RD100 SRD 01 Character Creation
RD100 SRD 01 Character Creation
RD100 SRD 01 Character Creation
Character Creation
Revolution D100 ver 1.0 15-Oct-2016. The following text is designated as Open Game Content.
Characteristics
All characters have six Characteristics that describe their raw physical and psychic build.
Strength (STR): A characters brute force, Strength affects the amount of damage dealt, what weapons one can wield
effectively, how much one can lift and so on.
Constitution (CON): A measure of the characters health, Constitution affects how much damage he or she can sustain in
combat, as well as general resistance to fatigue, disease and other illnesses.
Dexterity (DEX): A characters agility, co-ordination and speed, Dexterity impacts many physical actions, including
combat.
Intelligence (INT): A characters ability to think around problems, analyse information and memorise instructions. Like
Dexterity for physical tasks, it is the ability to put your mental energies to good use.
Willpower (WIL): Perhaps the most abstract Characteristic, Willpower is a measure of the characters life force and
personal strength of will.
Charisma (CHA): This quantifies a characters general empathy and ability impress others favourably, including, but not
limited to, physical attractiveness.
Determining Characteristics
Roll four six-sided dice and drop one of them, then total the three remaining results. For one single Characteristic of your
choice, you can roll five dice and drop two of them instead. You may then swap any result below 9 or any result above 13
with another die result if you wish. This procedure will give you a strong but not flawless character.
If you prefer a more "aimed" approach at character creation, simply distribute the following pre-determined values among
the Characteristics: 17, 15, 13, 12, 10, 8. This may produce characters who are all very similar to each other.
Finally, if you have a precise idea of how your character should be, just write down his or her Characteristics and check
with the Narrator if he or she approves those values.
Characteristic Bonus
The Bonus your character gains because of a Characteristic is equal to the Characteristic divided by five, rounding
mathematically, minus two. Here are the values for the most common Characteristic ranges.
Characteristic range
0-2
3-7
8-12
13-17
18-22
Each +5
Bonus
-2
-1
0
+1
+2
further +1
Size Class
Each creature has a Size Class, depending on its race. Size Class is expressed as a number, but for ease of understanding we
will frequently describe it with the size codes used for clothing (S, M, L, XL, XXL) All humans and most humanoid
monsters are of Medium size, that is they are Size Class 3.
Table: Size Class Modifiers
Size Size Class Name
Mass
Class
0 Tiny
1-6 kg
1 Compact (C, or XS)
1-20kg
2 Small (S)
25-60kg
3 Medium (M)
50-120kg
4 Large (L)
100-240kg
5 X-Large (XL)
200-500kg
6 XX-Large (XXL)
400-1000kg
7 XXX-Large (XXXL)
1-2 tons
+1
+5 tons
Base
Might
-3
-2
-1
+2
+4
+6
+8
+2 each
Base
Toughness
2
4
6
8
10
12
14
+2 each
Derived Attributes
Derived Attributes are a set of secondary scores that detail what the character can do.
Age: The character may start out at any age between 15 and 30. Some non-humans live longer, so your character can start at
an older age if he or she belongs to one of those races.
Fate Points: Every character has zero Fate Points at the start of an Adventure, but can gain some during it.
Life Points (LP): These determine how much stress the character can endure before suffering a drawback to combat skills,
or even unconsciousness, in Advanced Combat. Life Points are equal to a character's CON plus his or her WIL. Life Points
can also be used to fuel paranormal powers in games that allow them.
Might: This represents the sheer strength with which your character can swing a weapon or throw a missile. Your
character's Might is equal to his or her STR Bonus, plus two for each Size Class above medium, minus one for each Size
Class below Medium. When using a weapon with two hands Might is increased by one. Thus an average human adventurer
has a Might of zero when using a one-handed weapon.Move: Humanoid characters have a Move rate of 5 metres (5m).
Some races have a better movement score. In general, each Size Class above Medium grants a +1 to Move, each size class
below Medium imposes a -1 for bipedal creatures. Quadrupeds add half against that value to their Movement.
