
Hide 5 + Base 3 + Agi 3 = 11
Listen 3 + Base 3 + Wis 5 = 11
Move Silently 5 + Base 3 + Agi 3 = 11
Search 3 + Base 3 + Int 4 = 10
Spot 3 + Base 3 + Wis 5 = 11
Surgery 4 + Base 3 + Agi 3 = 10
Treat Injury 4  + Base 3 + Wis 5 = 12

Life Sciences 5 + Base 3 + Int 4 = 12

All other 0 level Combat and General skills at are determined at (Base 3 + Ability).

We come up with the following:
Combat Skills
Dodge 10 (4); Feint 6; Grapple 6; Melee 6; Ranged 9 (3); Target 11 (4); Throw 6; Unarmed 6

General and Specialty Skills
Balance 6; Bluff 6; Climb (7.5’) 6; Computers 11 (4); Conceal 8; Diplomacy 11 (5); Disguise 8; Drive 6; Escape 6; Gamble 8; Gather Information 11 (5); General Knowledge 10 (3); Hide 11 (5); Intimidate 6; Jump (15’l/3’h) 6; Listen 11 (3); Move Silently 11 (5); Ride 6; Search 10 (3); Sense Motive 8; Spot 11 (3); Surgery 10 (4); Swim (7.5’) 6; Taunt 6; Treat Injury 12 (4)

Advanced Skills
Life Sciences 12 (5)
 
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BerkaZerka

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Re: Character Creation
« Reply #8 on: June 11, 2008, 12:37:26 pm »

Step Seven:

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).

In order for Louis le Foom to be a psychic, we need to select the Psychic Edge as one of our three Edges.  Note that this only allows him to be a psychic, and in itself does not convey any psychic powers; for that, we also need to select the Psychic Power Edge – once for each power we wish to have.

The Psychic Edge allows us to pick a single Psychic Sphere for our character, which we have decided will be Telekinesis.

For each Psychic Power Edge we take, we get a power from the Telekinesis Sphere – taking them in the order of advancement shown in the table on p.57.  For this character, we specifically want the Fling power, so that our he will be dangerous – but to get it, we must first purchase Light Touch and Heavy Hand.  While Flight would also be within our reach, it is something that can be bought later.  For now we also want to consider buying Edges that cannot be later bought through Experience (though your GM may choose not to limit which Edges can be bought later with Experience, see Edges Option, p.188).

For these we will purchase the Iron Will Edge, to help him resist the effects of Psychosis, and the Lucky Edge to give him an extra luck point (he’ll probably need it on some of those Psychosis rolls).

We now have the following Edges:
Psychic (Telekinesis)
Psychic Power (x3)
Iron Will
Lucky

This brings us to six Edges, which is three more than the basic allotment.  We must therefore take three Flaws to balance things out.

For these we envision someone slightly off his rocker with a low tolerance for pain.  To reflect this in our character, we’ll select the Flaws Phobia: Fear of Cats and Cry Baby.  We still need one more flaw, so we take Soft, to reflect Louis le Foom’s sedentary lifestyle.

We now have the following Edges and Flaws:
Psychic (Telekinesis); Psychic Power (x3); Iron Will; Lucky

Cry Baby; Phobia: Fear of Cats; Soft
 
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BerkaZerka

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Re: Character Creation
« Reply #9 on: June 11, 2008, 12:37:47 pm »

The next step is to update any character stats effected by the chosen Edges and Flaws.  Lets look at each one individually –

Psychic (Telekinesis) – This is recorded in the Edges section of the character sheet.  It also brings Psychosis into play (see below).

Psychic Power (x3) – This is recorded ‘as is’ in the Edges section of the character sheet, then more detailed notes are put in the Psychic/Feng-Shui Powers section.  For our character, that would look like this:
Psychic/Feng-Shui Powers
Light Touch; Heavy Hand; Fling

We also need to record the character’s Psychosis Score (see p. 64), which is determined by adding the Psychosis Cost of all purchased Psychic powers.  In this case Light Touch 2 + Heavy Hand 3 + Fling 4 = 9.  We would record this as:
Psychosis 9

Iron Will – This is recorded in the Edges section of the character sheet and gives +2 to all Willpower Saves, so we would add it into the Willpower section of Saves:
Saves
React 8; Endure 7; Will 12

Lucky – This is recorded in the Edges section of the character sheet and gives us an additional Luck point, so we would add it into Luck Points:
Luck Points 4
Surge Points 3

Cry Baby – This is recorded in the Flaws section of the character sheet and imposes a –1 penalty to the character whenever he loses any Vitality Points.  It would be recorded as such:
Vitality and Wound Points
Vitality Points (–1) 15
Wound Points (–2) 7
 
Phobia: Fear of Cats – This is recorded in the Flaws section of the character sheet.

Soft – This is recorded in the Flaws section of the character sheet and imposes a –2 to the Handle Animal, Ride, and Survival Skills:
Balance 6; Bluff 6; Climb (7.5’) 6; Computers 11 (4); Conceal 8; Diplomacy 11 (5); Disguise 8; Drive 6; Escape 6; Gamble 8; Gather Information 11 (5); General Knowledge 10 (3); Hide 11 (5); Intimidate 6; Jump (15’l/3’h) 6; Listen 11 (3); Move Silently 11 (5); Ride 4 (–2); Search 10 (3); Sense Motive 8; Spot 11 (3); Surgery 10 (4); Swim (7.5’) 6; Taunt 6; Treat Injury 12 (4)

  • Note that since Handle Animal and Survival are Specialty skills not possessed by our character, it is not necessary to add them just to display the low value.  Just remember that there is a penalty associated with them, should the character ever need to attempt to use one.

