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Ch.1  Introduction

Ch.2  Characters

Ch.3 The System

Ch.4 Narrating

Ch.5 Mugshots and Profiles

Chapter Two: Characters



Creating Characters


There was never a shortage of great characters in the Dick Tracy comic strips. Never. Bland characters were simply unheard of in Gould's work. Each and every character was unique, possessing some little trait which would enable readers to immediately recognize and understand him or her. In fact, this was always one of the many strengths of Dick Tracy. Since this was the case, then why should the rpg be any different?
The system below has been designed to help you design a character that would fit perfectly into the Dick Tracy strip. Think of the character creation system as a tool for your imagination. With it, you can create characters just as memorable and exciting as the ones dreamed up by Chester Gould himself.

Best of all, designing a character for the Dick Tracy rpg is a lot of fun. You'll be amazed at the things you come up with. All you have to do is follow the easy steps listed below;

    The Steps
  • Step One: Concept
  • Step Two: Attributes
  • Step Three: Skills
  • Step Four: Negative Traits
  • Step Five: Base Option Points
  • Step Six: Positive Traits


Step One: Concept


This is probably the most important step in the character creation process. Without a solid foundation, a character will seem dry and uninteresting. Definitely not a good thing. On the up-side, this is also probably the most enjoyable step as well. Great fun can be had putting together a great character concept.

And remember, you don't have to go through great pains when creating a character concept. Truthfully, many of Gould's characters began with a very simple concept. Look at Dick Tracy himself. He started off with the concept of being an ordinary joe who sought revenge for the death of his fiance's father. See? Nothing terribly elaborate. But as the comic strip went on, Dick Tracy began to develop more depth and detail.

This should apply to your character as well. Just come up with a catchy idea and run with it.

I know, I know----I probably didn't give you much to go on here. Very well. Here is a quick list of things you should think about when creating your character's concept.

Personality: Perhaps the character's personality can unlock the door to a great concept. Maybe he's extremely Temperamental or easy going. Or he could be level headed or cold. It's up to you..

Background: What was the character's past like? Why is he where he is now? Again, you aren't required to delve very deep into this. After all, we know very little about Dick Tracy's past before he first appeared in 1931.

Appearance: This might not seem very important, but in the world of Dick Tracy, looks mean a whole lot. Some character concepts are directly derived from their appearance. This is especially true of villains. Take Little Face Finny, The Brow, The Mole, B.B. Eyes or Pruneface for example.

Name: This is another aspect that's more important in the Dick Tracy rpg than most others, as the names almost always say something about what the character is like in some way. Chester Gould was quite clever with the names he gave his characters, so it makes sense to give special care when naming yours. Some of Gould's names were descriptive of what they did (heck, Tracy is a play on words that pointed to the fact that he "traced down criminals"), while others reflected their looks (Flat Top had a flat looking head). Still, other names reflected the characters' true selves (Tess Trueheart really was pure and loving as her name suggests) and a few even hinted at their attitudes (Breathless Mahoney may have been a murderous, greedy villain, but she certainly was a sexy one...much like her name implies). Yet, for as many characters that had such intricately thought out names, there were just as many with more traditional names, though they were most often supporting characters (Chief Brandon, Pat Patton, Lizz, etc.).

If you're having trouble picking out a name, roll on the name generator (see below). The generator is a breeze to use. Just roll a d6 and follow the instructions. Keep in mind, the chart isn't exhaustive, but hopefully it will get you going in the right direction. A few examples have been given as well...some of them are actual characters from the Dick Tracy strip, while others have been made up.

Name Generator:
1: Choose an object. You may add a descriptive word or add a traditional first or last name to it if you wish. Another option is to switch around the words or even come up with a play on the words. Examples: Gravel Gertie, Cups Malone, Vitamin Flintheart, The Wall, The Pouch, Pear Shape, Pruneface, Bottleneck, Ham Bone, Ruhead, Charlie Yenom (money backward), Tommy Gunner, Splitscreen, Spec

2: Choose an animal or insect. You may add a descriptive word or add a traditional first or last name to it if you wish. Another option is to switch around the words or even come up with a play on the words. Examples: The Mole, Jailbird, Wormy, Kitty Manlis, Bunny, The Walrus, Butterfly McQueen, Johnny Ramm, Mr. Anton Hill

