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(1)Alpha Chronicles. Core Rules J. Keith Wykowski. -1-. Charles Weston (order #2827343). 6.

(2) Dedication This book is dedicated to Maria, the love of my life. Thank you for allowing me to follow all of my passions, and never giving up on helping the creativity flow. It is also dedicated to all of you who helped create, refine, and enjoy the game. Thank you. Without all of you this project would never have been completed. Credits Author & Kingpin: J. Keith Wykowski Authors of Alpha Arkana: J. Keith Wykowski and Trey Coonrod Supplemental Ideas: Christian Conkle, Trey Coonrod, Keith Doughty, Nick Graves, Dan Greenberg, Jeremy Heins, Joe Hofman, David Loulis, Jack Schafer, Adam Tate, Jason Valenzuela, and Deirdre Whitford. Introductory Story: Jason Valenzuela. Interior Artists: Duane Barbour, Rachael Bright, Christian Conkle, Matt Conti, Jenna Guffogg, Jeremy Heins, Allison Lukehart, Matthew McGinn, Andreé Wallin, and J. Keith Wykowski. Editor & System Breaker: Jason Valenzuela Title Logo: Daniel Greenberg Cover Design: Daniel Greenberg Character Sheet Design: Jason Valenzuela Playtesters: Jared Athay, Kortney Brooks, Douglas Broud, Trey Coonrod, Keith Doughty, Ian Gordon, Nick Graves, Daniel Greenberg, June Heidemann, Jeremy Heins, Joe Hofman, Erik Lerfald, David Loulis, George Lyons, Dan Mahoney, Mason Murray, Charles Perez, John Rust, Adam Tate, Jason Valenzuela, Ingvar Vining, Deirdre Whitford, and Maria Wykowski. Based upon the First Printing of Alpha Chronicles – Core Rules Alpha Chronicles – Core Rules are Copyright 2009 James Keith Wykowski. No part of this publication may be scanned, OCRed, photocopied, or reproduced in any way without the express written permission of the copyright holders. No portion of the document may be published in any physical or electronic form, except short excerpts for use in reviews, without the express written permission of the copyright holders. All rights reserved, worldwide, under the Universal Copyright Convention. All incidents, situations, people, places, institutions, and organizations are fictitious. Any similarity to persons living or dead, without satirical intent, is entirely coincidental. This document is entirely fictional and is not intended literally. All of the monsters, demons, and other planar creatures are not real. The spells and unnatural abilities are likewise completely bogus. If you are naïve enough to believe in any of this we recommend that you put down the book and send a money order for at least one dollar to the address below. We will not send you anything in return, and we will promptly laugh as we open and receive the letter. We are all very boring people here and do not recommend the use of drugs, violence, mimes, or the practice of the occult. We especially mean the part about mimes.. Alpha Chronicles is online at www.AlphaChronicles.com or email us at [email protected] All other correspondence should be sent to: Alpha Chronicles 14758 Delta Court Woodbridge VA 22193. -2-. Charles Weston (order #2827343). 6.

(3) Table of Contents. Authors Note Alpha Chronicles is a stand-alone role-playing game of modern adventuring. If you have never played a role-playing game before, welcome. You are about to enjoy something that is part improvisation, part strategy, and all fun. Your blood will sing as your character lurks through darkened streets following a villain. You will feel the immense satisfaction as you finally discover the last clue that will end the super-villain’s reign of terror. You will immerse yourself in the ideas and personality of someone that is not your own. All you need is an imagination, pencils, paper, and a few ten sided dice that you can purchase from most comic or game stores. Look for anyone playing with those funny card games or those odd plastic toys with the clicking bases. They’ll be more than happy to direct you to the right place. For those of you who are well accustomed to gaming, welcome friends. This system is designed with balance in mind. This system of rules is easily adapted towards the power-gamer or the avid amateur actor. With a good GM both will survive and prosper with this set of mechanics and background material. The option point system for powers and abilities will assist the GM in giving enough power and abilities to the players for the desired flavor of the campaign. We fully expect every GM to tweak the points given, tinker with the options, create new options, and even pick and choose the level of combat realism. If you don’t like something, throw it out…like you need my permission, right? We have included a wealth of rules, ideas, and descriptions to aid you in creating any modern or nearmodern campaign you may desire. While focusing on the present day, with only minor tweaking any campaign could be enjoyed from the same set of rules. Supernatural stalkings, comic book heroes, near-future paranoia, and even pulp adventures are all possible with this book. Cross genre gaming? A snap. Open up the campaign to allow everything! Have a great idea for a campaign world? Focus on a single storyline, specific powers, and. decide what equipment is available. Voila! Bored of your current campaign but tired of switching systems or playing in some other game? Build new characters and keep our system. Alpha Chronicles can handle any setting or chronicle you want to play with. More ideas, options, and other equipment will be forthcoming in expansions and on our website. In fact there is already a fantasy game utilizing a similar system that is available for downloading at AlphaChronicles.com. The system created in Alpha Arkana and expanded upon here is a percentile-based system that utilizes skills and a balance of realism and playability. We hope you fully enjoy the freedom to be creative and unpredictable while still having just enough rules and structure to give that creativity wings, jet-packs, or even matter transmission. If you create something that is just plain cool, send it along. Most likely we will like it too and put it on the website or in a later supplement with your name in the credits. We love all the help we can get. Options, NPCs, pictures, cities, vehicles, magical relics, new gadgets, spells, monsters, optional rules, or anything else you can dream up is all right by us. I only ask that you do not use the intellectual properties of others in your creations. Not only will we not post such items, we think that you have a lot more creativity than that. Use your inspiration to create something wholly new that screams you. You will notice a heck of a lot of names besides mine in the credits and in the rules. We had a great melding of ideas, concepts, and viewpoints for this book and I look forward to it continuing for a long time to come. Over the years a great number of very creative people helped shoulder the burden, and created some very memorable worlds. We would love for you to join our community of players and game masters. I hope that Alpha Chronicles is as much fun for you as it is for us.. J. Keith Wykowski. -3-. Charles Weston (order #2827343). 6.