Melee Strike Rank (SR): This determines how quickly the character acts in Advanced Combat. There are different values
for Strike Rank, depending on what action your character wishes to perform in a round. The value for Melee is calculated on
the average of STR and DEX, rounded up. The Advanced Combat section in Chapter 4 describes how to use this and other
advanced variables.
Toughness: Determines the minimum amount of physical damage that can actually hurt a character. It is equal to double
your character's Size class plus his or her STR and CON Bonuses. Only damage above this threshold can really hurt the
character; anything less will only cause bruises, scratches and minor burns. An average human adventurer has a Toughness
of 6.
Skills
Every character has a range of Skills scores that allows him or her to perform a variety of actions with varying degrees of
expertise. Skill scores are percentile values, which correspond to the raw chance of succeeding with that skill in a dangerous
situation. Determine the starting score for each skill by adding up the two Characteristics listed in the Starting Skill Table.
The Starting Skills table lists all the Basic skills every character possesses and the Characteristics used to determine the
skills base score.
Base
Characteristic(s)
Agility
CON+DEX
Close Combat DEX+STR
Communication CHA+INT
Craft
DEX+INT
Drive
DEX+INT
Knowledge
INT*2
Concentration INT+WIL
Operate
DEX+INT
Perception
INT+WIL
Perform
CHA*2
Pilot
DEX+INT
Ranged Combat DEX*2
Ride
DEX+WIL
Stealth
DEX+INT
Survival
CON+INT
Notes
Besides its score, each skill also has a number of Slots. This number is equal to one point per 10% or fraction the character
has in the skill. A character cannot have more Traits in a given skill than he or she has Slots available. This limitation may
influence the Skill under which you decide to list a Trait (see below).
Traits
While Skills define what your character can do, Traits define what he or she is. Unlike skills, which have a numeric score,
Trait s are binary attributes (either you have them, or you do not), and are usually chosen among a list of possible Traits
significant to your game world.
All characters have the basic sensory Traits of Vision and Hearing, unless they belong to a species that has abnormally weak
senses. These Traits do not occupy Skill Slots (see Chapter 2a).
Motivations
A Motivation is a short phrase that expresses what your character believes in, wants to achieve, what is important, what
haunts his or her dreams. The desire to overcome an enemy or to protect one's community is a good starting Motivation, but
you should also provide ones that are more personal in order to make your character a real three-dimensional hero. Keep in
mind that you will be able to take full advantage of your Motivations only if the Narrator and the other players willingly
cooperate with you, so try to pick those Motivations that will make your character interesting. A Motivation like I am the
coolest and bravest guy in the party may sound great, but it will be less effective than I am grateful to other party
members because they accepted a dark elf among them, because the former will not stimulate help and collaboration from
other players, while the latter will!
Phrase Motivations as something more than simple adjectives like Brave or Loyal. Link the Motivation to something
concrete that will show up in the game, encouraging the Narrator and other players to co-operate with you when you bring
the Motivation into play. For instance, you could re-phrase Brave as I never turn my back to danger, or Loyal as
Loyal to the King or Devoted to the cause of the Kingdom. In general, the longer the sentence, the better for you, but
keep it within a two-line limit. The Narrator may ask players to re-phrase a Motivation so that it is more usable during play,
but cannot simply veto a Motivation, unless it is disturbing to the other players (see below).
We recommend that you phrase a Motivation so that it contains at least two major themes, so that the Narrator and the other
players have a wider choice of options to interact with your Motivation if you activate it. For instance, Hatred for Orks is
an allowed Motivation, but Hates the Orks for killing her beloved Patrick is much more interesting and useful in game
terms. The Narrator is in charge of asking questions about Motivations before play begins (What are your actual reasons to
hate the Orks? Do you have anything personal or is it just that they are the enemy?), and inviting them to better specify all
details about them.