2: Choose a body part or organ. You may add a descriptive word or add a traditional first or last name to it if you wish. Another option is to switch around the words or even come up with a play on the words. Examples: Ribs Mocco, The Brow, Little Face Finny, Brain Face, B.B. Eyes, Knuckles,The Lung, Heartless Monroe, Shoulders, Lips Manlis

4: Think of the character's job, modus operandi or abilities. You may add a descriptive word or add a traditional first or last name to it if you wish. Another option is to switch around the letters or even come up with a play on the words. Examples: Stooge Viller, Influence, Nuremoh (Homerun backward), Numbers, 88 Keyes, Mr. Bribery, Sam Catchem, Art Dekko, Chameleon, Frank Redrum, Zora Arson, Dr. I.O. Dyne, Broadway Bates, Larceny Lu, Dr. M Emirc (crime backward), Frank Rellik (killer backward)

5: Think of the character's mannerisms, habits or personality. You may add a descriptive word or add a traditional first or last name to it if you wish. Another option is to switch around the words or even come up with a play on the words. Examples: Mumbles, Blowtop, Hairy, B.O. Plenty, Shakey, Lude Louie, Stutters Remmats (stammer backward), Tess Trueheart, Sleet, Spitz, Fats Batson, Kiss Andtell, Itchy Oliver, Breathless Mahoney, Flip Wig

6: Choose a normal sounding name. Examples: Pat Patton, Debby, Clara, Alec Penn, Chief Brandon, Lizz



Step Two: Attributes



Attributes are abilities that all characters have, some degree or another. There are two categories of Attributes; physical and mental, with four Attributes in each category. Each Attribute has it's own Rating, representing how gifted the character is in that particular area. The Ratings range from 1 to 5, with 5 being the best. Below you'll find full descriptions for each Attribute.

Mental Attributes

Intelligence : This reflects a character's intellectual and learning capabilities.
1 : Not too terribly intelligent
2 : Average
3 : Quite intelligent
4 : Highly intellectual
5 : Genius

Perception : This measures a character's use of logic and perception.
1 : Slow-witted or dense
2 : Average
3 : Very bright
4 : Sharp as a tack
5 : Master of observation and wisdom

Willpower : This indicates a character's mental resolve and strength of will.
1 : Weak-willed or gullible
2 : Average
3 : Stubborn or headstrong
4 : Incredibly resistant
5 : Unbreakable mental fortitude

Charm : This determines a character's charisma and leader- ship qualities.
1 : Uncharismatic or socially inept
2 : Average
3 : Appealing personality
4 : Born leader
5 : Can sell sand to an Arabian.

Physical Attributes

Strength : This determines a character's raw physical power.
1 : Physically weak
2 : Average
3 : Strong
4 : Massive strength
5 : Power-Lifter / Body Builder

Health : This indicates a character's stamina and endurance.
1 : Out of shape
2 : Average
3 : Durable
4 : Awesome stamina
5 : Decathlon runner

Agility : This measures a character's dexterity, gracefulness,
balance and coordination.
1 : Clumsy or uncoordinated
2 : Average
3 : Dextrous or nimble
4 : Amazing finesse
5 : Astounding coordination

Appearance : This measures a character's physical beauty.
1 : Plain or homely
2 : Average
3 : Pretty or handsome
4 : Sexy!
5 : Movie star!!


To determine what a character's Attribute Ratings are, you'll need to roll for each one on the Attribute Table (below), using 3d6. Of course, you'll notice that the tables consist of three columns ; low, medium and high. You normally roll on the "medium" column unless you want certain Attributes to be better, in which case, you should roll on the "high" column. Obviously, there is a trade-off involved. For each high-columned Attribute, you'll have to take one low-columned Attribute.

It should be noted that the high column doesn't guarantee an ultra-great score.....but it does increases the likelihood of you getting one.

Also, it is nearly impossible to obtain a Rating of 5 on the Attribute Tables. If you want a 5, you'll have to buy it up to that level using Option Points later on in the character creation process....unless you roll perfectly on the high column. Or you can improve a 4 into a 5 through Experience Points later on down the line.

Low Column:
2-12.......Rating of 1
13-18......Rating of 2

Medium Column:
3..........Rating of 1
4-13.......Rating of 2
14-16......Rating of 3
17-18......Rating of 4

High Column:
3-5........Rating 2
6-11.......Rating 3
12-17......Rating 4
18.........Rating 5


Step Three: Skills


Skills are things the character has learned to do throughout the course of her life. As with Attributes, Skills have Ratings that indicate how proficient the character is at them. These are also rated from 1 to 5.