(4) Table of Contents. Table of Contents Introduction......................................................................................................................................Pg. 005 Character Creation.....................................................................................................................Pg. 010 Step 1 – Conception........................................................................................................Pg. 010 Step 2 – Hero Type............................................................................................................Pg. 011 Step 3 – Personality......................................................................................................Pg. 013 Step 4 – Determining Attributes......................................................................Pg. 015 Step 5 – Select a Race.................................................................................................Pg. 017 Angel..........................................................................................................................Pg. 017 Demon, Chaosspawn.......................................................................................Pg. 018 Demon, Gehennan.............................................................................................Pg. 018 Human, Common................................................................................................Pg. 019 Human, Engineered.........................................................................................Pg. 019 Mutant Animal.................................................................................................Pg. 019 Spirit..........................................................................................................................Pg. 020 Vampire, Modern...............................................................................................Pg. 021 Werewolf...............................................................................................................Pg. 022 Step 6 – Options & Powers....................................................................................Pg. 023 Weaknesses & Flaws........................................................................................Pg. 91 Step 7 – Purchase Resources....................................................................................Pg. 94 Step 8 – Purchase Skills.............................................................................................Pg. 103 List of Skill Groups......................................................................................Pg. 104 Alphabetical List of Skills......................................................................Pg. 111 Step 9 – Purchase Equipment.................................................................................Pg. 126 List of Modern Body Armor.................................................................Pg. 129 List of Modern Weapons..........................................................................Pg. 130 List of Modern Vehicles...........................................................................Pg. 134 List of Pets, Animals, and Livestock.............................................Pg. 134 Step 10 – Final Calculations.................................................................................Pg. 136 Advancement........................................................................................................................................Pg. 139 Skill Systems.........................................................................................................................................Pg. 141 Skill Basics.............................................................................................................................Pg. 141 Combat.......................................................................................................................................Pg. 143 Optional Systems............................................................................................................Pg. 148 Thaumaturgy.........................................................................................................................................Pg. 171 Spellcasting Basics........................................................................................................Pg. 172 Optional Spellcraft Systems................................................................................Pg. 176 List of Magical Disciplines..................................................................................Pg. 209 Alphabetical List of Spell Effects.................................................................Pg. 222 Character Sheets...........................................................................................................................Pg. 327. -4-. Charles Weston (order #2827343). 6.

(5) Introduction. Introduction Pain flashed through half closed eyes as another blow landed against his face, causing his head to snap back violently then loll forward. The blow almost made him forget the broken glass and shards of metal that covered the abandoned factory’s floor. “I’m losing my patience Mr. Raynard, and most often I am a man of great patience.” came the cool collected voice of his tormentor. Raynard raised his head slowly and blinked back tears and blood that clouded his vision. The haze began to clear and in the dim light that came from the few unbroken bulbs he looked at the man in the immaculate Armani suit with hate and burning anger. If it wasn’t for the two men holding him back he would have torn the heart from the man’s breast. He coughed. “You know what I want.” the man continued, “I suggest, for your own safety and well being that you give it to me.” He moved closer, crouching down to look into Raynard’s face. “Alistair, we are both men of culture, so very similar in so many ways.” Raynard coughed and shook his head to clear some of the cloudiness he was experiencing. His lips moved and for a moment he smiled. Then before anyone else could act, he spit, staining the front of the Armani in thick blood from his own bleeding mouth. The man recoiled and his associates proceeded to batter and bash Raynard’s body. “Alistair...” he growled, dabbing at the front of his suit. “That wasn’t very nice. You know what I want, and that eventually I will get it. Why won’t you cooperate? My father and grandfather enjoyed a very good relationship with you, in fact my family has only ever been nice to you.” “Your family...” Came the broken reply. “Has been abusing and using other people for centuries Joshua.” “Perhaps. But as the saying goes, might makes right.” Joshua sneered, tucking his kerchief in a pocket once more the blood stain dabbed but still evident. “Now tell me where the Key is... or I will have to end my family’s relations with you in a most unpleasant fashion.” “So get it over with... I don’t even know what you’re talking about.” Alistair muttered, which earned him another blow, this one fierce to his stomach, making him grunt and wince in pain, but more surprising was that Joshua himself delivered the blow, face full of rage. “The pendant you bastard!” Joshua screamed, kicking Alistair again. “I want it and you know that it belongs to me!” He stepped back after his outburst, closing his eyes a moment to regain his composure. “I need the pendant so that I can take what is mine...”. “It’s not yours Josh my boy...” Alistair was smiling now his long hair hanging around his face, clumped by his own drying blood. “Never was, never will be.” “You...” Joshua stopped half way. “I will find the pendant. All I have to do is trace your path backward... I found you didn’t I?” He grinned confidently. “Besides did you really think I wouldn’t send men into that orphanage for you... Really Alistair, hiding behind children? Have you sunk so low?” Alistair just grinned and licked some blood from his lips. “You’ll never find it... so go to hell.” Joshua's face flushed with rage once more and he motioned to the two holding Raynard. Without a word they dragged him to the door and kicked it open tossing him a good fifteen feet out into the dying night. He landed heavily, and ungracefully in the dirt. As he lifted himself first to his knees then to his feet he looked around, for the first time seeing where he really was. The factory was surrounded by... nothing. The old factory, whatever it had once been used for was in the middle of endless fields, with one dirt road stretching off into the hills, the pale growing light of dawn revealing the barren landscape to eyes accustom to the night. “So... this is the end I guess.” Came Joshua’s cool voice from behind him. Joshua was standing between the two bodyguards looking out with a smirk plastered on his face. A brief thought flickered through Alistair’s mind, when he smirked like that Joshua did look so much like his grandfather, ah well. “I guess it is then...” Alistair looked around one more time. “I suppose I’m not to be let back in the building am I?” “No.” It was a simple reply curt, business like, exactly what Alistair expected from Joshua. Alistair turned to the east, looking down the road to watch the sunrise. “So this is how I die...” He laughed. “In the middle of nowhere... at the hands of an upstart bastard with delusions of grandeur.” Grinning now he fell to his knees once more and stretched his arms out to his sides. “At least I get to see a sunrise...” As if the mere mention could make it true the sun rose over the horizon, breaking free with golden light, shining on Alistair's prostrate form. He grimaced, smiled, smoldered, laughed, and finally burst into flames that consumed his body in moments leaving only a pile of blackened ash on a dirt road. “Six hundred years of evil and he has to pick. -5-. Charles Weston (order #2827343). 6.

