OUTDATED: Chargen

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"A blank piece of paper is God's way of telling us how hard it is to be God."

-- Sidney Sheldon

The purpose of this document is to provide players with an easy reference for how to build their characters under the Gunslinger and Digger systems. For more details on how the systems themselves work, check their respective files.

Points

Starting characters get 100 Character Points (CP). CP are used for Gunslinger statistics and Personal Skills. Characters earn CP over time through roleplay.

For every 2 CP earned, characters earn 1 Attack Point (AP). AP are used to build Gunslinger attacks.

For every 5 CP earned, characters earn 1 Digger Point (DP). DP are used to purchase Dungeon Abilities, Tools, and Tool Belt slots for use in the Digger system.

Gunslinger Core

Forms

Characters with forms must build separate stat blocks and personal skills for each form using the same CP cost (100 at launch). Forms are required if your character owns a Gear or has a significant transformation (such as Ashley's Knight Blazer mode) that justifies it.

Statistics

Primary Statistics - 1 CP per point

  • Reflex
  • Vitality
  • Power

Secondary Statistics - 1 CP per point

  • ARMs
  • Technique
  • Sorcery

Note that extremely high or low numbers in any statistic will be carefully examined by the admin. Justifications will be required.

Personal Skills

CP costs for Personal Skills are in parentheses. Initial applications should include at least two Personal Skills, not including Gear or Form Skills.

Gear Personal Skills

  • Gear: A large robot, vehicle, or especially large monster. This doubles the HP total on the form with PS Gear. (0)
  • Tankbuster: All attacks deal additional damage to anything with PS Gear. This is superseded by attacks with the Artillery Flag. Characters with PS Gear cannot have Tankbuster. (3)

Condition Green Personal Skills

  • Healthy: Upon reaching Condition Green, the character receives 50 temporary hit points; a character with PS Gear receives 100 THP, to a maximum of 500 THP. (4)
  • Ranger: While in Condition Green, the character's critical hit chance is increased. (4)
  • Guerilla: While in Condition Green, the character's Power is increased. (6)
  • Survivor: While in Condition Green, the character's Vitality is increased. (6)
  • Acrobat: While in Condition Green, the character's Reflex is increased. (6)
  • Master: While in Condition Green, the character's Arms, Sorcery, and Technique are increased. (7)

Critical Hit Personal Skills

  • Sniper: A character gets a bonus to their Critical Hit roll, but their critical hits do less damage. (6)
  • Butcher: A character's critical hits do increased damage. A character cannot have PS Butcher and PS Sniper. (4)
  • Tough: A critical hit on the character does reduced damage. (5)
  • Gremlins!: On a critical hit, the character applies Jam to their enemy. (4)
  • Dirty Fighter: On a critical hit, the character applies Cripple to their enemy. (4)
  • Silencer: On a critical hit, the character applies Mute to their enemy. (4)
  • Venomous: On a critical hit, the character applies Poison to their enemy. (4)
  • Force Critical: When a character does a Critical Attack, they gain +5 FP. (3)

Attack Personal Skills

  • Marksmanship: Improves hit chance with ARMs attacks as FP increases. (5)
  • Quick Draw: Improves hit chance with Technique attacks as FP increases. (5)
  • Focus: Improves hit chance with Sorcery attacks as FP increases. (5)
  • Gunfighting: Improves damage with ARMs attacks as FP increases. (7)
  • Finest Arts: Improves damage with Technique attacks as FP increases. (7)
  • Sorcery: Improves damage with Sorcery attacks as FP increases. (7)
  • Creative: Increases the number of points a character can build Free Attacks with to 5 points and adds Slow, Break, Weaken, Quick, Shield, and Hyper to the attack Flags they can put on their Free Attacks. (8)

Reaction Personal Skills

  • Duck and Cover: Gives a bonus to Dodge against ARMs attacks. (5)
  • Parry: Gives a bonus to Dodge against Technique attacks. (5)
  • Barrier: Gives a bonus to Dodge against Sorcery attacks. (5)
  • Just A Scratch: Gives a bonus to Guard against ARMs attacks. (5)
  • Sentinel: Gives a bonus to Guard against Technique attacks. (5)
  • Sound Mind: Gives a bonus to Guard against Sorcery attacks. (5)
  • Reflexive Charge: A small chance to reduce damage by partially dodging an attack, when the character uses Charge to react. (3)
  • Defensive Charge: A small chance to reduce damage by guarding an attack, when the character uses Charge to react. (3)
  • Force Evade: When a character does a Critical Dodge, they gain +5 FP. (3)
  • Force Guard: When a character does a Critical Guard, they gain +5 FP. (3)
  • Force Charge: When a character uses Charge, they gain +10 FP instead of +5 FP. (3)

