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citizenx

cyberpsycho

Posts: 2,602

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Apr 22 15 7:13 PM

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Creating a Character based on Augmented Dreams requires first that a character pick an archetype and its corresponding key statistic score (Muscle: Body-based, Operative: Speed-based, Sentinel: Perception-based, Prodigy: Intelligence-based, Negotiator: Willpower-based, Drifter: Luck-based). A Key Statistic can be activated by spending 1 Luck point to provide a +1d6 to skill checks under that governing statistic for 1 round. Each character can also choose 1 skill as their Training skill. A Training Skill can be activated by spending 1 Luck point to gain a +1d6 to skill rolls for that skill for 6 rounds. 


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Sample Character Sheet:

Name: 
Archetype: (Muscle, Operative, Sentinel, Prodigy, Negotiator, Drifter)
Key-Statistic: (Body, Speed, Perception, Intelligence, Willpower, Luck)
Training Skill: (Any single skill)

Health Points: (Body x10 + Size x5 +Stamina ranks x5)
Size: (Base size is 6)
Ranged Penalty Mod: (Equal to Stealth Rank)
Movement: (Speed statistic + Sprint ranks)
Fatigue: (Equal to Body + Stamina ranks)
Luck Pool: (Equal to Luck + Fortune ranks)
Augmentation Threshold: (Equal to Body + Tolerance ranks)
Wealth Pool: (Equal to Preparation ranks)

Statistics (22 points to divide, Score is 1-6):
Body
Speed
Perception
Intelligence
Willpower
Luck

(Skill points for determining Skill rank are equal to governing Statistic, Skill Rank 1-6)

Body Skills: 
Athletics
Martial Arts
Rend
Stamina
Tolerance
Throwing

Speed Skills:
Acrobatics
Dodge
Initiative
Sleight of Hand
Sprint
Stealth

Perception Skills:
Awareness
Investigate
Operate
Research
Sense Motive
Shooting

Intelligence Skills:
Computers
Education
Medicine
Science
Tactics
Tech

Willpower Skills:
Deception
Intimidate
Persuade
Resist
Socialize
Taunt

Luck Skills:
Cool
Deus Ex
Fortune
Knack
Preparation
Taunt

Augmentations
(Based on Starting Gear)
Name / Power Usage / Effect

Armor
(Based on Starting Gear)
Name / Armor Type / Armor Value / Movement Penalty / Qualities / Vulnerabilities / Locations Covered

Weapons
(Based on Starting Gear)
Name / Weapon Type / Damage / Extra Action Bonus / Ammo / Conceal / Qualities / Weakness

Gear
(Starting Gear based on Skill Ranks)

Programs
(Gain 1 program for each rank in Computers skill)

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Starting Gear

Starting Gear by Character Skills
Characters may gain free Gear at the start of a new game based upon their skill ranks. This list is a quick way to generate starting Gear for a new Augmented Dreams characters. 

Body Skills
(The character gains all items equal to or lower than their Skill Rank)

Athletics
1-2. 6-Pack of Refresher Beverages 
3-4. Memory Ball
5-6. Nanostress Athletic Shoes 
Martial Arts
1-2. Baton Melee Weapon
3-4. Weightlifting Gear
5-6. Class III Armor Vest (Covers: Torso)
Rend
1-2. 3 Field Ration Packs
3-4. Grappling Hook & 10 yards of Rope
5-6. Lockpick Gun
Stamina
1-2. Class I Armor Helmet (Covers: Head)
3-4. 1 Dose of Recoverine
5-6. 6 High-Tech Batteries
Throwing
1-2. Carry Bag
3-4. Outdated SmartOptics (Motion Detector, Night Vision)
5-6. 3 EMP Grenades
Tolerance
1-2. 1 Dose of Implantine
3-4. Nanosyringe
5-6. Chemical Analyzer

Speed Skills
(The character gains all items equal to or lower than their Skill Rank)

Acrobatics
1-2. Climbing Gear
3-4. Class II Armor Leggings (Covers: Legs)
5-6. Wing Suit
Dodge
1-2. 1 Can of Skinfoam
3-4. Smart Treadmill
5-6. SmartCamo Clothing
Initiative
1-2. 6 Doses of Kush
3-4. 3 Flashbang Grenades
5-6. Adhesive Sprayer
Sleight of Hand
1-2. Multitool
3-4. Faux Dermal Gloves
5-6. Expensive Jewelry
Sprint
1-2. Balance Tek Shoes
3-4. Parachute
5-6. Armored Case
Stealth
1-2. Scent Masking Agent
3-4. Outdated AudioBud (2 options)
5-6. Syringe with 4 Doses of Neurotoxin