(6) Introduction this century to grow a conscience...” Joshua swore. He stared at the remains of the vampire that had supported and worked with his family for centuries. “Bring the car around.” One of the bodyguards nodded and began to walk around the building. “Yes Mr. Larselles.” Joshua continued to stare at the ash as a light country breeze picked it up and began to scatter it to the winds. He would find the pendant, he would find the Key. * * * * * “TAG YOU’RE IT!” Childish laughter filled the air as a little boy tagged a little girl and sent everyone scattering away in every direction. Other children hung from bars or swung on swings. Recess at the Mary Clarence Orphanage was everyone’s favorite time. But in the corner of the playground, settled against the worn red brick of the building one child sat alone, his knees pulled up and eyes intent on something in his hands. Were anyone to ever pay him more than a passing glance they might wonder why he was alone, but as it was he merely stared at the bauble in his hand. It wasn’t too much to look at, a leather thong holding a tarnished piece of jewelry, but if one looked closer it seemed utterly impossible a child should have it. It was a circular piece of silver, with a large jewel that was easily mistaken for a piece of plastic or glass until one inspected it closely enough to realize it was a diamond. With enough cleaning the dirt would come free of the runes that ran along its edge, mysterious yet beautiful engraved script. But, as it was, no one paid attention to a small boy among a crowd of children, and no one not even the boy noticed as when he stood to join the others, and tucked the pendant away, the white glow that flashed briefly. * * * * *. wall as well the arch above the door long collapsed. Gibson scanned the floor as the others looked around. From the layer of dust and how their own footprints appeared he judged that nothing had been in this chamber in a long, long time. He looked up to see Lieutenant Dobbs walking to one of the walls, running her fingers across some writing, muttering something under her breath. Cybernetic ears picked up what she said, even if no one else could hear. “And lo... the gate opened. And as it opened it revealed unto the chosen the land of paradise and the powers of the gods, the secrets and answers man has sought...” “Is that an exact translation Lieutenant?” Gibson spoke up. Dobbs jumped, fumbling with her flashlight to avoid dropping it and looked up flushed and flustered. “Ummm... no... I mean no, sir. It loses a lot of its dramatic effect in translation though... it is much more inspiring in the original language.” “I see.” Gibson turned toward far wall. “And... I suppose that is the gate?” He pointed. A great arched doorway stood there, easily thirty feet tall. All lights shown on it and reflect off the seemingly unblemished silver of the twin doors. Engraved into the door were scenes of indescribable beauty, but what caught everyone’s attention were the seven bare circles. They were positioned symmetrically three down the center where the doors met and then about half-way between the top and middle one, in the middle of each door was another. This pattern repeated with two circles on the bottom.. “Seems almost like the Tree of Life symbol...” Dobbs volunteered with a shrug. “Any reason why there would be indentations in them?” Was the only response as Gibson walked towards the door.. “Descending down into the chamber.” Gibson spoke into the headset mic. He held to a cable with one hand as he was lowered down. There was a click and a whir as his bionic eyes readjusted, amplifying the low light and scanning the room slowly for movement. His arm would have tired by now if it had really been his own. They had been climbing around and over so many things in this place an organic arm would have been cramped and exhausted, but as it was he had never felt better. He reached the bottom and landed on both feet lightly. “I’m at the bottom... everything is clear. Come on down.”. “Indentations sir? What do you mean?” Then as she followed Gibson and the light was better, she saw them. In each of the circles was an indentation... as if for another circle. “Ummm no sir... but... no...”. Moments later one person after another slid down the cable, until four of the six-man team stood in the chamber. Each looked around, flashlights searching the room. Ancient script and paintings covered the walls behind them and to either side. Statues holding spears were stationed evenly along either wall of the hall. A door, blocked by rubble, rock, and debris was on the back. “Excuse me but have you seen some strange men pass through here lately?” James hooked one finger under his collar lifting it and pulling to try and get some air under it, he hated Africa, he really did.. Gibson glanced over at Dobbs. “Lieutenant... if you have something to say... spit it out.” Dobbs jumped again flustered. “Well Captain... sir... perhaps they are there for well.. A Key?” * * * * *. “What?” The tribesmen blinked. The foreigner had just spoken to him in perfect Swahili. “Oh yes... of. -6-. Charles Weston (order #2827343). 6.

(7) Introduction course. Yes four men like you came through the village a few days ago and wanted guides to head into the jungle. No one wished to travel into the forbidden places through and they left quite upset.” “My thanks friend.” James turned back to his associates and without even thinking about it spoke in perfect Italian. “We are only a few days behind them... it seems that they are headed to the ruins to beat us there.” “Hmmmm it seems quite unfortunate that they managed to get ahead of us.” replied Tobias, the leader of the expedition. “We must press on though and hope to catch them. Grab the gear, we’re moving out.”. James pooled and collected blood and smeared it over himself. After he was covered enough he pushed the head away and listened intently, lying as quiet as possible. The screaming died, gunfire faded into pleas for mercy, and then a gurgle as a claw ripped out a final throat. Glancing out, James could see furry legs, four sets... four werewolves. Jesus Christ... Werewolves for God’s Sake! He held his breath as they sniffed testing the air, ears perked for signs of life. He prayed to all things holy they would not find him, and the smeared blood would mask his scent. Moments later the beasts bounded off into the jungle and James let out a sigh and a thanks to God in heaven.. James swore in English. “I wasn’t hired to chase monsters through the jungle... I’m a translator.” He had been hired for just that. There wasn’t a language yet that James couldn’t speak to someone in. As long as someone in the room or nearby knew the language James could get along fine. It was a unique gift. Fairly useless when it came to reading and writing but in areas such as this, where writing was minimal anyway and dialects and language varied, he was an invaluable asset.. It wasn’t until an hour later that he crawled out from under the rover, coated in blood and dirt. Standing up on shaky legs he surveyed the team, dead to a man, ripped apart, half eaten in some cases. All this... death and carnage. All this... for something Tobias had only half hinted at, with all the reverence of the Holy Grail itself, for something he simply called the Key.. Moments later the land rovers had been packed up and everyone settled in and they pulled out, headed in the direction that Tobias’ map told them the ruins were in. It was amazing how far they could actually get in the rovers they stopped only when the jungle began to become too dense and tangled for them to continue any further.. Monica swore and ducked a flying book as she entered the room. It struck the wall behind her and she glanced at the cover. The title was written in Latin, Beginning Elementalism. She smirked, Idiots Guide to Energy Control. She had read it cover to cover many times. There was a tingling in the back of her mind. She ducked. Another book sailed past. Looking into the room she saw her Mentor searching through shelves and through stacks of dust covered books. Scrolls went flying haphazardly all over the room as she walking in robe rustling lightly as she took a seat on one of the comfortable chairs.. “Everybody, out!” Shouted Tobias as he hopped from his own seat and started to grab his gear. “We’re on foot from here.” Grumbling and complaining was lost in the noise of unpacking and shoulder gear. There was little else to do but do as told, it was what they were being paid for. In the flurry of motion and activity no one heard the rustling of the leaves and trees, and it wasn’t until the screams pierced the jungle and the huge furry forms leapt from the underbrush that anyone knew the opposition was upon them. The quiet was broken by the screams of men dying, torn apart savagely by tooth and claw, and then moments later by the erupting gunfire as clip after clip was emptied into their attackers, often with disappointing effects. James dropped... rolling under one of the rovers he crawled towards the back and shot between it and the next. There was a sickening thump to his left and he glanced only to recoil as Tobias’ severed head and lifeless eyes stared back at him. All this for a couple measly bucks. If he thought it would have been safe he would have sworn... instead he grabbed for Tobias’ head pulling it under with him. James might have been a coward, but he did what needed to be done. Touching the severed neck,. * * * * *. “Is there something I could help you find?” she offered politely. “Well if I can’t find it and I’m two thousand years old what makes you think you can find it, eh youngster?” His eyes twinkled as he said it. Monica had always loved the old man’s eyes. They could be warm and friendly or any other range of emotion, but there was always mystery and ancient truths hidden in them. “Well perhaps I moved it on accident, then how would you know where it was?” She laughed and then ducked as another book flew by. “I’d scry.” He grunted. “Don’t you remember simple spells? Locating is easy.” He muttered something under his breath and gestured sending a dozen scrolls toward the far wall, but this time they landed neatly in a rack. “Then why are you still searching Master?” She smiled, and began to gesture calling forth energy as she had learned so early in her training. Her invocation was precise, melodic and finally with a wave of her hand she stopped. A moment later, as if invisible hands. -7-. Charles Weston (order #2827343). 6.

