Character Generation
Building a Nutcase
Character Creation
The following are the steps to create your character in the Unknown
Armies universe:
Once you are done, email me with a copy of your character. I may make some suggestions. If things look good, feel free to email the group (including me) with a brief description of your character. Only include things that the other characters would know. (Do not include skill or stat levels, although you can mention if there are any notable strengths or weaknesses that your character's friends would notice.)
What is your obsession:
This should probably be your
starting point as your obsession basically forms the core around which
most of the rest of your character is built. Your obsession is
something your character is abnormally interested in. Most people in
the world are "normal" and don't have obsessions. You are different. It
isn't a nurosis in the sense that it controls you - it is just
something that you put more energy into than normal people would
consider reasonable. A normal mountain climber is not obsessed with
mountain climbing. Those people you read about who have scaled every
mountain in Colorado that is higher than 14 thousand feet and done so
alone - they are obsessed. It is more than a hobby. It is more than a
job. It is something that you move your life around to satisfy. It can
be as active as competitive sports or as passive as watching TV. It can
be as benficial as keeping yourself in shape or as self destructive as
drug abuse. It can be as selfless as healing others, or as selfish as
trying to hoard as much money as you can. It can be based on
collecting, a love of a place or subject, a particular activity, or
simply some quirk in your behavior. It can be anything. What is
important is that you are not a casual participant. If your obsession
is gambling, you are not the type of person who sets aside $100 and
when it is gone you are done for the night. On the other hand, there is
no need to go overboard. As a gambler, you wouldn't need to put your
house up for the roll of the dice, or feel the need to bet on every
race. However, the purpose of your job would be to provide money with
which to gamble and you don't go to the casinos for the social
intaraction or the cheap food (although you could certainly enjoy
either of them while you were feeding your habit). As I said, your
obsession isn't a neurosis. It is just something you like to do more
than normal people, even normal people who enjoyed the activity, would
be able to understand. Choose your obsession carefully - it will be
central to your character and ignoring it for too long may incur
penalties (such as Self checks).
What are your passions:
Your passions are similar to your
obsession. They do not need to be related to your obsession, although
they should not be contradictory. Your passions are stimuli that bring
out the best or worst in you. You have three passions: Fear, Rage, and
Noble. Note that the use of your passions is limited to responding to a
situation. You cannot use your passion to perform some long, detailed
plan. These go beyond feelings and philosophies - these are what live
in your bones and nerves.
- Your Fear passion is something that frightens you. When
confronted by your fear passion, you may flip-flop or re-roll on any
roll you make
to extricate yourself from the situation. It isn't a phobia - you don't
need to run off screaming. If your fear passion is dogs and you are at
a high society party where one of the guests arrives with a seeing eye
dog, you might choose to escape by politely extricating yourself from
your current social group and finding an excuse to leave. This passion
can be used to break through barriers, navigate treacherous terrain, or
just to run really, really fast. You should
also indicate which madness meter is most closely related to this
passion since, if you cannot get away and your Fear bites you
(figuratively or literally) you may need to make a stress check.
- Your Rage passion is something that makes you furious. It
might be violence, hypocricy, anything that pisses you off. You may
flip-flop or re-roll on any roll you make to attack the object of your
rage. Attack is used in a general sense here. It does not need to be
physical violence but it won't be subtle either - that would be too
controlled.
- Your Noble passion is something that brings out the "best" in
you. It is something for which you would be willing to take extreme
risks. It could be a desire to protect children or animals, a
willingness to stand up to (or for) authority, a particular belief
system, or anything else for which you feel the need
to take a stand, even at personal cost. You may flip-flop or re-roll
while
carrying out this display of principles. (Note - your Noble passion
need not be something good. Nazi soldiers might have chosen Fascism as
their "Noble" passion. It simply indicates something for which you are
willing to take a stand, be it good or bad.)
Be careful selecting your passions. The ability to swap dice is
powerful, but you gain it at the expense of some freedom. If your rage
passion is littering, you will be confronting hundreds of people every
day just walking down the street and it still won't help you talk your
way into the private library you are trying to visit. Choose something
that is, first and foremost, interesting and appropriate for your
character. After that, make sure it isn't going to stifle your
character by forcing him to be reactive all the time. In extreme cases,
ignoring something that would have
triggered a passion can
lead to Self checks.
Allocate points
for attributes:
Everyone has four
attributes (or stats). These are:
- Body - your health, strength, and general fitness. You start
with a number of wound points (hit points) equal to your body score.
- Speed - your quickness, reaction time, and general dexterity.
Your initiative is related to your speed stat.
- Mind - how fast you think, how quickly you learn, how
attentive you are, and how mentally tough you are. You use your mind
attribute for madness checks.