Form Personal Skills

  • Rival: Grants +25 CP and +13 AP to the mode with PS Rival. For most antagonists.
  • Fiend: Grants +50 CP and +25 AP to the mode with PS Fiend. For rare, especially potent antagonists. Fiends can use power level 9 attacks.
  • Access: Grants +50 CP and +25 AP to the mode with PS Access. That mode also has a 5 FP surcharge on all actions. Access is meant to reflect rare, often temporary transformations that heighten a character's power for an increased energy cost.
  • Nemesis: Sets your CP and AP to end of Chapter maximums on that form. For very rare antagonists.

Starting Levels

At the start of Chapter 1 for most characters (forms without Access, Rival, or Fiend), we recommend your Gunslinger stats rest between 10 and 20. We also recommend two to three Personal Skills. You may deviate from this, but be careful. However, no stat (even for characters with a CP-boosting Personal Skill) can be above 30.

Statistics during Chapter 1 run from 1-30. These tables are built assuming character growth. We don't give the ranges that someone famous the world over has, quite yet, because the minimum and maximum will rise over the course of the game.

  • 1-7: A very low level. A character with values this low is very weak; for secondary statistics, this might imply they have never been in a fight. These are the sorts of statistics a bystander might have.
  • 8-11: A low level, but within normal. Someone who isn't very strong in this area for a Drifter or trained combatant.
  • 12-14: Average for a Drifter.
  • 15-17: Above average for a Drifter. Someone with a score in this area is well-respected.
  • 18-20: Well above average for a Drifter. Someone with a score like this is likely well-known in their hometown. Starting characters without Access, Rival, or Fiend likely do not have a score above 20.
  • 20-25: An impressive might, which would surprise your average person.
  • 26-30: People murmurs rumors in bars. Not just in this town, but the one over too.

Attacks

Characters begin with 50 Attack Points (AP) they can use to build Deathblows and Signature Attacks. All characters must have at least one Signature Attack in every form.

Attacks are built with a combination of Power Levels and Flags. The cost of the power level and associated flags are added together to determine the cost of the attack.

Deathblows must be built with a minimum of 4 AP and a maximum of 8 AP.

Signature Attacks must be built with a minimum of 8 AP and a maximum of 14 AP.

Power Levels

Power Levels are bought on a one-to-one basis with AP.

  • 0: Non-damaging attacks. This is typically only used for buffs.
  • 1-4: Deathblows or Free Attacks.
  • 5-6: Deathblows only.
  • 7: Deathblows or Signature Attacks.
  • 8: Signature Attacks only.
  • 9-10: Signature Attacks only; cannot be purchased at the start of the game.

Attack Flags

The AP cost for each flag is listed in parentheses.

Attack Improvement Flags

  • Gatling: The overall damage of the attack is increased. It costs an additional 5 FP to use this attack. (2)
  • Area: The attack can hit multiple targets. It costs 10 FP per target beyond one to use (so a free attack costs 30 FP to hit four people; an attack that costs 50 FP would cost 80 FP to hit four people). (4)
  • Accurate: The attack will be more effective against defensive reactions. It costs an additional 25 FP to use this attack. (5)
  • Headshot: The attack has a higher critical hit chance. It costs an additional 10 FP to use this attack. (3)
  • Artillery: The attack does double damage to anything with PS Gear on that form. (0)
  • Pierce: The attack does double damage to any target that has any number of Temporary Hit Points. It costs an additional 10 FP to use this attack. (3)
  • Drain: Converts half of the damage done into temporary HP for the attacker, up to a maximum of 100 THP. If you have PS: Gear, you receive double THP to a maximum of 200 received THP and a maximum of 500 THP total. It costs an additional 20 FP to use this attack. (5)
  • Sneak: The attack's flags do not show up in +health or +queue. It makes the expected damage output read as a PL3-PL4 attack regardless of its true PL. It also makes the attack look like a Free attack, instead of a Deathblow or Signature Attack. (3)