(8) Introduction straightened the books, put away in their proper place. The room was dusted, scrolls retrieved and everything set in its place. “Hrumph.” He frowned. “Wasn’t Maeven supposed to clean here anyway?” Monica shrugged. “Prolly. He’s most likely pouring over the exact tome you’re looking for trying to learn some ancient spell.” “I’m not looking for a tome.” He waved his arms and sighed. “If that boy worried half as much about his control as what spells he knows he’d be better than... better than... well... better than me.” He looked flustered and glanced around the room. Monica giggled, she had a tendency to do that around the old man. “I doubt that. ‘If you haven’t learned more than that upstart in two thousand years what good are you.’” She grinned as it was a line her Mentor used often himself.. been arguing she had opened the book and started reading. If Maeven had paid more attention to the Master, he wouldn’t have needed a spell to read it. Even though she knew her Mentor was usually right, the story here... “... and what if I told you it was all true!” The Master laughed again, a deep belly laugh.. “It can’t be...” Maeven retorted but there was doubt in his mind. “Oh yes it can...” He grinned. “What would you say if I told you that I did indeed tear apart the worlds and create multiple dimensions within our own so I could scatter the Keys to different Earths, that two of those Keys are in this very house... And that I did so to prevent the dark forces of our worlds from entering the Gate...” Maeven and Monica glanced at the book and then stared at the Master... but neither said a word.. He just glared. As if on cue, Maeven came sauntering into the room and tossed a book lightly on the table. “Ah ha!” The master glanced at the book. “You did have it!” “What about it?” Maeven grumbled. “No spells in it anyway... don’t see why you keep it locked up.” “And if I kept it locked up how did you get it, eh?” The master looked at his pupil with an appraising eye. “Unlock spells... what else...” Maeven waved a hand dismissively. “Had to use a spell to even read the book too and all it is, is some dumb story.” “Ah yes... I remember now. Maeven the disbeliever, who even though he himself practices magic in a world where all others don’t believe in it, can’t believe a tiny story.” He wasn’t angry, he never got angry. Patience was a virtue, and in two thousand years one learned it took too much energy to be angry, it was never worth the bother. “Master, that book is pure fiction... the things that it speaks of are impossible! Impossible even for magic.” Maeven sat up staring at his mentor as he spoke, running his fingers through short black hair. “Tearing apart worlds, creating new dimensions? Not even... even... Merlin could do that.” “Hrumph.” The master laughed. “So now you are Maeven, he who judges what Merlin can do and not do. Or do you fancy yourself Maeven, judge of all magic. You seem utterly convinced that magic need be limited to what you yourself can grasp.” Maeven just fumed, his face turned red and Monica just glanced between the two, while they had. * * * * * “Cedric Andrews, by the power invested in me by the United State’s Government, You are under arrest.” The tone was commanding and steady, no hesitation and doubt. And the line was delivered by a man in a black bodysuit with a badge emblazoned across the left breast. “Vigilance...” The second voice came from inside the museum. “I was wondering if they would send you or some other comic zero.” A sinister laugh, followed the comment and Vigilance could almost hear the smirk behind the tone. “You know, you will have to come and get me... I won’t give up so easily.” “I didn’t expect you would but you’re still under arrest.” Vigilance strode up the steps of the museum and barely ducked out of the way as a rapid barrage of energy blasts shattered the glass of the front door and impacted where he had just been standing... a stray blast hitting one of the police cars and putting a fist sized hole through it. “Nice try Cedric, but you’re getting slow.” “Please, please...” Came the sinister taunting voice. “Am I calling you by your given name? Least you can do is give me a little respect.” “As you wish Catalyst...” Vigilance smirked; he’d never thought Catalyst was the best name for a super-villain anyway. He approached the door one more time, cautiously, waiting for that familiar sense of danger to tingle in his mind. It wasn’t forthcoming. He kicked out the last bit of glass, not that it could really hurt him, but the noise it caused might make Cedric fire a blast if he was waiting. Nothing happened. Glancing in he saw that the museum was well-lit, vast skylights made sure of that. Vigilance muttered to himself. “So much for the element of surprise...” Having decided the direct approach was in. -8-. Charles Weston (order #2827343). 6.

(9) Introduction order he concentrated a moment and blue flames began to lick around his hands, dancing blue light that had no heat or true flame. Similarly his eyes pulsed with glowing blue light. “I’m giving you one last chance to surrender Catalyst... I’ll give you till three... 1” Vigilance tensed standing to one side of the door. “2...” He balled his hands into fists. “3...” Vigilance dove and rolled into the building, even as another barrage of energy blasts flew past, barely missing his head. He was on his feet before you could blink, and had spotted the villain on the second floor balcony. He reached out with a hand and blue light licked towards Catalyst, who ducked. It wasn’t that the blast needed to hit, but he did need to see his target. The light drew back and he ducked down a hallway, glad to be out of the open like a sitting duck. He moved quickly checking doors as he went, finding a stairwell he headed up. Peering out of the door on the second floor there was no danger warning, and no sign of Cedric. He began a search reaching toward each door to open it; it wasn’t till the fourth door that he felt the familiar dangerous tingle. He backed off and thought. a moment, then with a mighty blow punched a hole through the wall beside the door. Blasts erupted through the plywood door sending it to shreds, and Vigilance spotting his opportunity extended a hand toward the stunned Catalyst. Blue light shot out and encompassed Catalyst, and the blasts stopped. Vigilance stood in the doorway. “Catalyst, you know it’s over. Without your powers, you’re no match for me. Even the cops could arrest you now.” Catalyst looked at Vigilance, whose physique would put most Olympic athletes to shame. He was a villain, but not stupid...He dropped the bag he was holding and swore. Why did it have to be Vigilance? As the police hauled Catalyst off to jail, Vigilance looked through the bag with the loot, inside was a small circular silver pendant with a diamond in the center. It was being researched when Catalyst broke in to steal it... all that effort over such a measly trinket. Vigilance shrugged, he’d never understood why anyone would break just laws... maybe that was what made him a hero.. -9-. Charles Weston (order #2827343). 6.