- Soul - social interaction, salesmanship, and strength of
will. This is also the stat that governs magic use, should that become
an issue.
Human average is 50 in all categories. Most people fall between 30 and
70, as should your character. For your references, the following descriptions are provided from the book.
- Body:
- 30s - You're sickly and weak. You breathe heavily after climbing a flight of stairs. Your muscle tone is best described as "suety."
- 50s - You can wear a swimsuit without too much embarrassment and helping a friend move is no big effort.
- 70s - As far as you're concerned, every bottle has a twist-off top. You can do one-handed chin-ups.
- Speed:
- 30s - You're a klutz: you routinely spill drinks (even when you're sober), walk into door frames, and trip over your own feet.
- 50s - You can hit the bull's eye at darts (sometimes), you can run a city block in a reasonable amount of time, and you can box-shuffle a deck of cards without playing 52-pickup.
- 70s - Your childhood nickname was "Flash", even if you kept your clothes on. You learned to juggle in about two minutes, just by watching someone do it. You can run a five-minute mile.
- Mind:
- 30s - You've got an IQ around 60. You can read (slowly) and write (poorly), but long division is pushing it.
- 50s - You can balance a checkbook and you're fairly well-informed on subjects that interest or employ you.
- 70s - If you wanted to, you could get into Mensa. Whenever you took standardized intelligence tests, you scored in the top 5%. Even if you have little formal education, you retain information well and remember easily.
- Soul:
- 30s - You're an uncouth slob with all the sensitivity of a toilet seat.
- 50s - You at least know enough to be uncomfortable in a delicate situation.
- 70s - At this level, those who turn their perceptions to their fellow humans always seem to say and do the right thing.
Remember, these are guidelines. Just because you have a soul of 30 doesn't mean you need to go around insulting people - you could just be sullen and silent, or gregarious but hollow. There are lots of ways to play any end of the spectrum. On that note, you should come up with a word or short phrase that describes your stat. For example, a Body of 60 could be "toned" or "sturdy" or "like a rock" while a speed of 60 could be "nimble" or "sprinter" or even "squirrelly". This doesn't have any game effect - it just helps to give some feel for your character's stats beyond just having a number. You have 220 points to divide among your attributes.
Choose and allocate
skills:
There is no skill list in UA.
Instead, simply describe something you can do. Each skill is linked to
an attribute. (Some skills could fall under different attributes. For
example, sex appeal could be based on a toned body (Body) or charm
(Soul). Decide which is more appropriate for you.)
For each attribute,
you get that attribute's level in points to spend on skills that fall
under that attribute. In addition, you get 15
more points which you can spend anywhere. (This is all in addition
to
the free skills listed below.) No skill may start higer than
55%. No skill may be greater than its associated attribute ever. (If
you want to raise a skill above the attribute's current level, you will
need to raise the attribute first.) Remember
- average for a skill is
20. This is the level of someone who has some experience but
hasn't
made a point of training. A 30 indicates training while a 40 indicates
training and aptitude. Anything above that is the level of someone who
makes their living (or is often told that they should) through the use
of the skill. Examples of some skills and their values is provided below:
- Driving:
- 10s - You are a bad driver. You either go too fast when it isn't safe or your crawl along at ten miles below the speed limit.
- 30s - This is a good level for a professional driver, like a cabbie or a trucker.
- 50s - Your car could pop up on the two driver's side wheels and you'd have a good chance of bringing it back down safely.
- General education:
- 10s - If you graduated high school, you did so with an unimpressive C average.
- 30s - You graduated from college with honors.
- 50s - You either have a terminal degree (PhD, MD, MFA) or multiple master's degrees.
- Struggle:
- 10s - Your combat skills are pretty much limited to slapping, shin kicks, and hair pulling.
- 30s - You're a skilled fighter. Nothing really impressive, but you're the equal of the average unarmed mugger.
- 40s - Black belt
- 50s - If you don't pound people for a living, you could. Your punches can break ribs and pop jawbones.
As with the stats, these are guidelines. You should come up with your own name for the various skills that best describes your abilities. For example, a Driving skill of 10 might be "Drives like grandma" while a 30 might be "speed demon."
Skills have what are called penumbras. This means, that a single skill
would cover a range of related topics. For example, the driving skill
would also include knowledge of minor maintenance, driving laws, and
the ability to recognize some vehicles. The higher your skill, the more
expansive your penumbra. Someone with a driving skill of 15 might know
that the car behind them is a Chevy, but someone with a skill of 85
would know that it was a 4 cylinder model and was known for having a
poor turning radius.
Everyone starts with the following skills at a default of 15%. (You may
raise them using your points if you wish.) Feel free to rename/fine
tune the skill to make it more appropriate to your character. For
example, Struggle could become Street Fighting or Jujitsu. It won't
change the effectiveness, but it will give a better impression of what
your character is doing in a fight.