Avoid Motivations that are unpleasant to other characters. A Motivation like Always makes a pass at any girl he
encounters may be fun in some games, but if the rest of your group is not interested in listening to sex or seduction scenes,
the player who wishes to have such a Motivation should reconsider it. The Narrator may always ask a player to rephrase a
Motivation that might make other players uncomfortable.
Motivations should always be phrased in order to represent some positive force that drives your character to improve his or
her situation or towards a goal, but they can also reference a problem or handicap the character has to overcome. For
instance, Addicted to alcohol is not a good Motivation, while I want to overcome my addiction to alcohol is valid.
Please note that you are equally encouraged to depict your character failing to pursue his or her Motivations, and this gives
you the same mechanical advantages as representing him or her succeeding, so you can still play a character who gets drunk
before an important mission, if you wish! A sense of guilt for some past event is another good example of a negative feeling
that can provide a positive stimulus for your character.
Other examples of Motivations that are not entirely positive but can surely make your character interesting:
Note that all of these Motivations also contains two different themes (impulsiveness and discipline, father's disapproval and
desire to excel, etc.), so there are always two ways of injecting them into the narration!
Player Characters do not become too powerful because of Motivations. Be liberal with Motivations, experiment, and try
to find the combination of Motivations and scores that will provide the best game experience for your group.
Previous Experience
There are three steps to determining the characters previous experience. First, pick the characters cultural Background,
which provides Traits that reflect upbringing. Second, pick a Profession and gain skill increases and Traits associated with
that Profession. Finally, spend free skill points.
The tables for Backgrounds and Professions given in this section are examples for a very generic fantasy environment, a
colonial setting usable for both steampunk or sword & planet, a modern environment usable also for cyberpunk or near
future, and a space opera setting. We recommend that you make up your own tables or use a published setting that provide
more detailed ones. At the very least, you will want to replace the names in italics with ones fitting your setting, chosen by
either the Narrator or the character.
Background
The first responsibility a Narrator has before a game starts is to adapt the Background tables to the game world he or she has
in mind, or to choose a published setting that provides a complete list of available Backgrounds. Choose a Background from
this list to determine the character's starting Traits and money. The Background list shows the Traits that each Background
grants. You can also add one Motivation connected to the background, chosen among the suggested ones or made up on the
spot. Please note that the suggested motivations are sketchy for reasons of space, we recommend that you expand the
description when assigning one of them to your hero.
As you can see from the examples, your Background can also coincide with the non-human species your character belongs
to, assuming that the species exhibits only one kind of culture. This is not always the case. For each sentient species
described in Chapter 7 that you can use as a Player Character, there is one or more sample Background entries and a list of
suggested Professions. Again, your setting will probably include more detailed Backgrounds for playable non-humans.
Fantasy/Historical Background
Fantasy/Historical Background Table
Background
Sample Motivations
(expand the description!)
Loyalty to Sandar Khan.
Honour and fear
supernatural forces.
Rich: 3d6x300
Affluent: 3d6x100
Average: 3d6x30
Poor: 3d6
[*] Actual Status/Wealth and starting money must be determined after choosing the characters Profession.
[**] What kind and level of machinery is appropriate depends on the era and setting.
Modern
Cyberpunk
Use the Human Background from the Space Opera, replacing Beam Weapon with Firearm.
Sample Motivations
(expand the description!)
Loyalty to clan and chieftain.
Honour and fear supernatural
forces.
Rich: 3d6x1000
Affluent: 3d6x200
Average: 3d6x50
Poor: - (you might be an
escaped slave)
Rich: 3d6x300
Affluent: 3d6x100
Average: 3d6x30
Poor: 3d6x10
Rich: 3D6x200
Affluent: 3D6x100
Average: 3D6x50
Professions
The Profession table shows the bonuses each Profession bestows on a character. Add the listed Skill Bonuses to the
characters Basic skill scores to obtain a new, improved score for these skills. Add the listed Traits under the relevant skill.
