Character Creation and Skill List

Despite racing against the rain on your way northwards, the storm finally caught up with you in earnest and with it the night has fallen, abyssal black and riven by lightning. Conditions on the rain-swept road force your speed down to a virtual crawl so that your head-lamps can pierce the gloom and keep you on the path. The only thing certain now is that the weather behind you is worse than that which surrounds you, driving you onwards. What should have been an eventless journey has become something dangerous and unpredictable....

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Character Creation and Skill List

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Character Creation

Quick Fire Method
1. Allocate 40, 50, 50, 50, 60, 60, 70, 80 where you like among your characteristics.
Calculate half and fifth values.
Divide the percentage value by two, rounding down, and enter as the "half " percentage value.
Divide the percentage value by five, rounding down, and enter as the "fifth" value.
2. Apply age and EDU modifiers.
15 to 19 years old: Deduct 5 points among STR and SIZ. Deduct 5 points from EDU. Roll twice to generate a Luck score (see Luck, above) and use the higher value.
20 to 39 years old: Make an improvement check for EDU.
40 to 49 years old: Make 2 improvement checks for EDU and deduct 5 points among STR, CON or DEX, and reduce APP by 5.
50 to 59 years old: Make 3 improvement checks for EDU and deduct 10 points among STR, CON or DEX, and reduce APP by 10.
60 to 69 years old: Make 4 improvement checks for EDU and deduct 20 points among STR, CON or DEX, and reduce APP by 15.
70 to 79 years old: Make 4 improvement checks for EDU and deduct 40 points among STR, CON or DEX, and reduce APP by 20.
80 to 89 years old: Make 4 improvement checks for EDU and deduct 80 points among STR, CON or DEX, and reduce APP by 25
To make an EDU improvement check, simply roll percentile dice. If the result is greater than your present EDU, add 1D10 percentage points to your EDU characteristic (note that EDU cannot go above 99).
NOTE: This scenario is set in 1933, so if you intend to have your character serving in the 1914-18 war you will have to age them appropriately.
.
3. Figure Damage Bonus and Build.
STR + SIZ/ Damage Bonus/ Build
2 — 64 /2 /2
65 — 84 /1 /1
85 — 124 / None / 0
125 — 164 /+1D4 / +1
165 — 204 / +1D6 /+2

4. Figure Hit Points (CON+SIZ divided by 10) and Luck (3D6 × 5).

5. Decide an occupation and select eight appropriate occupation skills.
Allocate the following values among the eight occupation skills and Credit Rating: one at 70%, two at 60%, three at 50% and three at 40% (assign the skills directly to these values and ignore the skill base values).

If your chosen profession states, or if you choose, a lower Credit Rating skill than 40%, you should set an appropriate Credit Rating skill value and distribute the excess points elsewhere.

Occupations will be limited to the below;
Antiquarian; Appraise, Art/Craft (any), History, Library Use, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Spot Hidden, any one other skill.

Artist; Art/Craft (any), History or Natural World, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Other Language, Psychology, Spot Hidden, any two other skills.
Credit Rating: 30 – 70

Architect; Accounting, Art/Craft (Technical Drawing), History, Library Use, Science (Mathematics), Spot Hidden, any one other skill
Credit Rating: 30 - 70

Author; Art (Literature), History, Library Use, Natural World or Occult, Other Language, Own Language, Psychology, any one other skill.
Credit Rating: 9 – 30

Cabbie/Chauffer; Drive Auto, Fast Talk, Listen, Mechanical Repair, Navigate, Psychology, Spot Hidden, any one other skill.
Credit Rating: 9 - 30

Clergy (member of the); Accounting, History, Library Use, Listen, Other Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any one other skill.
Credit Rating: 9 - 60

Doctor of Medicine; First Aid, Other Language (Latin), Medicine, Psychology, Science (Biology), Science (Pharmacy), any two other skills as academic or personal specialties (e.g. a psychiatrist might take Psychoanalysis).
Credit Rating: 30 - 80

Engineer; Art/Craft (Technical Drawing), Electrical Repair, Library Use, Mechanical Repair, Operate Heavy Machinery, Science (Engineering), Science (Physics), any one other skill.
Credit Rating: 9 - 70