Each Skill is connected to one particular Attribute. This, in essence, creates two categories of Skills ; mental and physical.

You will receive a number of Skill Points to purchase Skills with. You can choose a Skill and simply buy the Rating with your Skill Points. You'll find the Skill Point Costs for each Rating below.

Rating 1 (1 Skill Point): Minimal training or knowledge in this area.

Rating 2 (2 Skill Points): Basic level of training or knowledge in this area.

Rating 3 (3 Skill Points): Professional level of training or knowledge in this area.

Rating 4 (6 Skill Points): Expert level of training or knowledge in this area.

Rating 5 (12 Skill Points): Complete and total mastery. One of the best in the world!


To determine how many Skill Points you receive, you must first add up all your mental Attributes. That tells you how many "mental" Skill Points you get. These Skill Points can only be spent on mental Skills.

Then, do the same for your physical Attributes to find your "physical" Skill Points. Naturally, they can only be used to purchase physical Skills.
Any Attribute bonuses received in Step Five : Base Option Points do NOT add to the character's Skill Points. For example, if the character started with 9 "mental" Skill Points, but gained a +1 to his Perception during Step Five, that doesn't give you a total of 10 "mental" Skill Points.

You do have the option of converting one type of Skill Points to the other, on a 2 for 1 basis. This gives you a bit more control of your character's Skill Points.

The final consideration is your character's age. Logically, an older person would tend to have decreased physical abilities, but would have more in the way of mental abilities due to experience. The text below tells you the Skill Point modifiers based on age.

Ages 13 or below: -1 physical Skill Points, -2 mental Skill Points

Ages 14-17: +1 physical Skill Points, -1 mental Skill Points

Ages 18-32: +0 physical Skill Points, +0 mental Skill Points

Ages 33-45: -1 physical Skill Points, +1 mental Skill Points

Ages 46-69: -2 physical Skill Points, +2 mental Skill Points

Ages 70 or more: -4 physical Skill Points, +4 mental Skill Points

The Skill List


The Skill list is very straight forward. The Skill name is listed first, then in parenthesis, you'll see the Attribute it's connected to. In brackets, we give you a list of Sub-Skills.

When you purchase a Skill that has a list of Sub-Skills, you must choose one of them.

There are a few Skills that require a Sub-Skill, but don't have a list of them. These Skills are marked with an asterisk in the brackets. Such Skills are wide open, meaning that you can come up with your own Sub-Skill (as long as it's appropriate). For example, if you take "Close Combat", you could choose practically anything as a Sub-Skill, including "Knives", "Swords", "Clubs", "Axes", etc.

Mental Skills

Artist (Charm) [Painting, Drawing, Sculpting, Crafts, Writing, Photography]: The ability to create pleasing pieces of art.

Business (Intelligence) : The ability and know-how to run a business.

Carousing (Charm) : Partying and showing others a good time.

Criminal (Intelligence) [*] : Knowing how to operate on a criminal level. When choosing a Sub-Skill, just figure out what kind of crime he specializes in. If you want the character to know a little about each type of crime (but not a lot about any one of them), choose "General Crime". A few ideas for Sub-Skills; Launderer, Slave Trading, Saboteur, Petty Thievery, Mafia, etc.

Detective (Perception): This covers the knowledge of forensics and "detective sciences" like finger-printing.

Etiquette (Charm) [Street Etiquette, High Society, School Etiquette, Political Etiquette] : The ability to know what to do and how to act while in certain social circles.

Gambling (Perception) : Playing games of chance.

Hobby Skill (Intelligence) [*] : Possessing knowledge of minor subjects, activities or topics.

Intimidation (Charm): Scaring someone into doing what you want them to do.

Inventor (Intelligence): The skill of designing and building technological items and gadgetry.

Journalism (Charm): The skill of being a reporter, be it a newspaper reporter or radio.

Language (Intelligence) [*] : Being proficient in another language. The Sub-Skill should be the language the characters knows (French, Russian, Spanish, etc.).

Law (Intelligence) : Knowing how the law operates. Perfect for Lawyers.

Law Enforcement (Intelligence): The knowledge of Police procedure.

Manipulation (Charm) : The ability to con, lie, bribe and blackmail. The Skill for bitches and their male counterparts!

Mechanic (Intelligence) [Ground Vehicles, Aircraft, Watercraft]: Repairing vehicles.