(10) Step 1 - Conception. Step 1 - Conception The first step of creating any character is understanding the world in which the character will live and interact. Ask your Game Master about the chronicle’s setting. Is it a dark mirror world of our own? Is it a Four-Color Golden Age city in which the heroes will do battle with villainous scum? Is it a bleak near future world with little hope for mankind other than to make a few quick bucks and eat another day? Alpha Chronicles has been designed to be very setting neutral, and is very easily modified to a multitude of settings. However, the setting the GM has selected is extremely important to every other step of creation. Does the world have true super powers? Do supernatural terrors stalk darkened streets? These limits will help shape the player characters and the world they live in. Nothing is worse than having a great concept for a Magister supreme, and turn out to be playing in a nonmagical world of the future. Many GMs may wish to allow a “kitchen-sink” setting that incorporates the entire game system. If combined with a simulacrum of our real world, it will eliminate many unnecessary misconceptions between players and the Game Master. Even in our real world the number of settings are endless. A chronicle set in Washington D.C. will have an entirely different feeling from one in Atlanta GA. These smaller location questions should affect the development of the character as well. Would a Hollywood producer come to Seattle Washington? Not likely, unless they had a good reason.. Now is time for the individual character concept. This is more important that you may think. Even a bare-bones idea of the powers, strengths, weaknesses, skills, history, or personality will assist you in later steps. A concept of a dilettante goth club-bunny may develop into a memorable character. Any ideas that may give you a handle on later decisions are important. The concept may change slightly or even become radically different during creation, but at least you have an initial impetus. Certain professions and occupations may also greatly define a character. The inquisitive journalist, the charismatic public relations official, or the drugged out school janitor will predefine many facets of the developing character. Physical age may also play a part. A teenage skater hooligan will have a drastically different set of characteristics than the aging mafia hit-man. Or will they? Do they have the same skills and options? If so, how did each develop them? When creating a concept for the character always remember the journalistic 5 W’s: Who, What, When, Where, and Why. Try to apply these questions as often as possible during the creation process. Don’t simply select High-Tech Electronics because it’s cool. Why does your character possess a level of genius and technology well beyond that of normal society? Who taught him such impressive skills? When did he learn them? Where does he practice and improve them? What does he hope to accomplish with them? The answer to each of these questions will most likely lead to more questions, and a greater understanding of who your creation really is. Once the bare-bones concept is decided stop for a moment and think about the possible personalities that your character could have. Certain occupations, vocations, and hobbies will lend themselves to very differing personalities. The shy kid in school probably learns more knowledge than the all-star football quarterback, but he would have a great set of physical attributes and sports skills. Not to mention some social skills, contacts, and fame. Or you could reverse the situation. The shy kid who forces herself into the limelight and becomes everybody’s confidant is just as likely to share those skills. The football star may lapse into despair after school is over and hide away doing nothing but reading and plotting for a return to fame. Does the character have any religious beliefs or ideals that shape his life? Is the character an atheist or just plain uncommitted? Does he switch from one religion to the next with surprising frequency trying to find a kernel of truth in each? Is there any other strong, non-religious, philosophies that the character aspires to? Don’t just half step. Secret and mysterious backgrounds can be fun, but try to give the GM at least a minimum of back-story to weave the campaign into. The. - 10 -. Charles Weston (order #2827343). 6.

(11) Step 1 - Conception GM has enough work creating the campaign and the villains you are about to tromp over. On the flip side, the GM needs help creating your cast of supporting nonplayer characters. The friends, family, co-workers, and associates of your vibrant life-like character. Sometimes nothing says more about a person than the friends she keeps, or the enemies she acquires. Parents and siblings are great for explaining why the character chose a specific life-path or feels a certain way about a topic. Even the most peaceful person could become enraged by a sore subject that has been plucked just one time too many. Does the character belong to any organizations, clubs, groups, unions, or fandoms? Does she believe in the effort or simply trying to please someone in her life? Does she work part time or volunteer her time to assist the cause? Is it a hobby that occupies her attention and time? Who does she know because of her associations? Does the organization pertain to her adventuring life? Is it a religious based organization? Is it medical or psychological in nature? Does the character occasionally suffer from insomnia or migraines? What benefits; social, financial, spiritual; does she receive from it? The last and most important element in any concept: Why is this character working with the other player characters? This crucial piece of information will easily assist the GM in sliding the character into the group and make your life easier when the other players want to atomize, molest, imprison, or harass your character. Do they share a common enemy? Are they drawn together by common need? Do they share a specific event that binds them in some way? Why are they together and why will they stay together? What are the group dynamics going to be like? How will your character fit into these relationships with very diverse and strong willed individuals? Some GMs may prefer to link the player characters after the chronicle has already begun, but many will appreciate the assistance. Ask her.. Step 2 – Hero Type After you have your character’s concept, it is time to begin fleshing her out with statistics, rules, and game mechanics. Try to keep your nascent character true to concept as you select your options, attributes, and skills. You may choose to alter or modify your initial concept, but try to make it a more interesting character and concept rather than simply min-maxing out some aspect of the rules. Some of the best characters have serious weaknesses, some subtle and some rather obvious. Try not to gimp your character as you make him, not everyone is as interested in playing in the same group as the blind and deaf gunslinger with multiple personalities as you are. Disruptive characters will lessen the fun for everyone involved, and make cause inter-player conflicts.. Your Game Master will tell the players the chronicle’s level of realism and Option Points (OP) available. Option Points are the extra little freebies that help you to tweak your character and make him that much more special. They also are required for certain occupations, innate powers, and non-human races. If you run out of Option Points during the creation process you may gain more by selecting weaknesses and flaws. Each weakness or flaw will give you more Option Points, but will give your character enemies, a raging temper, poor skills or attributes, or other significant problems. While a character may choose any number of weaknesses, they will only receive credit for up to the value allowed by the campaign maximum. The amount of Option Points given during creation will have a dramatic impact upon the feel of a campaign. The greater the number of Option Points, the more superhuman and powerful the chronicle will be. For a more gritty setting with mostly human characters, limit them appropriately. Characters will be able to expand their starting level of power with additional experience later on during the chronicle.. Level of Realism. Option Points. Max/Single Max Option Flaws. Gritty. 100. 75. 25. Low Powered. 200. 125. 50. Average. 300. 175. 100. High Powered. 500. 300. 125. Titans & Champions. 700. 350. 150. During character creation it is important to remember that Option Points can be spent at any time from here on out. Therefore it is important to keep an accurate account of how these points are spent. Do not calculate anything based on attributes until the very end of the purchasing segment. There is nothing more aggravating than having to re-calculate all of a character’s skills and modifiers because of an increased attribute or some other trait. The first step of spending points is to determine what Hero Type the character will be. Hero Types are broad categories that limit and steer the player into a more consistent spending pattern. Each Hero Type will have a differing cost for the specific options that can be purchased. Some options will not be allowed for that Hero Type. If the GM wishes, he might limit the Hero Types available to the players or even ignore the concept entirely. The latter option is generally only recommended for beginning players, very mature role-players, or anyone who wishes a truly unique chronicle.. - 11 -. Charles Weston (order #2827343). 6.