Status Effect Flags

  • Poison: If the attack hits, it does damage over time for three rounds. If combined with the Artillery flag and hitting a target with PS Gear, Poison instead inflicts Corrode, which does increased damage over time for three rounds. It costs an additional 10 FP to use this attack. (2)
  • Disease: Prevents a character from receiving any additional temporary hit points; their THP now expires when Disease expires. Disease expires in two rounds; when it does, the THP on the character directly damages them. It costs an additional 10 FP to use this attack. (2)
  • Disrupt: Weakens use of the Charge command for two rounds. Characters under Disrupt do not get extra FP when they Charge. It costs an additional 10 FP to use this attack. (2)
  • Shieldbreak: Weakens use of the Guard command for one round. Characters under Shieldbreak cannot achieve Critical Guard. It costs an additional 25 FP to use this attack. (5)
  • Entangle: Weakens use of the Evade command for one round. Characters under Entangle cannot achieve Critical Dodge. It costs an additional 25 FP to use this attack. (5)
  • Jam: Reduces ARMs for two turns. It costs an additional 20 FP to use this attack. (4)
  • Cripple: Reduces Technique for two turns. It costs an additional 20 FP to use this attack. (4)
  • Mute: Reduces Sorcery for two turns. It costs an additional 20 FP to use this attack. (4)
  • Slow: Reduces Reflex for two turns. It costs an additional 20 FP to use this attack. (4)
  • Break: Reduces Vitality for two turns. It costs an additional 20 FP to use this attack. (4)
  • Weaken: Reduces Power for two turns. It costs an additional 20 FP to use this attack. (4)

Healing Flags

  • Heal: Gives target 100 temporary hit points (maximum 250). A target with Gear receives 200 THP and has a maximum of 500. (3)
  • Hi-Heal: Gives target 200 temporary hit points (maximum 250). A target with Gear receives 400 THP and has a maximum of 500. It costs an additional 20 FP to use this attack. (5)
  • Restore: Cleanses Poison, Disease, Jam, Cripple, Mute, Slow, Break, Weaken, Disrupt, Shieldbreak, and Entangle from a target. It costs an additional 10 FP to use this attack. (2)
  • Reload: Gives target character 15 FP. Reload can never target yourself. It costs an additional 15 FP to use this attack. (3)

Buff Flags

  • Cover: Gives self 50 temporary hit points, in addition to causing damage. If you have PS: Gear, you receive 100 THP to a maximum of 500. It costs an additional 10 FP to use this attack. (3)
  • Quick: Improves Reflex for two turns. This also replaces the Slow flag. It costs an additional 20 FP to use this attack. (4)
  • Shield: Improves Vitality for two turns. This also replaces the Break flag. It costs an additional 20 FP to use this attack. (4)
  • Hyper: Improves Power for two turns. This also replaces the Weaken flag. It costs an additional 20 FP to use this attack. (4)
  • Lock State: Poison, Disease, Jam, Cripple, Mute, Slow, Break, Weaken, Disrupt, Shieldbreak, and Entangle cannot be applied to the character for two turns. It costs an additional 30 FP to use this attack. (6)

FP Management Flags

  • Refined: This attack's FP cost is reduced by 5. This only applies at character creation; it will not provide a discount for Access form surcharges or Area attacks. (1)
  • Efficient: This attack's FP cost is reduced by 10. This only applies at character creation; it will not provide a discount for Access form surcharges or Area attacks. (2)
  • Reserve: If Reserve is the only flag on the list, attack gains +5 bonus to FP generation. (0)

Starting Levels

At the start of Chapter 1, we recommend a character have at least four to five attacks. You could have more (or less), if you want. At least one must be a Signature Attack. The spread of attacks is your decision, but it would be wise to have a couple of reliable damage-dealing attacks around PL4 or PL5. Characters with Access, Fiend, and Rival will have more attacks; the latter two Personal Skills may wish to spend some on boss fight-only flags.

Force Points and Force Actions

Each character gets four Force Actions. Force Actions are one-round buffs, performed in addition to any attacks or reactions. Players can use them prior to making an attack or a reaction to an attack. They do not have to be purchased with CP or AP. However, each character may only have four Force Actions per form.

Each Force Actions costs 25 FP to use. Characters may choose from the following list:

  • Lock On: The next attack has a bonus to hit against both Guard and Evade reactions.
  • Accelerate: The defender's next reaction has a bonus to Reflex.
  • Full Clip: The next attack has a bonus to Power.
  • Guard: The defender's next reaction has a bonus to Vitality.
  • Fury Shot: The next attack temporarily has the Artillery flag.
  • Snipe: The next attack has a bonus to critical hit.
  • Mystic: This ability grants 100 Temporary Hit Points and cleanses all debuffs. It cleanses Disease, but a Diseased target does not receive the THP. It can be targeted. The syntax is +force Mystic=<target>.
  • Protect: This ability transfers the attack data on the target to the character using Protect. It uses the syntax '+force Protect=<target>, where the target is the person being protected.
  • Extend: The next attack temporarily has the Area flag.