Perception Skills
(The character gains all items equal to or lower than their Skill Rank)

Awareness
1-2. 6 Flares
3-4. Biometric Scanner
5-6. EnerTek Spotter Drone
Investigate
1-2. 1 Bottle of Luminol & UV Flashlight
3-4. Facial ID Scanner
5-6. Type II Signal Scanner
Operate
1-2. EnerTek Electric Scooter
3-4. RiderTech All-Terrain Motorcycle
5-6. Dellingr Rattler Humvee
Research
1-2. Data Tablet & 1 Antique Battery
3-4. Advanced Education Skill Program 
5-6. High-Tech Removable Hardrive
Sense Motive
1-2. 1 Dose of HappyTabs
3-4. Fancy Clothing
5-6. Forensic Scanner
Shooting
1-2. Free Arms "Hog" Personal Defense Handgun & 3 Ammo Reloads
3-4. Armor Piercing Ammo, 1 Reload for each Ranged Weapon
5-6. Dellingr Infinity Mk.II Siege Rifle

Intelligence Skills Starting Gear
(The character gains all items equal to or lower than their Skill Rank)

Computer
1-2. Antique Computer
3-4. Virtual Reality Interface Delta
5-6. Echo Device
Education
1-2. GPS Tracker
3-4. Techscanner
5-6. Standard 3D Printer
Medicine
1-2. First Aid Kit
3-4. Nanosyringe & 3 Doses of RegenX
5-6. Defibrillator & 3 Advanced Batteries
Science
1-2. 1 Bottle of Isotope Tracker & Radometer
3-4. Advanced Toolkit
5-6. TacMax BRR-45 "Djinn Blaster" Plasma Cannon & 1 Standard Battery
Tactics
1-2. Motion Alarm Unit
3-4. 3 Barrier Grenades
5-6. Frag SmartMine
Tech
1-2. Sealant Sprayer
3-4. EM Detector
5-6. Triple Co. Companion Robot

   
Willpower Skills
(The character gains all items equal to or lower than their Skill Rank)

Deception
1-2. Micro-Crossbow & 3 Ammo Reloads
3-4. Distortion Mask
5-6. Data Sponge
Intimidate
1-2. Large Knife
3-4. AgriGen Watch Dog
5-6. 6 Doses of Saturn
Persuade
1-2. Pack of Stim Sticks
3-4. Holographic Projector
5-6. Expensive Clothing
Socialize
1-2. Musical Instrument
3-4. 1 dose of AmylSpray 
5-6. Sports Car
Resist
1-2. Ear Plugs
3-4. Voice Stress Analyzer
5-6. 1 Bottle of Serozine
Taunt
1-2. 3 Cans of Spray Paint
3-4. Smart Mimic
5-6. Signal Jammer Beta & Standard Battery

Luck Skills
(The character gains all items equal to or lower than their Skill Rank)

Cool 
1-2. Designer Shades
3-4. Average Jewelry
5-6. 6 Doses of Spiral
Deus Ex
1-2. 6 Doses of Krok
3-4. Class II Armor Sleeves (Covers: Arms)
5-6. DaVinci Medical Robot
Fortune
1-2. FashionShift Tie 
3-4. EnerTek "Illuminator" Laser Pistol
5-6. Helicopter
Knack
1-2. Portable Generator Delta
3-4. NanoKey & Outdated Battery
5-6. Standard Universal Constructor
Opportunity
1-2. 1 Smoke Grenade
3-4. Video Blinder
5-6. 1 Unit of Plastic Explosive & Detonator
Preparation 
1-2. Oxygen Mask
3-4. X-Ray Scanner
5-6. Dellingr Cyclops Robotic Infantry

 
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citizenx

cyberpsycho

Posts: 2,602

#1 [url]

Apr 22 15 10:50 PM

Background Descriptions
(You may start with 1-3 Backgrounds)