(12) Step 2 – Hero Type The best way to structure a campaign is by using the Hero Type and limiting what the GM doesn’t desire in her campaign world. Experienced GMs should create additional Hero Types to tailor their campaign worlds. Additional Hero Types will be created as we create additional campaign universes and genres. Hero types should not be confused with occupations or classes or anything similar. They are extremely broad and should be used to give structure to a chronicle not cookie-cutter one. Another excellent way for a Game Master to fine tune a campaign is to require each player to select a specific race or set of powers. Additional options can be used to specialize and diversify each character from the others. It helps provide structure and easy links between characters. It also allows the players to be balanced between themselves and still have a nice set of abilities and powers.. Cybernetics & Robotics Created by the most state of the art scientific knowledge and tools, this Hero Type is a marvel of modern or post modern technology. Seamlessly, or not so in some cases, combining the physical body with high technology. Examples include 50 Billion dollar people, alien cyborgs from other worlds, or even heroes from a possible future. Most of their options include powers and abilities that can be duplicated by technology.. Characters that select this should be able to assume that if they want to be robots, cyborgs, or have high-tech power armor that is absolutely allowed. Any powers that they select should be built into the appropriate device. These powers generally operate identically to the standard powers, and anything selected with option points should be generally safely presumed not to be stolen, destroyed, or otherwise altered without some recourse in the story to restore the device. Stuff bought with cash however should always be assumed to be fair game.. These characters are some of the few with the drive, knowledge, and talent to spin spells and cast enchantments. They have spent most of their lives searching for the true magic in dusty tomes, arcane trances, and distant locales. Many have items of wonder and power that they bring to their incantations while others rely upon their own wits and indomitable wills. Their options include Spellcraft, magical weapons and items, unnatural skills, knowledge of other worlds and supernatural creatures.. Psychic They are the masters of the mind. They have opened their minds to the truth of reality and now can perceive the deeper level of truth that binds the universe together. They are often self taught, developing their powers in secret, fearful of the repercussions of those less gifted. Those scared that they see too much and know too many buried secrets. These gifted people are a varied breed. While many share common powers of ESP, telepathy, and other mind opening disciplines, others have gained mastery over the elements or the physical body. Most of their options include mental mastery, physical mastery, and a smattering of other more unusual powers.. Natural & Skill Based They are “normal people” with an edge. Whether that edge is a great devotion to a cause, a great talent for certain skills, gimmick weapons or equipment, or even an almost unnatural mastery of their own body they are still not unearthly powers. Most anthropomorphic animals, martial artists, monster hunters, vigilantes, pulp action heroes, and secret agents fall into this category. Many action movie characters fall into this category as well as most characters from any modern novels. Chronicles that desire a greater level of realism may wish to select this hero type.. Comic Book Heroes Magical Magic has been an integral part in almost every human culture throughout history. It has often been shrouded in mystery, superstition and spurned as the devil’s work. Those who study its intricacies are said to know more than they should, see past the barriers of the mortal world, and conjure beings from beyond. It is sometimes mingled with the various faiths and religions of the Earth, becoming stronger or weaker as the flow of history eroded our knowledge of the specifics. What if it was real? What if some in our world stumbled upon the truth and have the will to manipulate reality?. Four color; full of life heroes that have amazing powers, unnatural abilities, and horrendous weaknesses. This Hero Type is the most associated with the comics of the 50ies and 60ies. Their powers tend towards the amazing, but leave the more mundane abilities, skills, and options nearly untouched. More modern comic books with astounding abilities also fit into this mold, but everyone will always remember the Big 3 comic book heroes. This is for chronicles that desire costumed heroes, truly evil villains, and world spanning adventure. They players need not be paragons of virtue or right, but their powers are similar to those in another era who were.. - 12 -. Charles Weston (order #2827343). 6.

(13) Step 2 – Hero Type. Unnatural & Supernatural If magic and psychics are real, what about those creatures that slink through the darkness of night? The animalistic beasts that roam in the full moon, hungry for mortal flesh? Demons from beyond the veil of worlds that reach into our homes to torment us? If this Hero Type is allowed, then they too are real. Some of these creatures were once human, others simply a mockery of humanity and its urges. Of all of the Hero Types, they are the most likely to select another race at creation. Those that do not select another race are simply presumed to be some sort of otherworldly demon like creature with strange and dark abilities. These creatures of legend are often immune to normal weapons, but fall to silver, magic, or holy works.. Step 3 – Personality This step is absolutely integral to your character, but also entirely optional. Every character needs a well-defined personality, history, and view on life. Without one your character is simply a stack of integers on a slab of processed tree. With a full personality your character will seem alive to you and your fellow players. Acting is important, but the basis of the character must be completed to understand what you are acting. The reason this step is optional is the manner of how the personality is created and described. If you feel more comfortable simply describing your character in words and phrases, by all means do so. This step of creation is simply a way of assisting others to create well rounded and thought out living characters. Alpha Chronicles breaks up a personality into several sections. The first is the character’s nature. This is the strongest trait that defines the personality of your character. All of the other traits should complement or illustrate some deviance from this primary trait. If a player wishes he can select a dual nature. The first will be the strongest of the pair, but the second should highlight another strong trait that may be at odds or complement the first. One may be how the character truly thinks, while the other is what the character wishes to be. Exactly what the relationship is must be determined by the player. A list of suggested natures follow, but players should feel free to select any nature that feels most appropriate. Activist Adventurer Analyst Beast Brat Builder Bully. Curmudgeon Curious Critic Deviant Dilettante Follower Hedonist. Liberal Martyr Pacifist Perfectionist Rebel Rogue Searcher. Caregiver Comedian Conniver Conservative Cold Blooded. Judge Junkie Know-it-all Lawyer Leader. Star Scientist Trickster Victim Visionary. After the player has selected his nature, he then must determine other factors that will shade the nature of the character. These traits are given a value of 0 to 10 and players can assign any number they desire to any trait. A trait of zero means that the character has absolutely none of the applicable trait. A trait with a rating of ten denotes an individual with an obsession with the trait. Very few individuals will have a 0 or 10 in any trait, most balancing out between 4 and 7. Very high or low values will likely cause the character problems during the game. These extremists are often unbalanced and may require psychiatric assistance. Players who have trouble deciding what a character will do in any given situation may select the most applicable trait and roll a d10. While this should not be used as a crutch for role-playing out the scene, it can be used to give an idea based strictly on the personality of the character. Traits can also change during a chronicle. If a player has not been playing a rating on the trait correctly, the Game Master should mention that they should change the rating. •. Compassion – The amount of love, caring, and concern for those around the character. Characters with a high compassion are often the healers, doctors, teachers, psychiatrists, social workers, and clergy of the world. They feel sympathy for others and often try to help or aid those in need. They will often volunteer their time or money to assist worthy causes or just help the stranger next to them. Characters with a low compassion are more self-centered. They are consumed with their own problems, their own worries and concerns. They often make excuses or explanations for why they deign not to assist those in need, but some are simply uncaring and don’t care who knows it.. •. Courage – The sheer physical bravery of a character. Those with a high Courage are often in the middle of dangerous situations that could kill them. Obvious examples of courageous characters are soldiers and police officers, but less obvious examples include race-car drivers, fire fighters, Red Cross officials in war-zones, gang members, and rescue workers. A low courage usually denotes a coward. Cowards often flee from dangerous situations and will rarely put themselves at risk even if the benefit is great.. - 13 -. Charles Weston (order #2827343). 6.