If a Trait is in brackets, you need to choose a specific instance of the subject (art, mount, weapon, language, etc.). If your
character already has a Trait because of his or her Background, then ignore the Trait, and add another 5% to the relevant
Skill instead. Add one Motivation connected to the Profession, chosen among the suggested ones, or made up on the spot. If
there is no Motivation connected to his or her Background, then choosing one connected to the Profession is mandatory.
The following Profession tables are suitable for the proposed Backgrounds. The icons specify for what cultural
Background(or genre) they are best suited. The actual table used will vary according to your setting, and we recommend
that you expand these tables on your own if you are not using a setting that provides its own tables.
Status/
Wealth
Poor
Skill Bonuses
Traits
Communication
+10%,
Knowledge +10%,
Perform +10%
Sample Motivations
(expand the description!)
Become the most famous Bard
in the world
Pick three: Art, Balance, [Spoken or Win the love of sweet Kirin.
written language], any Communication, Perform or Knowledge
Embarrass the tyrant of
Trait , Sleight, Streetwise, Throw
Zorantia.
Hunter
(Ranger,
Trapper)
Fighter
(Mercenary,
Town Guard)
Poor or
Average
Average
Perception +15%
Stealth +10%
Survival +5%
Merchant
Average to Communication +10% Any one Craft or Knowledge Trait,
(Crafter, Sailor) Rich
Craft +10%
Insight, [Language], Persuasion
Communication +10% Four among cult cantrips (described in Uphold the faith in Ymele
Knowledge +5%,
Chapter 6) and cult-related Traits
Allegiance or
Crusade against the
Concentration +15% Pick four: either Dagger or Staff, First worshippers of the Spider
Aid, Healing, Literacy, Oratory,
Goddess.
Willpower, any Knowledge Trait
Recover the lost Silver
Bracelet of Ymele.
Thief (Rogue,
Spy)
Agility +10%
Craft or Operate
+10%
Stealth +10%
Wizard
(Warlock,
Witch)
Poor
Poor to
Affluent
Knowledge +10%
Knowledge [Literacy, Magic], four
Concentration +20% among Arcane spells (see Chapter 6)
and Manipulation Traits
Profession
Detective
Hunter
(Explorer,
Resistant)
Status/
Wealth
Poor to
Affluent
Poor or
Average
Skill Bonuses
Trait s
Sample Motivations
(expand the description!)
It is all about money, isnt it?
This lonely bastard will find
someone who loves him, in the
end
Bring down the Fancy Street
Gang.
Preserve the natural
environment of Sepang.
Kill all subjects of evil Queen
Virginia.
Explore the lost Island of
Mokoko.
Journalist
Merchant
(Smuggler,
Diplomat)
Pilot
Become famous
Reveal the hidden conspiracy of
the Illuminati.
(add 10% more to one Pick four: First Aid, Teach, [Vehicle], Discover the secret of the noble
of the above, or to
Willpower, any number of Craft,
Shannon DeVries.
Drive)
Operate or Knowledge Traits
Average to Communication +20% Any one Craft or Knowledge Trait,
Gain as much wealth as
Rich
Knowledge +5%
Bargain, Insight, Persuasion, [Vehicle] possible
Drive or Pilot +5%
Pick three: Any Craft, Knowledge or Corner the Narrativium market.
Operate Trait, Computer, Deceive,
[Language], [Ship Type], [Ship
Ensure the financial/political
Weapon]
stability of the Archduchy of
Carpathia
Average to Operate +10%,
Navigation, [Craft Type],
Become a world-famous pilot
Rich
Pilot +20%
Radar/Sensors, [Craft Weapon]
Win the love of the noble
Pick four: Command, any
Shannon DeVries.
Knowledge Trait, [Craft Type], [Craft
Weapon], Mechanics, Streetwise
Fight for the freedom of the
Archduchy of Carpathia.
Sailor
Poor to
(Corsair,
Average
Airship sailor)
Agility +10%,
Operate +10%,
Pilot +10%
Scientist
(Doctor, Mad
Scientist)
Soldier
(Mercenary,
Policeman)
Average
Thief
Poor to
(Assassin, Spy) Average
Warrior
Pick six
Any number of Craft, Operate or
Knowledge Traits, First Aid, Healing
Insight, Surgery, Teach, Willpower.