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BerkaZerka

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Re: Character Creation
« Reply #10 on: June 11, 2008, 12:38:23 pm »

Step Eight:

Finishing Touches
Name: every good character needs a good name – we already have ours – Louis Le Foom

Stats
Age ?; Gender ?; Height ?'?"; Weight ?; Eyes ?; Hair ?; Skin ?

For Louis Le Foom, we want an older professional but out of shape-looking man:
Age 56; Gender Male; Height 6'1"; Weight 250; Eyes Brown; Hair Bald; Skin Pale

Languages
English

English is the setting default, but you are free to choose any from the list on p.27.  Other languages are gained through the Lindquist Edge or by buying them later through Experience.

Equipment
Generally, this is anything you want that does not have a Minimum Target Number for Availability, and even a few of these (like a Permit and weapon or two) with the GM’s approval.  Once you have all your gear recorded, figure out and record the Carrying Capacity of your character.  Below is the value for the average Strength of 3:

Normal Load 50; Encumbered 100; Limit 150; Drag 600

If your character has a spacecraft or other vehicle, record its stats in the following format, noting weapons systems below the main entry (here is a Fighter for Example):
Spacecraft – Fighter: Handling +2; Armor 20; Structure 40; Systems 20
20mmL police ship guns 5/16L/PB
Mini Missiles 5/20L A30’r/PB (6)
Chaff Defense (6)

And a Sports car:
Sports car: Handling +2; Armor 0; Structure 20; Systems 10

If the character wears Armor, record its Armor Value in the appropriate section of the Character Sheet.  The Default Armor Value is 0.

Next, record any of the character’s Attack options, using the following format for example:
Attacks
Unarmed Strike 6/3S (This is TN followed by Damage)
9mm Deck Pistol 10/8L/40' (12) (this is TN followed by Damage, then Range, then Ammo in parenthesis)

Finally, determine your character’s personality and background.  This can be as detailed or simple as you like, but the more you add to it, the more you add to the game.

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BerkaZerka

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Re: Character Creation
« Reply #11 on: June 11, 2008, 12:38:52 pm »

So our finished Character Write-up looks like this: 

 
Louise le Foom

Stats
Age 56; Gender Male; Height 6'1"; Weight 250; Eyes Brown; Hair Bald; Skin Pale
Vitality Points (–1) 15
Wound Points (–2) 7
Armor Value 0

Abilities
Str 3; Agi 3; Con 2; Int 4; Wis 5; Pre 3

Saves
React 8; Endure 7; Will 12
Luck Points 4
Surge Points 3

Psychosis 9

Movement
Init 13; Move 30 ft (Run 90)

Attacks
Unarmed Strike 6/3S
9mm Deck Pistol 10/8L/40' (12)

Combat Skills
Dodge 10 (4); Feint 6; Grapple 6; Melee 6; Ranged 9 (3); Target 11 (4); Throw 6; Unarmed 6

General and Specialty Skills
Balance 6; Bluff 6; Climb (7.5’) 6; Computers 11 (4); Conceal 8; Diplomacy 11 (5); Disguise 8; Drive 6; Escape 6; Gamble 8; Gather Information 11 (5); General Knowledge 10 (3); Hide 11 (5); Intimidate 6; Jump (15’l/3’h) 6; Listen 11 (3); Move Silently 11 (5); Ride 4 (–2); Search 10 (3); Sense Motive 8; Spot 11 (3); Surgery 10 (4); Swim (7.5’) 6; Taunt 6; Treat Injury 12 (4)

Advanced Skills
Life Sciences 12 (5)

Languages
English

Edges
Psychic (Telekinesis); Psychic Power (x3); Iron Will; Lucky

Psychic/Feng-Shui Powers
Light Touch; Heavy Hand; Fling

Flaws
Cry Baby; Phobia: Fear of Cats; Soft

Equipment
Deck pistol with one extra clip, cell phone, business wear, pocket secretary, notebook computer, first aid kit, surgical tools, trauma packs 4, antibiotics 8, antitoxins 21, pain killers 9, tranquilizers 6

Normal Load 50; Encumbered 100; Limit 150; Drag 600

Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10

Notes
Louis le Foom is a somewhat intellectual and detached individual, with no family or anyone he can really get close to.  He values his privacy and feels that others can’t relate to him anyway, so he tends to avoid purely social gatherings.

He was once an up and coming surgeon, until his psychic powers unexpectedly manifested in the middle of a surgery and drove him temporarily mad.  Since the embarrassing dismissal and loss of his medical license, Louis has taken to performing illegal street surgery for many of the bounty hunters and criminals alike that pass through his home city.
 
« Last Edit: June 11, 2008, 12:49:41 pm by BerkaZerka »
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BerkaZerka

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Re: Character Creation
« Reply #12 on: June 11, 2008, 12:42:40 pm »

See more character Write-Ups Here  :)

BZ
« Last Edit: December 13, 2009, 11:53:37 am by BerkaZerka »
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BerkaZerka

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Re: Character Creation
« Reply #13 on: June 11, 2008, 12:43:27 pm »

Place Holder.

BZ
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