(14) Step 3 – Personality •. Curiosity – How inquisitive is your character? Does she always poke into new rooms, open any box, learn all about the latest news, and follow interesting people? Is she content to sit at home with what she knows and ignore everything else around her? Curiosity is the trait that denotes how willing your character is to discover new people, places, or things. Those with a high Curiosity will be forever learning new skills, experimenting with new gadgets, and moving from discipline to discipline with very little consistency. Those with a low Curiosity will have certain interests, and will learn more about those interests and be unconcerned with newness.. •. Drive – The day to day impetus of a character to do what is necessary and the amount of energy that the character exerts on most daily activities. Characters with a high drive often have a high willpower, but it is not necessary. A high willpower shows that the character can choose the right action over the simpler or easier one. A high Drive keeps that decision constant day after day or is willing to sacrifice more of the little things to accomplish her goals. Characters with a high Drive are also more focused and consumed by what they do. Workaholics often have a high drive.. •. Fury – How much rage and anger bubbles inside the character? That inner turmoil is measured by this trait. Characters with a high Fury are often consumed by rage or thoughts of vengeance. Perceived slights or insults will often be responded to with violence or harsh actions. They often have a high courage and express themselves accordingly. Those with a low courage sit there and stew becoming more incased in hate and rage. Those with a low Fury are often more peace loving and compassionate. They tend to forgive bygones instead of letting them bubble and fester deep with the recesses of their minds.. •. Greed – The lust of money and worldly power. This is the only trait that is mostly negative in nature and is in some ways the opposite of Compassion. Characters with a high Greed are often consumed with the acquisition of wealth, worldly power, and influence. Characters with a low greed aren’t too concerned about having more than enough to survive. While they are competing traits, Greed and Compassion are not always diametrically opposed. Characters can have a high level of both and simply believe that they are gathering the power and wealth to better everyone around him. The quickest way to corruption.. •. Loyalty – This trait measures the personal devotion to important people, event, ideals, nations, and organizations. Characters with a high loyalty will give their all to help the cause or people they believe in. Similar to Piety and Drive, it measures the amount of effort and sacrifice the character is willing to make. Characters with a high Loyalty are not stupid, and should research any such group before giving them the full loyalty that the character possesses. Characters with a low loyalty are often very ego-centric and care only for their own needs and interests.. •. Morality – This trait should not be confused with Piety. Morality is the measure of the belief in the social strictures, concepts, morals, and conventions. It shows how in step with the rest of society the character stays. Since every culture is different this trait can be numerically identical, but with wildly different results. Characters with a high morality often have good etiquette skills, embarrass easily, and know what is right and wrong without a shadow of a doubt. Characters with a low morality are often shunned or outcast if their beliefs are discovered. Those unconventional individuals in society are often ridiculed or reviled by those with a high morality, until the society at large swings closer to their beliefs and conventions.. •. Passion – This trait measures the sexual and romantic drive of a character. Characters with a high Passion are often skilled lovers and spend much of their time focused upon romance and match making. This trait is not at odds with the Morality trait. It is an indicator of how important an impetus it is within the characters life, not what he is willing to do to get or express it. Characters with a low passion are typically asexual, unconcerned by the myriad problems and benefits of romance. They may simply wish to wait until a more appropriate time in their lives, obsessed with their education, new career, or loyalties to a cause.. •. Piety – The amount of spiritual belief that a character possesses. This may not transfer into any organized religion, but it most often does. Characters with a high piety truly believe in a greater power or pantheon of deities. Those with a low piety often don’t believe in any greater powers or are unsure of their beliefs. Those with a high Piety will often join the clergy or become very involved in the affairs of their local church.. - 14 -. Charles Weston (order #2827343). 6.

(15) Step 3 – Personality Other items are also based on the personality traits of the character. A character with an average or high Faith trait should choose a religious affiliation that they believe in. Characters with lower Faith could also choose a church, but they will just not be as sure of their devotion. Another wonderful item to detail a character is their political affiliations. While not directly tied to any specific trait, it does play a factor in which ones are selected with certain ratings. It may also detail the motivations of a character. A Liberal Democrat will often have a high compassion, but a self serving one may only have a low one. These traits and ratings are wonderful for showing how a character is duplicitous. As the saying goes “Everybody lies about something”.. Since beauty is based on the culture and species of the viewer, the GM should use modifiers liberally when applying or judging Beauty. •. Charisma – A measure of the natural leadership, friendliness, and personal presence a character exudes. Characters with a high Charisma often get along with everyone, making friends easily and impressing those in authority. The dark side of charisma includes the emotional and mental manipulation of those around the character. Changing the minds of others, poisoning relationships, and turning friends against each other are all possible for such a character. It is also the attribute that most acting, singing, and stage skills are based on.. •. Dexterity – Details the fine motor skills and hand-eye coordination of a character. A character with a high dexterity is excellent with using their hands for everything from shooting a gun, to driving a car, to building a model. A steady hand is a reflection of a high dexterity. This is the most common attribute that applies to weapon skills.. •. Health – The natural health, endurance, hardiness, and constitution of the character. A character with a high health resists disease far easier, can withstand more physical pain, and can suffer more injury than most others. They tend to be well built and in good shape. This attribute is used for determining the starting number of Injury Points. A character with a low health may be in poor shape, sickly, or simply infirm.. •. Intellect – A measure of the intelligence, memory, and problem solving skills of the character. A character with a high intellect will be able to think faster, remember more, and analyze more accurately than others. Characters that seem to think slowly may be thinking about more consequences than others and simply speaking less. Most knowledge and science skills are based upon intellect.. •. Luck – A rating of how fortunate and charmed the character is when misfortune falls. Not used in any skills, this attribute should be used when a completely random event occurs or the GM is mystified on what trait to use. Do not rely too much on this attribute, for lady luck is a truly fickle spirit. Characters with a high luck are often gamblers: whether they bet their lives in risky stunts or just money is up to the character.. •. Strength – Details the physical ability to lift and move heavy objects. A character with a high strength can lift and move heavier loads, hit harder, pull more, and have bigger muscles.. Step 4. Determine Attributes Some of the most important and descriptive of a character’s traits are his Attributes. Attributes are physical, mental and social descriptions of a character that detail his physical prowess, intelligence, and other basic quantifiable aspects. Each attribute is important to understanding your character. The reason why your character has spent part of his life either loving or hating some activity may be a direct result of one. They may explain some of your character’s personality. One may explain the occupational life-path your character has chosen. Beyond all consideration of character concept, attributes are important because they are used to tell how good a character is at each basic fundamental. The following are the ten attributes. •. Agility – Details the physical prowess of a character. A character with a high agility is far better at sports, gymnastics, jumping, climbing and running. It includes the whole body and its movements. It does not include hand-eye coordination or fine motor skills; that is the bailiwick of dexterity. A character’s movement ratings are based upon Agility.. •. Awareness – The natural observational ability of the character. A character with a high awareness tends to notice little details that others overlook. They tend to be more curious and attentive to detail. This attribute includes all five senses: Vision, Hearing, Tactile, Smell, and Taste. A character with a low awareness may be impaired in some way, extremely focused, or simply naturally oblivious.. •. Beauty – A rating of how physically attractive the character is to others of their species. A character with a high beauty is often noticed and receives preferential treatment from the opposite sex. Characters with a more average beauty are usually overlooked and less observed.. - 15 -. Charles Weston (order #2827343). 6.