Up to four Gadgets if the setting
allows Weird Science
Close Combat +10% Dodge, Brawl, Take Cover
Ranged Combat
+10%
Pick two: 1H Axe, 1H Mace,1H
Sword, Dagger, [Firearm], Martial
(add 10% more to one Arts, Polearm, Shield, [weapon Stunt]
of the above, or to
Pick three: Camouflage, Command,
Drive)
Insight, [Vehicle], First Aid, Law
Enforcement, Streetwise, Throw,
Weaponsmith
Agility +10%
Operate +10%
Stealth +10%
Hunter
(Explorer)
Status/
Skill Bonuses
Wealth
Average to Knowledge +5%,
Rich
Operate +10%,
Pilot +15%
Poor or
Average
Perception +15%
Stealth +10%
Survival +5%
Trait s
Astrogation, [Ship Type], Sensors,
[Ship Weapon]
Sample Motivations
(expand the description!)
Become the most famous pilot
in the galaxy.
Kill Terrans/Overlords/Hive
members.
Explore the lost Temple of Gar.
Soldier
(Mercenary,
Policeman)
Merchant
(Smuggler,
Diplomat)
Mentalist
Average
Thief
Poor to
(Assassin, Spy) Average
Agility +10%
Operate +10%
Stealth +10%
Scientist
Status
The player selects or randomly determines a Status Trait . Not all Backgrounds allow all Status Traits, and some Professions
will limit your Status. If a Status Trait is not listed, then that culture or Profession does not permit your character to have
that Status. Before determining your Status, you must determine both Background and Profession.
A Status Trait is also used to determine the characters Wealth level, so you can sometimes also call it a Wealth Trait. If your
setting does not include a specific list of social classes you can use as Statuses (like Slaves, Plebeians and Patricians in
ancient Rome, for example), use the four standard wealth levels of Poor, Average, Affluent and Rich, which will suit any
civilised environment. The Backgrounds and Professions provided in the sample tables use these standard wealth levels as
Statuses. Please note that item and service lists might still refer to Wealth levels even if your setting has a more complex
Status system, so it is always a good idea to write down the standard Wealth levels which better corresponds to your Status
on your character sheet for those times when your character will go shopping.
Status Traits apply to a characters Communication skill, although you can decide to list the Average or Poor Trait under the
Survival skill if you lack Slots in Communication.
Pick one Characteristic of your choice. Distribute percentile points equal to the Characteristic value
among the skills that have the Characteristic in their base value.
Add two more Traits to your character. Only one of them can be a combat-related Trait, and none of them
can be an Environmental Trait or a power (see Chapter 6).
Add Motivations until there are three of them. These additional Motivations may be related to anything,
and will help you make the character unique.
Once you have consolidated your Motivations, assign a percentile score to them, much like normal skills. Each Motivation
starts at 30% base, and you can divide sixty more points among them. The maximum score for a given Motivation at the
start of a game is 70%. The Narrator may allow players to distribute more than sixty points among their Motivations if the
character are to have strong feelings in play. Alternatively, you may allow more than three Motivations at game start to
create more well-rounded characters. A player can sacrifice 10 points from his or her additional percentile points and gain
a new Motivation at 30% base instead, thus allowing a more horizontal development of character personality.
Equipment
Roll the dice and consult the entry corresponding to your culture and Status in the Background table in order to learn how
much cash on hand you have, plus any fixed equipment that a person in your community cannot go without. Once you
have determined your starting wealth, you can buy equipment with it, using the equipment lists given in the Equipment
chapter. If you are unable to buy the basic tools of your trade, the Narrator can grant you some basic equipment in any case,
but sometimes it is more fun to struggle to get hold of what you need as play begins, depending on the groups tastes.
Any unused money remains in your character's possession as spare cash. Remember that some cultures do not use money, so
you cannot end up with spare cash if your character comes from one of them. You have to change them into portable items.