Generic, Endlessly Applicable Roleplay System (3rd Ed.)
This is an alternative method of character creation, which allows players to detail the course of their character’s life up to the point at which the game begins.
Attributes are calculated as normal, however the manner in which Specialities are chosen is different.
Instead, the character starts at the age of 16, with:
1 point in Region/City dweller in their home region or city
1 point in one of: Region/City: Academic, High Society, Military, Mercantile, Ecclesiastical, Journalistic, Law Enforcement, Occult or Underworlder
1 point in Woodsman, Spacer, Plainsman, Mariner, Courtier, Streetwise, Mountainman, Desert Dweller or Airman
Now their life is broken down into periods of 1-5 years (rolled randomly, or, with The GM’s permission, chosen by the player) during which they will pursue a career or living. During this period they gain one rank in three Specialities chosen from that career’s Speciality list. Only 1 rank can be gained in each Speciality per career period. Where a single Speciality isn’t specified, such as (Language) or (Close Combat Speciality), then more than one can be bought in a single career period. For example, an Academic could gain a rank in both Language: Latin, and Language: Greek during the same period.
After Specialities have been bought, there is a chance that at some point during this period, something bad happened to the character, and they have suffered a mishap or sustained an injury, whether in battle, in a duel, an industrial accident, magical explosion, assasination attempt, traffic accident etc etc. Each career has a Mishap Rating. The player must roll equal to or under this on a d20, or the character has suffered a mishap. Roll 2d10 on the Mishaps table below to determine what this is.
The character then begins a new career period, which may be in the same career, in which they can assume that they’ve been promoted and/or gained a greater degree of standing within their career. Each character is allowed a maximum of 5 career periods.
The player also has 5 ‘free’ Speciality points to spend on any Speciality they want from the main Specialities list. These can be spent at any point during the character creation process, either as skills learnt in childhood or as ‘extra-curricula’ activities during a career period.
Sorcerer, Priest, the first rank of Psychic powers and equivalent Specialities cost 2 Speciality points per rank as normal, and give the same amount of starting Power. Thus, in a career period in which a character gains a rank of Sorcerer or Priest, they would only gain a rank in one other Speciality that period. Once all of a character’s career periods have finished, the character chooses their spells, based on their total Speciality ranks, and can elect to spend Attribute points on additional Power as normal.
There is no restriction on which careers are selected, or the order in which they are chosen, but the player must give a reason for the career change, creating an interesting life-story for their character. Players are also encouraged to think about how their characters met, and this can be worked into each character’s lifepath. All background details arising from careers and mishaps must be cleared by the GM, and should have a genuine impact on a character.
The Career options are:
Academic: Scientists, Historians, Sorcerors, Archaeologists, Students etc
Aristocrat: Nobles, Gentry, Wealthy Merchants, Politicians etc.
Crewman: Sailors, Airship Crews, Pirates, Starship Crews, Pilots etc.
Criminal: Thieves, Burglars, Gangsters, Hackers, Conmen etc.
Engineer: Mechanics, Engineers, Cyberneticists, Inventors etc
Entertainer: Actor, Musician, Novelist, Playwright, Bard etc
Healer: Doctors, Herbalists, Apothecaries, Healers, etc
Journalist: Writers, Journalists, Reporters etc
Law Enforcer: Police, Thief Takers, Security Guards, Bounty Hunters etc.
Military: Soldiers, Marines, Mercenaries, Warriors, Gladiators etc
Outdoorsman: Hunters, Gamekeepers, Cowboys, Woodsmen, Nomads, Drifters etc
Priest: Clerics, Priests, Druids, Monks, Nuns etc
Professional: Lawyers, Architects, Businessmen, etc
Spy: Secret Agents, Corporate Spies, Undercover Detectives etc
Trader: Merchants, Traders, Pedlars, Shopkeepers etc.