(16) Step 4. Determine Attributes The carrying weight of a character, extra bonus to injury dealt, and lifting maximum are based upon this attribute. A character with a high strength often weighs more than those with a low strength. •. Willpower – The sheer mental endurance and resistance of the character. This attribute is the ability to ignore temptation, fight the cravings, and resist the wishes of others. While it does not describe the character’s long term ability to remain mentally strong, it is used in a pinch to withstand mental stress, anxiety, fear, temptation, and strong emotions. This attribute is used for determining the starting number of Sanity Points of a character. Characters with a high willpower are often very individualistic, stubborn, or pig-headed.. There are three systems that can be used to determine starting attributes. The Game Master will determine which are available to players to choose from. Each system has its own benefits and detriments. Once a system is selected that system must be used for all attributes.. •. Random Generation – This system of attribute generation is the most random of all of the possible systems. It is used best when trying to determine a concept randomly. Players who are unsure of exactly which way they wish to take a character can use this system and play with the results generated. Roll 9d10 and add the results together. This is the character’s Agility rating. Repeat this method for all of the other attributes, placing each result in alphabetical order. The only exception to this rule is Beauty, which is always a 10d10 roll.. •. Semi-Random Generation – This system is a hybrid between a dice-less attribute generation and a point based system. This system is good for those players who feel lucky, and Game Masters who wish a little variety in the character’s attributes. Players may allocate 400 + 9d10 attribute points amongst the nine attributes. No less than 10 points can be allocated to any one attribute. No more than 90 points can be allocated to any attribute. Beauty is always a 10d10 die roll but may have points spent to increase the rating.. •. Point-Based Generation – This system is a strictly point based system of allocating attributes. It is best for players who do not feel lucky and Game Masters who desire an even distribution of points amongst players. Each character has an automatic 450 points to spend amongst the nine attributes. No less than 10 points can be allocated to any one attribute. No more than 90 points can be allocated to any attribute. Beauty is always a 10d10 die roll but may have points spent to increase the rating.. Once all of the points or dice totals are distributed amongst the ten attributes the character may elect to purchase options that modify the attribute ratings. The most common such options include: Exceptional Attribute and Supernatural Attribute. These options are listed in the master option list and described later in this book.. - 16 -. Charles Weston (order #2827343). 6.

(17) Step 5. Select a Race. Step 5. Select a Race A character’s race in Alpha Chronicles does not refer to the color of his skin or national heritage. It is more akin to the character’s species than any mere cosmetic difference. Characters of differing races cannot successfully mate and produce viable offspring without high technology or significant magic. Therefore characters can only have one race, and there are extremely few hybrid races. There are more races in the Alpha Chronicles continuum that will be presented in the Alpha Arkana and other setting guides. While these races can be used in any Alpha Chronicles campaign, they are better suited for their individual environments. The Game Master should inform the players which races are available in the current setting. Many races should use the Common Human race type and simply use options and flaws to create the differences between the two races. This system will lead to the greatest diversity and strongest game balance between player characters.. Angel. 250 pts.. Angels are holy, blessed, and divine creatures. They are creatures of law, order, goodness, and light. There is however different forms of angels based upon the religion or mythos used for the campaign. The primary types of angels include: Christian, Elysian and Fallen. Each has similar powers and abilities, but a very different viewpoint on life and their place in the grand plan. Angels should always be of a Supernatural Hero Type and rarely ever have cybernetics. Angels in their natural forms often stand well over 6ft tall and are always in good shape. Their hair color tends towards lighter colors, often blond or white but any color of hair is possible. Eyes are often a vibrant color that resonates strongly with the angel’s purpose in creation. Christian Angels are followers of God’s plan. They strive to sound his name, carry his messages, fulfill his works, and defeat Evil. They stood with Him throughout eternity, shaped the world, shepherded man. through the darkness, and were His voice. They should have virtuous natures, good personalities, and must continually do good deeds. Why have these beings returned to the world, and why have they decided to act on our behalf? The answers to this question may be the core of a chronicle that features Christian angels and demons. Elysian Angles are a truly different breed. While physically identical to Christian Angels, they hail from a dimension called Elysium. Elysium is a world of law, order, and righteousness. They have been at war with the demons of Gehenna for all of Eternity. Both sides have traveled far and will offer much to sway those neutral parties of strength and power to their faction. Neither has gotten the upper hand in all of the millennia that they have fought. They serve any of the neutral and good aligned deities of Selan and other worlds in the hope that their efforts will garner more sympathy and support. They do not belong to the Christian world view and do not fit into a chronicle that uses the Christian religion as the “correct or true history”. They are generally good and noble, but they are fighting a bloody and seemingly endless war. Fallen Angels are also known as Christian Demons. They are also physically identical to Christian Angels, but sided against God in the wars for heaven. They have been banished to hell to dwell in torment, pain, and hatred. Having escaped they may still be filled with rage and wrath, or they may be looking for forgiveness and redemption. Fallen angels do not have the standard Holy Aura option common to the other angels, nor do they have the Faith Option. Instead they have a tainted aura of supernatural evil that permeates their very being. Each demon has personal goals, desires, and philosophy of eternity. Any demon, especially Christian demons, should not be stereotyped into a ravening creature bent on destruction and mayhem. While those types of demons are out there, having lived for an eternity grants a measure of patience and wisdom. Christian Demons only cost 140 Option Points. AGL: + 10 DEX: + 10 LUC: + 10. AWA: + 10 HEA: + 10 STR: + 10. CHA: + 10 INT: + 10 WIL: + 10. Racial Summary • Alter Ego from Angel to Human • Angelic Aura (Tainted for Fallen) • Detection: Angels and Demons • Faith (N/A for Fallen) • Immortal • Winged Flight (Mounted on Back) Upgrades: +60pts Empathic Healing +70pts ESP +100pts Supernatural Attribute +125pts Magical Knowledge - Apprentice - 17 -. Charles Weston (order #2827343). 6.

(18) Step 5. Select a Race • • •. Demon, Chaospawn. Horrible and disgusting deformities Must select one insanity or derangement Tainted. 280 pts.. These demons were often once human or human-like creatures that have been corrupted by the powerful effects of the ancient lords of chaos. The lords of chaos are immense writhing creatures of anger, hatred, and evil that dwell in a dark other dimension that has trapped them there for eternity. While they have been unable to escape their torment they have sent smaller minions and portions of their essence into other dimension to seek ways of escaping their prison. These minions and shards of their essence possess local beings and slowly warp their body, mind and soul into hideously deformed but powerful creatures of darkness. These warped creatures are not recommended for use as player characters since their very souls are puppets to inhuman masters with agendas of purest evil. Even most other demons avoid or even occasionally act against Chaospawn, in the name of enlightened selfinterest. Chaospawn are always of the Supernatural Hero Type. AGL: + 10 DEX: + 10 LUC: + 10. AWA: + 10 HEA: + 10 STR: + 10. CHA: + 10 INT: + 10 WIL: + 10. Chaospawn Age Groups Infant 0-2 Adult 31 - 47. Child Adolescent Y. Adult 3 - 10 11 - 18 19 - 30 Middle Age Mature Elder 48 - 64 65 - 81 82 - 100. Racial Summary • Supernatural Dexterity, Health, and Strength. • Hardened. Demon, Gehennan. 80 pts.. Demons from Gehenna have been in brutal conflict with the Elysian angels for many millennia. While their immortal enemies respect love, law, order and life they are consumed with death, chaos, and strength. They are not insane nor suicidal, but they are extremely determined to destroy the angelic host of Elysian. To this end they tempt and recruit powerful warriors, magicians, and others from amongst the dimensions. They work as enforcers and assassins for many of the pantheons to gain favor with evil and neutrally aligned deities. They have recruited many sleeper agents and are fighting their eternal war across the multi-verse. When they make an agreement with a mortal they have recruited, they are required by the more powerful demonic rulers to fulfill their contract to the letter. Failure to comply with this usually results in excruciating torture and eventual destruction. Their true physical form varies upon the expectations and beliefs of the mortals viewing them. Most mortals have been conditioned by their religious beliefs to view them a certain way and their minds convert them into that appearance. They also have the ability to change their shape into the dominant race of. - 18 -. Charles Weston (order #2827343). 6.

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