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 Scavenger

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[3.2] Character Creation

   The first step in character generation is to establish a character concept. After that, the character's Attributes are chosen, distributing a number of points among them. Then their Field is chosen, and then skill points can be divided up among desired Skills.


[3.2.1] Concept

   Before you can really start assigning numbers to your character, you first have to decide exactly who that character is. Often, the first place to begin is to choose your character's profession. Is he a hit-man for hire? A corporate security officer? An up-and-coming corporate executive? A run-of-the-mill gang member? A reclusive scholar, studying the ancient texts that survived the third world war? Anything within the scope of the game is possible, but keep in mind the inherent dangers of some of these professions. The life expectancy for a corporate bodyguard or street gang member is not a reassuring number.

   From here, you can start to formulate the character's Attributes, Field, and Skills in your mind. What is required to perform the character's regular duties? Is a high Strength required, and if so, is my character going to exceed or fall below the average? You can always have a character that really isn't very good at their line of work, as long as you know they won't be all that good at it. A slow and clumsy gunfighter will not be in high demand, but it is a perfectly legitimate character concept. Do the same for the rest of their physical attributes (Agility, Appearance, Constitution) and mental attributes (Logic, Intuition, Personality, Will). More information is available in Section 3.2.2: Attributes

   Now that we've given some idea to our character's physical and mental capabilities, let's consider some of their more external characteristics. For example, how well connected is our new character? Do they have a lot of acquaintances on the street that they can question for information? If so, then we'll want to consider a high Contacts score. Are they well known? Famous, even? This is how we decide upon their Renown. And how much of the character's life has been spent in study or training. The Education attribute is a general indicator of that part of their life. Finally, how much liquid cash does the character have access to. The Assets attribute directly determines how much money a character begins with right after character generation.

   The last step in the character concept is to consider the basic history of your character, establish your character's background. Not only will this let you have the information readily available if it ever comes up in gameplay, but it also gives you insight into your character's motivations and emotions. A person born into poverty may have a driving need to succeed and prove themselves. Someone with childhood trauma may go through life angry, or withdrawn. This is your character, and you should only make them what you are comfortable playing.


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