- Body Skills: General Athletics, Struggle
- Speed Skils: Dodge, Driving, Initiative
- Mind Skills: General Education, Notice, Conceal
- Soul Skills: Charm, Lying
Notice that not all "skills" fit the traditional concept. You can also
use
skills to gain natural abilities. For example, holding your breath for
an abnormally long period of time would be a body skill, appearing as
an authority figure would be a mind skill, and being well connected
would be a soul skill. If you have some special ability that you would
like, figure out what stat it would fall under and assign it some
points. The more points you assign, the more powerful that ability.
There are two extra special types of
skills you may choose:
- Obsession skill: You may choose a skill that relates
to your obsession in some way. A person obsessed with theater might
choose to know all about plays that have been written, or might choose
to know the theater scene of a town, or might be a skilled actor.
Someone who chose drinking as their obsession might be an expert on
beverages, know every bar in the city, have an innate talent to hold
their liquor, or just be great at being the life of the party. If your
obsession is yourself, you could choose intimidation, being sharply
dressed, or dodge, all depending on how your obsession played out.
Whatever you choose, it needs to have some sort of direct relationship
to your obsession. The person interested in theater could not take
"driving" as their obsession skill simply because they needed to drive
to the theater to see shows. The skill needs to be something that
applies
directly to the obsession. What does it mean for something to be your
"obsession skill"? When you roll for the skill, you get to flip-flop
the dice on the roll. You don't not need to take an obsession skill,
but
once taken it cannot be changed without extreme measures. You may only
have one obsession skill.
- Paradigm skill: This skill represents a deeply held
philosophy. It is always a mental skill. It could be a religious faith,
military training, a hardened cynicsm, or anything else that you can
use to look at the world through a certain shade of glasses. In
addition to giving you knowledge about whatever philosophy you chose,
it has a more practical purpose. Specifically, choose two madness
meters. These represent types of madness that you are protected from
and vulnerable to. (Note, they can, in fact, be the same
meter if you wish. This would indicate an expanded ability to deal with
a certain type of stress, but if your ability to compensate for this
stress is exceeded, you have a much worse reaction to it.) In game
terms, the paradigm skill gives you a failed notch in the madness meter
that represents the stress you are vulnerable to. This failed notch can
NEVER be removed. On the plus side, however, whenever you fail a
madness check on the meter for which your paradigm skill protects you,
you may attempt to roll under your paradigm skill. If you succeed, your
world view protects you and you gain neither a hardened nor a failed
notch. (If you fail your paradigm roll, you gain a failed notch as
normal.) You may have only one paradigm skill.
Initial Madness:
You may put up to three failed notches
divided among your madness meters. For every failed notch you take, you
may also take a hardened notch somewhere. You can place these notches
anywhere in your meters that you want. These notches can be removed
through therapy as normal. You should have a good background story for
how you got so
screwed up.
This step is completely optional.
If you want, you can earn all your mental scars during the game.
Describe your trigger
event:
Most people go through their
lives without ever a casual thought that there might be something under
the surface of this thing they call reality. You aren't like them. You
have SEEN something that should not have been. It need not be something
horrible. You might have stepped off the subway at the wrong stop and
found a bright, massive garden with unrecognizable plants and an empty
wood hut standing in the middle - you have never been able to find
it again. You might have been in an airplane at night and glanced
outside
the window just as lightning flashed to reveal a woman flying by
outside the plane. You might have been accosted by gang members only to
have them all freeze in place as an old woman came by and led you back
out to the street, only to then disappear back down a side alley. The
point
is that, regardless of what others say about the experience, you KNOW
you saw something and that there is more to the world than what is
commonly accepted. The event doesn't need to be related to your
obsession skill, or anything at all, for that matter. It simple
represents your first step into unknown lands. (It can, however, be a
useful plot hook, so give it some thought.)
Stereotype your
character:
If someone met your character
at a party and spoke with them for a minute or two, what sort of
impression would they get. Are you a loner? Are you protective? Are you
someone who likes to debate? Someone who holds one view and doesn't
change it? Are you a bumbler? How would someone who only saw the
surface of your character describe them. This doesn't have to have
anything more than a superficial
relationship to how your character really is nor should you feel
obliged to constrain your character to following this stereotype.
Zodiac symbols,
pop culture references, and role models are good ways to do this.
Provide Background:
Not too much additional to say on this one. You should provide enough
background to give a decent impression of your character's personality.
It might also be a good idea to figure out what a normal day in the
life of your character is like. Family and contacts should be included
here, the latter requireing some background explaining how you met up.
Beyond that, any information you provide will be an extra bonus. The
better I understand your character, the more I can weave them into the
story. Put some thought into it, since the more real your character is,
the better the horror will be.