Medical (Intelligence) : The Skill of being a doctor, nurse, etc. If your character has this at Skill Rating “1", he knows "first aid" only.

Observation (Perception) : Noticing the inobvious.

Oratory (Charm) : Making convincing or otherwise effective speeches.

Persuasion (Charm) : Convincing someone of something that generally isn't harmful.

Politics (Intelligence) : Knowing the ins and outs of the political scene.

Psychology (Intelligence) : Understanding the human mind and behavior.

Resist (Willpower) : The ability to resist con jobs, persuasions, lies or other similar attempts to get you to do or believe something.

Science (Intelligence) [*] : The understanding of science. The Sub-Skill should be the kind of science he is knowledgeable about (Geology, Biology, Archaeology, Genetics, etc.). If your character knows a little bit about various types of science (but nothing major about any single one of them), you should take "General Science" as the Sub-Skill.

Streetwise (Perception) : Knowing how to survive in the streets or in seedier environments (like sleazy bars, etc.).

Student (Perception) : The skill of being...well...a student. You know...studying and stuff.

Survival (Perception) : Knowing how to survive in the wilderness.


Physical Skills

Acrobatics (Agility): Doing flips, handstands, cartwheels and other gymnastic feats.

Animal Riding (Agility) [*] : The ability to control and ride animals. The Sub-Skill should be the animal you can ride.

Athletics (Health) : This covers a lot of things; jumping, running and climbing.

Close Combat (Agility ) [*] : The ability of fighting with melee weapons. The Sub-Skill should be the type of weapon the character can use (knives, swords, clubs, etc.).

Dodge (Agility) : Moving out of harm's way when being attacked or placed in a potentially harmful situation (such as being hit by a vehicle).

Drive (Agility) [*] : Piloting ground vehicles. The Sub-Skill should be the vehicle type (Cars/Trucks, Diesels, Cycles, etc.).

Fighting (Agility) [Brawling, Martial Arts, Wrestling, Boxing] : Unarmed combat ability.

Firearms (Agility) [*] : Shooting ranged weapons. The Sub-Skill should be the weapon he can shoot (Pistols, Rifles, Shotguns, Sub-Machine Guns, Bows, etc.).

Grappling (Strength) : This Skill is a close combat Skill that doesn't fit into the Fighting Skill, as it is reliant more on Strength than Agility. This deals with wrestling and restraining an enemy.

Performance (Agility or Charm---your choice) [Musician, Singing, Comedy, Dancing, Acting ] : Entertaining people on stage.

Pilot (Agility) [*] : Driving watercraft or aircraft. The Sub-Skill should be the type of vehicle he can drive or help drive (Helicopters, Jets, Speedboats, Ocean Liners, etc.).

Power Strike (Strength): This represents a character who can throw a hard punch or strike in hand to hand

Reaction Speed (Agility): A character with this Skill has fast reflexes, especially when it comes to getting off an attack before an enemy does.

Sex Appeal (Appearance) : Accentuating your sexiness to add to your overall appeal. This often has a lot to do with the way you handle yourself.

Sleight Of Hand (Agility) : The art of using fine motor skills to do things such as picking pockets, swiping something, palming an object, etc.

Sports (Health) [*] : Participating in sports. The Sub-Skill is the sport you participate in.

Stamina (Health) : The ability to shrug off pain and fatigue.

Stealth (Agility) : Sneaking, shadowing and hiding.

Style (Perception) : Knowing how to dress in order to achieve a "look".

Swimming (Health) : Moving in water.

Vigor (Strength) : Using your strength to lift, push or pull objects. A person with Vigor has most likely participated in body building or weight lifting at some point.


Step Four: Negative Traits


Negative Traits are disadvantages that plague a character, making things inconvenient or bothersome in one way or another. Players are not required to give their characters Negative Traits, but each Negative Trait taken will give you a certain amount of Option Points to spend.

Of course, there is a limit to it. You cannot gain more than 10 Option Points from Negative Traits.

Below, you'll find a list of Negative Traits. You'll notice a number in parenthesis. This number lets you know how many Option Points you gain for taking that Trait for your character. The ones with "Specify" in brackets require you to specify the details of the Trait. For example, if you take "Mild Physical Problem", you must list exactly what the problem is. Is it Asthma? Color Blindness? Dyslexia? It's up to you.