Career Backgrounds
Combat Veteran – You are a veteran of numerous conflicts and have had to kill or be killed in hostile military, paramilitary or police actions. The result is that you deal an extra +1d6 damage with ranged weapons that use the Shooting skill and are familiar with standard military tactics and weaponry. The drawback is that you suffer from Post Traumatic Stress Disorder or another type of mental illness related to combat experience. When confronted with the trigger for your mental disorder, you must spend 1 Luck or make a Hard Resist roll or suffera a -4 penalty to Social-skill checks (Deception, Persuade, Socialize, Intimidate, Taunt) while the triggering stimulus is present during a scene. Medication may help with your mental illness.
Criminal – You gain access to Illegal Availability items at the start of the game and can generally find Illegal items through the Blackmarket using a Average Difficulty Socialize skill check in most urban areas. The trade-off is that you have a Criminal Record that can be discovered by others who Research your character's personal history. Having a Criminal Record often makes you a usual suspect in local crimes by Authorities and bars you from certain legal privledges, such as legally possessing weapons.
Multicultural – Your character came from a multicultural background, you can read and speak a number of languages fluently equal to your Intelligence score. You are well educated in various cultures and may be of mixed ethnicity or simply grew up in a multicultural area of a city. Your multicultural upbringing has picked up a series of strange habits that seem to always make you appear like an outsider to any culture, whether because you only eat special sushi or insist on smoking rare jungle tobacco, you make a poor first impression on most people (-2 to Cool checks).
Tech-Savvy – Your character is skilled in working with technology and often has the latest gadget available. Costs for Experimental Availiability items are reduced by 1 Price category (from Normal to Cheap, for example) and you may use your starting Gear Points to gain Restricted or Experimental Gear at no extra cost. The drawback to being Tech-Savvy is that you are often obsessive in your focus and typically have a strange and addictive personality when it comes to some specific type of technology or virtual entertainment. Each session you must make a Hard Diff. Resist skill check or spend 1 Luck to negate your obsession trigger, otherwise you focus on the target of your obsession to the expense of other activities, suffering a -2 penalty to Perception-based skill checks when distracted in such a manner (Example: A Tech-Savvy individual obsessed with VR Net gaming, is often busy playing an online game and does not notice a burglar in their apartment).
Vehicle Expert – Your character spent their youth piloting or driving a variety of vehicles and has grown knowledgable about different types. 
Wage Slave – Your character has always been a minimum wage worker with a series of seemingly dead-end jobs. This work history is long and tangled, making it harder for people to Research your job history (+4 to Difficulty for Research). The trade-off of being a wage slave is that you find it harder to afford luxury items (start with 4 Gear Points at character creation instead of 6) and its harder to get good jobs.

Family Backgrounds
Orphan – You were orphaned at a young age and have spent most your life in and out of foster care or being handled by caretakers. 
Blood Feud – Your family has long been in a feud with another Faction or family. Your family enemies may come for you during a session at Game Master discretion. The benefit is that your family continually prepares against this feud and is always willing to help hide you or provide you favors as if they were a Faction (Choose 1 Basic Resource you can call upon from your Family connections).
Guardian – You are a parent or legal guardian of a family member, adopted child or disabled person. This legal status requires that you devote time and energy towards caring for them. Caring for this person can be personally rewarding, if not challenging and can become an anchor for your character's psyche. You gain 1 Luck each session you successfully care for your ward. However, being a legal guardian can be costly and you can expect to expend wealth as if purchasing a Costly Price item each session in which you are feeding and caring for your ward. If you cannot afford to properly care for the ward of your guardianship, you may find yourself running afoul of legal duties and could have your ward taken from you. 