Worker: Peasants, Miners, Tradesmen, Factory Workers, Office Workers, Slaves etc.
|Specialities||(Region) Academic||(Region) High Society||(Region) Mercantile||(Region) Underworlder|
|Botanist/ Plant Lore||Banter||(Region) Military||Charmer|
|Computer User||Charmer||Artilleryman||Close Combat Speciality*|
|Debator||Close Combat Speciality*||Astro-Navigator||Computer Hacker|
|Geographer||Etiquette||Close Combat Speciality*||Detection|
|Geometrician||Evasion||Combat Pilot (Vehicle)||Disguise|
|Robotics||Ranged Combat Speciality*||Pilot Vehicle||Ranged Combat Speciality*|
|Sorceror||Rider||Ranged Combat Speciality*||Stealthy|
|Zoologist/Animal Lore||Zero-Gravity||Vehicle Driver/Pilot|
|Specialities||(Region/City) Academic||(Region/City) High Society||(Region/City) Academic||(Region/City) Academic|
|(Region/City) Economic/Mercantile||Actor||Botanist/ Plant Lore||(Region/City) Ecclestiastical|
|Chemist/Alchemist||(Animal) Rider||Chemist/Alchemist||(Region/City) Economic/Mercantile|
|Communications||Artist||Computer User||(Region/City) High Society|
|Computer User||Banter||Doctor||(Region/City) Journalistic|
|Demolitions||Conjurer||Electrician||(Region/City) Law Enforcement|
|(Vehicle) Pilot/Driver||Orator||(Vehicle) Pilot/Driver||Detection|
|Specialities||(Region/City) Law Enforcement||(Region) Military||(Animal) Rider||(Region) Academic|
|(Region/City) Underworlder||(Region) High Society||Animal Wrangler||(Region) High Society|
|Close Combat Speciality*||Artilleryman||Climber||(Region/City) Ecclestiastical|
|Computer User||Cavalryman||Close Combat Speciality*||Charmer|
|Concealment||Close Combat Speciality*||Concealment||Conman|
|Cryptography||Combat Vehicle Driver/Pilot||Desert Dweller||Courtier|
|Psychic||Ranged Combat Speciality*||Plainsman||Leader|
|Ranged Combat Speciality*||Rider||Ranged Combat Speciality*||Negotiator|
|Specialities||(Region/City) Academic||(Region/City) Law Enforcement||(Region/City) Economic/Mercantile||(Region/City) Worker|
|(Region/City) Economic/Mercantile||(Region/City) Military||(Region City) High Society||(Region/City) Economic/Mercantile|
|(Region/City) High Society||(Region/City) Underworlder||(Region/City) Underworlder||Animal Wrangler|
|Computer User||Close Combat Speciality*||Computer User||Computer User|
|Ranged Combat Speciality*||(Vehicle) Pilot/Driver||(Trade)*|
|Region: Military||(Vehicle) Pilot/Driver|
|2||Lost eye||-2 Coordination, -2 Wits from the character’s initial attributes|
|4||Severe Head wound||-2 Wits from the character’s initial attribute. This will also affect the character’s Reaction Speed.|
|5||Head Wound||-1 Knowledge from the character’s initial attribute.|
|6||Lost finger(s)||-1 Coordination. This will also affect the character’s Reaction Speed.|
|7||Hatred||Your character develops a deep, ferocious hatred of a single specific race, nationality, tribe, culture or other large group. Whenever your character encounters a member of this group, they must pass a Wits test or instantly attack them.|
|8||Indebted||Whether it is a debt of money, honour, a favour or whatever, someone has a hold over you. They may call the debt in at any time, and you are bound to do your utmost to repay it. The debtor could be a friend, ally, rival, enemy, business contact or anything else that you can think of and is appropriate.|
|9||Personal tragedy||A spouse, lover, family member(s) or close friend(s) die or are killed, possibly under suspicious circumstances, or through the fault of the character.|
|10||Disgraced||The character is forced to leave their current career as a result of a (possibly fabricated) scandal, misdemeanor, betrayal, bankruptcy or dereliction of duty. They may return to this career after a period spent in another occupation while the uproar dies away. The character will return at a lower rank or level of esteem than he left in.|
|11||Emnity||The character acquires the bitter emnity of someone that they’ve encountered during the course of this career.|
|12||Phobia||The character develops an irrational fear of a specific item, creature, race or situation. Examples could include spiders, darkness, enclosed spaces, combat etc. Whenever your character encounters the object of their phobia, they must pass a Wits test or flee as far away from it as possible. If impossible to flee, they will either cower away as far as they can, or completely freeze and be unable to move until the object of their fear has been removed.|