The Negative Trait List


Addiction (3) [Specify] : The character is dependent upon something, usually some form of chemical or drug.*

Code Of Behavior (2) [Specify] : The character strictly adheres to a personal standard or set of morals. *

Dark Secret (3) [Specify] : The character has some nasty skeleton in her closet. Discovery of this secret by others would be disastrous.

Dependent Character (2) [Specify] : The character has someone who depends on her for something on a regular (sometimes constant) basis. It could be a friend, relative, son/daughter, etc.

Destitute (3) : The character is very, very poor financially, with barely a house to live in and clothes to wear.

Fear (2) [Specify] : Your character has a major phobia of an item, situation, animal, or whatever. *

Greater Enemy (3) [Specify] : An enemy who is either extremely powerful or incredibly relentless and driven. In most cases, this enemy is out to either kill the character or destroy his life, making him suffer to no end. You must specify who the enemy is.

Hatred (2) [Specify] : Something the character loathes or is prejudiced against (a certain ethnic group, a particular person, a type of person, etc.). *
Lesser Enemy (2) [Specify] : An enemy that isn't necessarily very powerful, influential, or driven. Usually this enemy is out to make the character look bad, upstage him, humiliate him or some other minor effect.

Mild Physical Problem (1) [Specify] : A small physiological disadvantage. A few examples; "one-eyed", "foreigner", "missing finger", "dyslexic", etc.

Obsession (2) [Specify] : Something the character is driven toward. A few examples; "cleanliness", "social events", "family reputation", a particular person, etc. *

Old (1) : The character is 46 to 69 years old.

Poor (2) : The character really struggles to make ends meet financially.

Quirk (1) [Specify] : These are various personality tidbits that may not seem much like actual disadvantages. A character can have only up to 5 Quirks. A few examples; "Likes swing music", "bites fingernails when nervous", "doesn't care much for sports", etc.

Reputation (2) [Specify] : The character has a reputation or is known for something he did, does or can do. A few examples; "reputation as a manipulator", "reputation as a good business man", "reputation as a musician", etc. Note that even a "good" reputation is a Negative Trait, since certain things are expected of the character by others. For example, someone known for being a good doctor will often be sought out by people who expect you to practically work miracles.

Rogues Gallery (5) : The character is notorious for having enemies constantly popping out of nowhere to make her life miserable. During each game session, the Narrator should roll a d6. If he rolls a 5 or 6, an "unscheduled" enemy makes an appearance to hinder the character in some way.

Serious Physical Problem (3) [Specify] : A severe physiological disadvantage. A few examples; "paraplegic", "blind", "deaf", "mentally retarded", etc. Note that some of these may lower certain Attributes as judged by the Narrator (e.g., "mentally retarded" would likely lower the character's Common Sense or Knowledge Ratings considerably).

Very Old (2) : The character is 70 years old or more.

Very Young (2) : The character is 12 years old or younger.

Vulnerability (3) [Specify]: The character has an unusual susceptibility to something that would normally not be terribly harmful. Alternatively, the character is more susceptible to something harmful than normal people. The effects can be worked out between the player and narrator. You must specify what it is the character is vulnerable too.

Young (1) : The character is 13 to 17 years old.

NOTE : Negative Traits marked with an asterisk (*) require a character to make a Task Roll vs. his Willpower Attribute (and "Resist" Skill if he has it) when something happens that puts the Trait to the test (e.g., a character with "Addicted to drugs" is offered drugs). The level of Difficulty for the roll should be decided by the Narrator. If the character fails the roll, he is not able to overcome the Trait.



Step Five: Base Option Points


Okay, now for the fun part. You have 6 Option Points (in addition to whatever you received in Step Four) to spend in order to shape your character a bit more. They can be spent to improve the character. The chart below tells you what you can spend the Option Points on and how much it will cost. If you have any remaining Option Points after this step and you really don't want to spend them right now, you can record the left over points in your character's Experience Point section on the Character Sheet.

    Things to Spend Base Option Points on...
  • 1 Option Point: +1 to Appearance Rating
  • 5 Option Points: +1 to any other Attribute Rating
  • 3 Option Points: +1 to a Skill Rating (you can either improve an existing Skill or you can purchase a new Skill).
  • 1 Option Point: +1 to a Hobby Skill Rating (you can either improve an existing Hobby Skill or you can purchase a new Hobby Skill).
  • Variable: Gain a Positive Traits (see Step Six: Positive Traits)

Note : The stuff in the above list is cumulative, meaning that you may use each option more than once. For example, you can spend 10 Option Points to boost your character's Charm Rating by +2.