Physical Backgrounds
Giant – Your character was born big and tall. You begin as size 8 and are larger than the average person, you gain a +1 to Martial Arts damage against smaller foes. By being larger you gain additional base Health (8x5 = 40). The problem is, most things sized for normal people are too small for you, you may have to duck through doorways, its hard to fit into compact vehicles and you are unable to wear armor or clothing unless it is especially sized to your body, etc. 
Old – Your character is elderly and has lived at least 50 years, you have the experience and wisdom that younger characters lack, but your health is slowly failing. You gain an additional Training Skill at character creation, but you start with 10 less than your typical base Health. 
Small – Your character is shorter and smaller than the average person, due to a genetic condition, malnutrition as a youth or other factors. You are Size 4 and have an easier time hiding from people, gaining a +1 to Stealth skill checks and a +1 to attack rolls against larger foes. The drawback is that you start with less base Health than normal based on your size (4x5=20).  Some items may be too large for you to use and you might have trouble reaching things on high shelves. 
Mundane – Your character appears to be painfully average, a forgetable face in the crowd. The benefit to being mundane is that your facial structure is so common that it is harder to identify you with Facial Recon programs or by other means, since your features are so common among the population (grants a +2 to Deception skill checks when using disguises). The drawback is that your forgettable face makes you easy to ignore in social situations, making you an unlikely leader (-2 to Persuade when dealing with strangers) and you cannot exceed more than 1 point of Fame. 
Mutant – Your DNA is mutated far from the original human genome, whether due to exposure to toxins, genetic engineering or from a rare genetic disorder. Your physiology is harder to infect with viruses, diseases and poisons that effect normal people (gain a +4 to Tolerance checks against Disease, Viruses and Poison). The drawback is that your genetic status makes you a second class human and a mutation risk for bioware augmentation. 
Young – Your character is younger than the legal age of 18 and is considered a minor for legal purposes. This imposes certain legal restrictions on what you are capable of and you probably have a legal guardian, a parent or ward of the state who takes care of you (possibly even another player character). This also means that your character cannot face stiff criminal charges in most areas, as your legal status protects you from prison or other legal action. 

Social Backgrounds
Allegiance – You are a member of a Organization, whether its a MegaCorporation, Organized Crime Family, Scientific Foundation or something else. You start the game with Faction Rank 1 in one Faction and gain 1 Basic Resource of your parent Faction. The drawback is that you are beholden to your Faction in some way, whether they control your pension and insurance, have blackmail on you or have hidden implants inside your body – you risk losing a lot by going against the Faction's goals. 
Celebrity – You are a minor celebrity who is often seen on Television, Satellite Broadcasts and Internet viral videos. You start with 1 Fame and cannot go below your starting Fame score. Because of your Fame however, it is harder to hide your identity (-2 penalty to Deception to disguise yourself) and it is easier to Research your past on the Net. 
Consumer – You are a spender and a consumer of the latest fads, gadgets and fashion. The benefit to being the first one to have any new thing is that you often have what you need for any given situation (+2 to Preparation skill checks). The drawback is that you must suceed a Normal Resist skill check or spend 1 Luck each session or risk spending your session's Wealth Pool on frivilous expenditures. 
Drug User – You are a drug user with a history of addiction. While Research checks against you might reveal your chemical dependency, you gain the benefit of only suffering from Side Effects of any drug at half the normal duration, while the effects of drugs are doubled in duration for you due to your increased tolerance. You however, must start the game as having a Moderate Addiction to a single drug. 
Indebted – You owe money to a group that expects you to pay them back. Each session you must spend 1 Wealth point towards repaying your debt. If you fail to do this, you may invite the wrath of the loan agency, mob family or other faction whom you are indebted too. The Faction is unlikely to kill you (then you couldn't pay them back) but aren't above intimidation, repossession, and other terror tactics. The benefit to being indebted is that you are often worth more alive and making payments, so as long as your payment is on time – the agency whom you owe money too may do you favors and act as Contacts within their sphere of influence (Corporate, Criminal, Government, etc.) for your character. In some cases they may even intervene against other Factions who might keep you from making those payments. 
Wealthy – You come from a wealthy family or have become a self-made success. Either way you are effectively rich (You gain each session, a number of Cryptocurrency points in one or multiple types of currency, equal to your Luck score). The trade-off is that you are a high profile target for your enemies, whether from a rival businessman, jealous relative or organized crime. You start the game with a NPC nemesis who is as wealthy and connected as you are. 

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citizenx

cyberpsycho

Posts: 2,602

#2 [url]

Apr 22 15 11:22 PM

Additional Starting Gear:
The following points can be spent at character creation for additional Gear, Weapons, Armor, Augmentations, Robots, Vehicles or similar.

Starting Character = 6 Gear Points

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Starting Item Price Range
Rank 1, Max Price Range: Cheap
Rank 2, Max Price Range: Normal
Rank 3, Max Price Range: Costly
Rank 4, Max Price Range: Very Costly
Rank 5, Max Price Range: Expensive
Rank 6, Max Price Range: Very Expensive
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Availaibility Price Range
Rank 1, Availiability: Restricted
Rank 2, Availiability: Illegal
Rank 3, Availiability: Experimental
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