Digger

Characters begin play with 20 DP; these are used to acquire everything under the Digger system.

Dungeon Abilities

1 DP per point

  • Brute
  • Agility
  • Wits
  • Combat

Tools

Purchasing a Tool costs 5 DP. New applications receive a one-time discount allowing them to purchase their first two Tools for 5 DP; this option must be exercised on the initial application.

Each Tool must be assigned to one of the four Dungeon Abilities (Brute, Agility, Wits, or Combat). A character can only own Tools affecting 3 of the 4 Dungeon Abilities.

Tools are built with 4 Tool Points as follows:

  • Rating: Scored between 1 to 4. Each point in Rating costs a Tool Point.
  • Uses: The number of uses is determined automatically by the Tool's Rating.
    • Rating 1: Four uses per dungeon run.
    • Rating 2: Three uses.
    • Rating 3: Two uses.
    • Rating 4: One use.
  • Effects: Effects are extra things a Tool can do. These typically grant status conditions that improve your actions or affect the amount of Exploration you receive. Effects and their Tool Point costs are listed below.

Tool Effects

  • Sacrifice: The party takes 10 extra Exhaustion for this challenge, whether they succeed or fail. (-1 TP)
  • Liability: The party generates 5 fewer Exploration upon successfully completing this challenge. (-1 TP)
  • Efficient: The Tool has one extra use, but the party receives half the Exploration as usual from the Challenge. Exploration from Effects and Conditions is not halved. (-1 TP)
  • Rally: If the party failed the previous challenge, the whole party gains +1 to the necessary Dungeon Ability for this challenge. (1 TP)
  • Fanfare: If the party succeeded at the previous challenge, the whole party gains +1 to the necessary Dungeon Ability for this challenge. (1 TP)
  • Strengthen: All party members receive a temporary bonus to their Brute score. This lasts for two Challenges: +2 for the current Challenge, +1 for the next. (2 TP)
  • Quicken: All party members receive a temporary bonus to their Agility score. This lasts for two Challenges: +2 for the current Challenge, +1 for the next. (2 TP)
  • Enlighten: All party members receive a temporary bonus to their Wits score. This lasts for two Challenges: +2 for the current Challenge, +1 for the next. (2 TP)
  • Embolden: All party members receive a temporary bonus to their Combat score. This lasts for two Challenges: +2 for the current Challenge, +1 for the next. (2 TP)
  • Stalwart: The party takes 25% less Exhaustion on the current Challenge. (2 TP)
  • Resilient: The party takes 50% less Exhaustion on the next Challenge. (2 TP)
  • Cleanse: All Dungeon Conditions currently affecting the party are removed. (3 TP)

Tool Belt

Tools must be equipped to a Tool Belt before they can be used in a Dungeon; characters can own more tools than they can fit on their Belt, but must pick and choose which ones they are using before entering the Dungeon.

Each character begins play with a free Tool Belt that has two slots. Up to three additional slots can be added to your Belt over the course of the game. One slot will be added per Chapter; however, you can add a slot early by paying 7 DP. This will be refunded at the start of the next chapter.

Starting Levels

Characters should have between 1 to 6 in each Dungeon Ability to start. Tools, currently, can only have one Effect each. You should begin with two Tools and place the rest in your Dungeon Abilities.

  • 0: Characters can't actually have a score of zero, but zero is where most people are in every Dungeon Ability. Zero means that person has no ability to consistently delve into a dungeon.
  • 1: Lacking. A character with a 1 isn't very patient with puzzles -- or quick on their feet -- or meant to mow down enemies in a sure, steady way. They can still do better than a random person with no experience.
  • 2-3: Average. This means the character knows their way around the basics of this part of a dungeon; they aren't likely to be thrown off by breaking down a cracked wall or finding a hidden switch.
  • 4-5: Above average. These characters are the stars of the party, when problems needing these abilities come up.
  • 6-7: Well above average. These characters astound others. 6 is the highest a character should be at start.
  • 8: Superior. The best you can get right now -- at least, until fate throws something harder your way...

See also...