Step Six: Positive Traits


With your Option Points, you can purchase some Positive Traits. They represent various advantages the character might have.

The format for the Trait descriptions is pretty much identical to the format used for Negative Traits, except that the number in the parenthesis tells you how much the Trait costs rather than how much you receive.


The Positive Trait List


Cultured (1) : The character is adept at understanding and appreciating sophisticated things. The character may re-roll any failed Task Roll involving the knowledge of classical music, poetry, fine wine, art, nice clothes, etc. *

Eidetic Memory (1) : You may count one 5 as a 6 for purposes of the "12-Rule" when making a roll to remember or recall something.

Gadget (2) [Specify]: The character has a particular gadget that often helps him out of tight spots. Dick Tracy's Wrist Radio is a great example of this.


Hard Hitter (3): When the character nails someone in unarmed combat, you can force the victim to re-roll a successful Damage Roll if you can roll a 4-6 on a d6 after the attack hits.*

High Contact (2) [Specify] : A very useful or dependable person who might be of help to you from time to time.

Low Contact (1) [Specify] : A mildly useful or somewhat dependable person who might sometimes lend you a hand...but not always without a price or favor.

Lucky (3) : Once per session you can increase a single Task Roll result by +6.

Member of Organization (3) [Specify]: The character is a member of a group or organization and can usually draw from it's resources in one way or another. A few examples; Police Department, FBI, Crime Syndicate, etc.

Head of Organization (5) [Specify]: The character is over a group or organization and can always draw from it's resources. A few examples; Chief of Police, Mafia Don, etc.

Millionaire (3) : You are very, very rich.

Major Special Ability (5) [Specify]: The character has an unusual ability that usually has quite a large impact on the story. These abilities often border on the superhuman, but are not super powers and can only do one thing. A good example here is Influence. This villain wore a pair of special contacts that could control the mind of anyone who looked into his eyes. The exact effects of the ability should be worked out between the player and the narrator.

Minor Special Ability (3) [Specify]: The character has an unusual ability that usually has a small impact on the story. These abilities sometimes border on the superhuman, but are not super powers and can only do one thing. A good example here is Pouch. This villain had massive folds in his skin that allowed him to hide things within them. The exact effects of the ability should be worked out between the player and the narrator.

Multi-Millionaire (5) : You have more money than you could spend in two lifetimes. Filthy rich!

Rich (2) : You are quite wealthy.

Strong Will (2) : You may re-roll a failed Willpower/Resist Task Roll. *

Tough (3) : You may re-roll a failed Damage Roll if you can roll a 4-6 on a d6 first. *

NOTE : Any Positive Trait marked with an asterisk (*) will allow you to re-roll only the first roll. If, for example, you re-roll a failed Task Roll and still fail, you may not re-roll it again.



Equipment


I'm sure you noticed there was no mention of "buying" your character equipment. This was not a mistake. It was intentional. The Dick Tracy rpg isn't a "crawl around in a dungeon, amassing a mound of gear and weapons" kind of game. The emphasis is on the story...not packing around three tons of equipment. Therefore there were no rules for giving characters mundane, ordinary items such as guns, knives, etc.

It's far more fitting for the player and the Narrator to mutually discuss what the character would logically carry. If the character is a police detective, it's a safe bet he'd be carrying a pistol. Let common sense be the guide.



Example of Character Creation


To give you abetter idea of how the character creation system works, we'll give you a full blown example.

Step One: Concept
Looking at the Character Creation rules, he sees that he needs to develop an interesting concept. He decides that he'd like to create a private investigator.

He wants the character to be a wise-cracking tough guy who cares little for cooperating with the Police. In fact, the character would rather avoid them altogether if possible, as he has no problem stepping slightly outside the boundaries of the law when the situation calls for it. To get an extra bit of personality, Ralph rolls on the Character Personality Chart. He rolls a 23 on his d66 roll and a 4 on his d6 roll. He cross references and comes up with Careless. Hmmmm. This could add a new element to the character.

Ralph figures he'll leave his character's past vague at this point to allow future development in that area. But he does settle on a small bit of info....the character was once a police detective who got suspended from the force due to his maverick tendencies.

He also wants his character to be a ladies' man. So, naturally he will have to be fairly good looking at the very least. He'll be about 5'10", 175 pounds and will sport slicked back hair. He'll be about 28 years old.

