Note: this requires revision to be consistent with GAMERS revised - basically because the new edition has more skills.
LIFEPATHS
Each player must choose a lifepath for their character. They begin with the character's background, then move on to their learning, and finally their professional experiences. If you want to play adolescents, choose only a background; if you want to choose people fresh out of high school or a year or two of university, only background and education. Otherwise choose all three. Each represents a “term” of about four years.
When a term is chosen, the player rolls to see how their character's attributes change and to see which skills their character gains. If a skill is got a second or later time, it simply increases a level.
In each term, there will be a survival roll. If the player fails the roll, the character dies during that term, and the player must roll up another one; if they get exactly on the required number, the character is injured, and the player must roll 1d6 to see which (SPACER) of the attributes loses a level. Injury may mean removal from some terms.
If a player is unhappy with attributes rolled, they ought to persist with the character through its Lifepath nonethless, since their attributes may improve, or the particular range of skills they get makes the character more worthwhile. If the player deems the character beyond help, repeated enlistments in the Army have a fair chance of killing the character off.
BACKGROUND TERMS
Backgrounds represent how the character grew up, and are either urban or rural, by choice of the player. Whether this was poor, middle-classed or wealthy can usually be figured out by the traits rolled up. An urban character who acquires Brawling and Burglary obviously grew up differently to one who had Swimming and Acrobatics.
Every character will have two rolls for their background, and do one term only.
Survival roll 3+. Each of Stamina and Cognisance give DM+1.
Injuries during background terms don't stop the character from going on to Learning
| Background |
| Roll 2d6 |
Rural |
Urban |
| 2 |
Fire |
Acrobatics |
| 3 |
Brawling |
Brawling |
| 4 |
Handicrafts |
Swimming |
| 5 |
Landcraft |
Languages |
| 6 |
Stamina+1 |
Cognisance+1 |
| 7 |
Physique+1 |
Education+1 |
| 8 |
Agility+1 |
Resolve+1 |
| 9 |
Swimming |
Diplomacy |
| 10 |
Intimidation |
Search |
| 11 |
Hunting |
Deceit |
| 12 |
Survival |
Burglary |
DECORATIONS
For learning and professional terms, when the player is enrolling or enlisting the character, they must roll. If they roll exactly 12 on the dice without accounting for modifiers, their character achieved a Decoration during the term.
A Decoration is an official recognition of particular achievement in that field. A character receives DM+1 for each Decoration on reaction rolls from other characters in similar fields if they're aware of it.
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