Entertainer; Art/Craft (Acting), Disguise, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Listen, Psychology, any two other skills.
Credit Rating: 9 - 70

Journalist; Art/Craft (Photography), History, Library Use, Own Language, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two other skills.
Credit Rating: 9 - 30

Lawyer; Accounting, Law, Library Use, two interpersonal skills (Charm, Fast Talk, Intimidate, or Persuade), Psychology, any two other skills.
Credit Rating: 30 - 80

Librarian; Accounting, Library Use, Other Language, Own Language, any four other skills as personal specialties or specialist reading topics.
Credit Rating: 9 - 35

Psychic Researcher (Parapsychologist); Anthropology, Art/Craft (Photography), History, Library Use, Occult, Other Language, Psychology, any one other skill.
Credit Rating: 9 - 30

Professor (academic, your choice of specialisation); Library Use, Other Language, Own Language, Psychology, any four other skills as academic or personal specialties.
Credit Rating: 20 - 70

6. Pick four non-occupation skills and boost them by 20% (adding 20 to the skill base values).

NOTE: The character creation is not as in depth as in the main 7th ed rulebook, as it is designed to produce quick play characters which I feel better suited to this scenario.



****


Skill List


Skills
Accounting (05%)
Acting (05%)—see Art/Craft
Animal Handling (05%) [Uncommon]
Anthropology (01%)
Appraise (05%)
Archaeology (01%)
Art and Craft (05%) [Specializations]
Artillery (01%) [Uncommon]
Astronomy (01%)—see Science
Axe (15%)—see Fighting
Biology (01%)—see Science
Botany (01%)—see Science
Bow (15%)—see Firearms
Brawl (25%)—see Fighting
Chainsaw (10%)—see Fighting
Charm (15%)
Chemistry (01%)—see Science
Climb (20%)
Credit Rating (00%)
Cryptography (01%)—see Science
Cthulhu Mythos (00%)
Demolitions (01%) [Uncommon]
Disguise (05%)
Diving (01%)
Dodge (half DEX)
Drive Auto (20%)
Electrical Repair (10%)
Fast Talk (05%)
Fighting (varies) [Specializations]
Fine Art (05%)—see Art and Craft
Firearms (varies) [Specializations]
First Aid (30%)
Flail (10%)—see Fighting
Flamethrower (10%)—see Firearms
Forensics (05%)—see Science
Forgery (01%)—see Art and Craft
Garrote (15%)—see Fighting
Geology (01%)—see Science
Handgun (20%)—see Firearms
Heavy Weapons (10%)—see Firearms
History (05%)
Hypnosis (01%) [Uncommon]
Intimidate (15%)
Jump (20%)
Language (Other) (01%) [Specializations]
Language (Own) (EDU)
Law (05%)
Library Use (20%)
Listen (20%)
Locksmith (01%)
Machine Gun (10%)—see Firearms
Mathematics (01%)—see Science
Mechanical Repair (10%)
Medicine (01%)
Meteorology (01%)—see Science
Natural World (10%)
Navigate (10%)
Occult (05%)
Operate Heavy Machinery (01%)
Persuade (10%)
Pharmacy (01%)—see Science
Photography (05%)—see Art and Craft
Physics (01%)—see Science
Pilot (01%) [Specializations]
Psychoanalysis (01%)
Psychology (10%)
Read Lips (01%) [Uncommon]
Ride (05%)
Rifle (25%)—see Firearms
Science (01%) [Specializations]
Shotgun (25%)—see Firearms (Rifle/Shotgun)
Sleight of Hand (10%)
Spear (20%)—see Firearms (or Throw)
Spot Hidden (25%)
Stealth (20%)
Submachine Gun (15%)—see Firearms
Survival (10%) [Specializations]
Sword (20%)—see Fighting
Swim (20%)
Throw (20%)
Track (10%)
Whip (05%)—see Fighting
Zoology (01%)—see Science
NOTE: Many of the skills listed above are not available in the time period, please take care when choosing.
We do not see things as they are, we see things as we are.
- Anais Nin
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