Ralph rolls a d6 on the Character Name Chart. He gets a 1, which directs him to choose an object and base the name on it. He figures that, since his character is a tough customer, Steel would be an appropriate object to work around. He wants to give the character a more regular first name and comes up with Joe Steelworth.

Step Two: Attributes
With his concept firmly in place, Ralph moves on to the Attributes. He wants Joe to be a pretty good physical kind of guy, but definitely not a dummy. He decides to "high column" Joe's Health.

But he has a hard time deciding which Attribute to "low column", since it's required in return for having a "high columned" Attribute. After some thought, Ralph selects Charm. In the end, he determines he's going to stick with the medium column for the other Attributes.

He rolls for Intelligence and gets a 12. Looking at the chart, he sees this gives Joe an Intelligence of 2. He rolls for Perception and gets a 4, which also gives him a Rating of 2. Willpower is up next and Ralph rolls a 16, giving him a 3.....very good. His "low-columned" Charm is next. He lucks out and gets a 14, which gives him a solid Rating of 2.

Moving to the Physical Attributes now, Ralph rolls for Strength....a 12. This means a rating of 2. Next is his "high columned" Health. He rolls the dice and lands an impressive 17! This grants Joe a hefty Rating of 4!!. He then tosses the dice for his Agility, getting a 6, which is still a 2. Lastly, he rolls for Appearance. He gets a 16, meaning he has a Rating of 3. Impressive.

Step Three: Skills
Now that Joe's Attributes are set, Ralph starts working on Skills. He adds up Joe's Mental Attributes and comes up with 9. This is his Mental Skill Point total. Ralph adds up the Physical Attributes..... 11 Physical Skill Points. Since Joe is only 28, he has no modifiers to any of his Skill Points.

First, he spends his Mental Skill Points. Joe is a ladies' man and is a notorious socializer, so Ralph gives him "Carousing" at Rating 2 (2 points). As he is a detective, it makes sense to give Joe "Detective" at Rating 3 (3 points). Likewise, since he used to be a police detective, he chooses "Law Enforcement" at Rating 2 (2 points). He takes "Observation" at Rating 1 (1 point) and "Resist" at Rating 1 (1 point).

Then, he spends his Physical Skill Points. To reflect Joe's physical nature, he gives him "Athletics" at Rating 2 (2 points). He's also supposed to be an ace in a scrap, so Ralph puts points into "Close Combat (clubs)" at Rating 1 (1 point), "Dodge" at Rating 2 (2 points), and "Fighting (brawling)" at Level 3 (3 points). To finish up, he grabs "Stamina" at Rating 1 (1 point), "Firearms" at Rating 2 (2 points).

Step Four: Negative Traits
It's time to determine the bad stuff. Ralph decides to go a bit easy on Negative Traits.

He decides that Joe sent a murderer (Sam Evarg) away when he was a police detective. Now, Sam is out of prison and will stop at nothing to see Joe dead! Ralph takes this as a "Greater Enemy (Sam Evarg)", giving him 3 Option Points. And just to give Joe something interesting, Ralph decides to give him "Quirk (cracks his knuckles a lot)". This gives him 1 Option Point.

Step Five: Base Option Points
Ralph now readies himself to allocate his Option Points. He gets 6 OP's for free and has also acquired 4 through Negative Traits.

He spends 1 point to bring his Appearance Rating from 3 to 4. He also plunks down 3 OP's to bring his Stamina Skill Rating from 1 to 2 (3 points). He decides to save the rest for Step Six.

Step Six: Positive Traits
Ralph looks over the list of Positive Traits, but only sees two that he feels would fit Joe's concept. He takes "Lucky" (3 OP's) and "Tough" (3 OP's). This finishes up his OP's.

Joe Steelworth
Male, 5'10", 240 lbs., 28 years old

Intelligence: 2
Perception: 2
Willpower: 3
Charm: 2
Strength: 2
Health: 4
Agility: 2
Appearance: 4

Skills: Carousing 2, Detective 3, Law Enforcement 2, Observation 1, Resist 1, Close Combat (clubs) 1, Dodge 2, Athletics 2, Fighting (brawling) 3, Stamina 2, Firearms 2

Negative Traits: Greater Enemy (Sam Evarg), Quirk (cracks his knuckles a lot)

Positive Traits: Lucky, Tough