|13||Loss of Influence||As a result of the character’s (real or alleged) actions, they lose the patronage of an ally or the membership of an organisation that they have gained as a result of (Region/City) High Society, Mercantile, Underworlder etc.|
|14||Long Convalescence||As a result of illness or injury, the character is bed-bound for a long period. This character only receives 2 Speciality Points for this career period.|
|15||Deep wound||-1 Brawn from the character’s initial attribute. This does not affect the character’s initial Durability.|
|16||Head wound||-1 Wits from the character’s initial attribute. This will also affect the character’s Reaction Speed.|
|17||Scarred||-1 Personal from the character’s initial attribute.|
|18||Leg wound||A serious injury or illness leaves the character with a pronounced limp. -3 Reaction Speed.|
|19||Weakened||An illness or injury has left the character weakened. -3 Durability from the character’s initial score.|
|20||Calamity!||Roll twice and combine the results|
Oliver Preston, gentleman.
Born in 1702 in Wiltshire, to local gentry, at the age of nine Oliver was sent to school. At the age of 16, he returned home for a few months, before travelling to London.
Oliver takes 1 rank in Region: Wiltshire, 1 rank in Wiltshire: High Society, and due to his bucolic surroundings, 1 rank of Woodsman. He also spends 4 of his 5 free points on Climber, Language: French, Etiquette, and Swordsman: Thrusting, due to schoolboy lessons, and days climbing trees and receiving the rudiments of fencing
The youthful Oliver arrives in London, and in receipt of a generous allowance, lives a life of leisure and frivolity, not always behaving as well as he ought!
1 period of the Aristocrat career, lasting 3 years. He acquires 1 rank of Gambler, 1 of Carouser, and a further rank of Swordsman: Thrusting. No mishaps occur
After 3 years, with his money running out and his ‘friends’ abandoning him, young Oliver uses some of the last of his money to purchase a commission as a subaltern in an infantry regiment.
1 period of 3 years in the Military career. He learns 1 rank of Tactician: land, 1 of Evasion, and 1 of Rider. Again he escapes misfortune.
After 3 years, Oliver is promoted to the rank of Lieutenant, and continues his military career, serving with distinction. During a skirmish, his left hand is struck by a musket ball, severing 2 of his fingers. After 2 years as a lieutenant, he is promoted to Captain.
Another period, this time of 2 years in the Military Career. A Mishap is rolled, resulting in lost fingers, reducing his Coordination by 1. Oliver gains a rank of London: Military, having become well-known in the army and receiving the patronage of a senior officer. He also gain a rank in Pistoleer, and a further rank in Swordsman: Thrusting. He spends the last of his free points for another rank of Rider.
Now, partly due to his knowledge of French, and partly due to his successful military career, he is recruited as a spy by the intelligence service. He travels to Paris, where he makes friends in the criminal underworld. After 3 years he is recalled to England.
The last career period is spent as a Spy, lasting 3 years. He improves his Language: French by 1 rank, and gains a rank in Pistoleer and Underworlder (Paris). He manages to avoid serious injury during this time. Oliver’s player decides to stop here, although he could choose to have one more career period if he wished.
At the start of the game, Oliver Preston is 26 years old, holds the rank of Captain in the infantry, and is a proven agent of the intellgience service. He has a wealthy relative in Wiltshire, a highly-placed contact in the army (who may well have recruited him to the intelligence services), and an ally amongst the Parisian thieves. He is missing his little finger, and part of his ring finger on his left hand, but usually wears gloves to hide this.
He has the following Specialities:
High Society: Wiltshire 1
Region: Wiltshire 1
Language: French 2
Swordsman: Thrusting 3
Tactician: Land 1
London: Military 1
Underworlder: Paris 1