Date: Sun, 8 May 1994 00:21:59 EDT Sender: Mythus Fantasy Roleplaying Game List <[MYTHUS L] at [BROWNVM.brown.edu]> From: "Rodney W. Morris" <[c s c 3 r w m] at [CABELL.VCU.EDU]> Subject: ABYSS 3: HP Generation Abyss Character Generation SEC Roll Class Level SEC Description Stock Level 01-05 1 Destitute Class 0 06-10 2 Poor Class 1-5 11-20 3 Lower Lower Class 6-10 21-30 4 Middle Lower Class 11-20 31-45 5 Upper Lower Class 21-50 46-70 6 Lower Middle Class 51-70 71-85 7 Middle Middle Class 71-90 86-95 8 Upper Middle Class 91-150 96-00 9 Lower Upper Class 151-200 10 Middle Upper Class 201-250 11 Upper Upper Class 251-400 12 Executive Class 401+ A character will hardly, if ever, be allowed to reach above 600 without express approval of the Board. Each member of the Board has a minimum of 1000 and the CEO has 2000. Chance of Injury and Cybernetic Replacement Chance of Serious Cybernetics SEC Injury None A B C D E F G H 1 35% 01-25 26-50 51-90 91-00 -- -- -- -- -- 2 35% 01-10 11-25 26-80 81-99 00 -- -- -- -- 3 30% 01-05 06-10 11-25 26-90 91-00 -- -- -- -- 4 30% 01 02-05 06-20 21-50 51-00 -- -- -- -- 5 27% -- 01-05 06-15 16-40 41-00 -- -- -- -- 6 20% -- -- 01-07 08-25 26-60 61-99 00 -- -- 7 15% -- -- -- 01-25 26-50 51-80 81-00 -- -- 8 10% -- -- -- 01-05 06-35 36-60 61-00 -- -- 9 6% -- -- -- -- -- 01-40 41-75 76-00 -- 10 5% -- -- -- -- -- 01-10 11-50 51-95 96-00 11 3% -- -- -- -- -- 01 02-25 26-50 51-00 12 1% -- -- -- -- -- -- -- 01 02-95 Any roll above 95 results in experimental cybernetics, Grade I. Generally, only the members of the Board have technology that has been kept secret from the general scientific community. Injury Rolls Table 01 A serious bout with the Plague at a young age has resulted in a very weak constitution and major brain damage. Physical Muscular ATTRIBUTES are all at -5 and cannot be ever raised above 15 naturally. Physical Neural ATTRIBUTES are at -8 and cannot be ever raised above 12. Mental Mnemonic ATTRIBUTES are at -2 and cannot ever be raised above 18. Mental Reasoning ATTRIBUTES are decreased by -5 and cannot be raised above 15. (If the score, after all age modifiers, is, at start, above the minimums, they cannot be raised any further). 02 An accident at a young age has left the character almost parapelegic. Movement is difficult. All Physical ATTRIBUTES are reduced by 5. If any go below 1, the character is paralyzed from the waste down. If two or more go below 1, the character is truly paralyzed. (It may be wise to allow the player to choose to completely re-roll their character, if they do not want to play a character with such a disability). 03-05 Serious brain damage was sustained at a young age. All Mental ATTRIBUTES are reduced by 5 points. If any scores go below 1 after age modifiers, the character has minor mental retardation. If two ATTRIBUTES go below 1, the character has a serious mental retardation and must be cared for. 06 Due to dangerous levels of radiation exposure, the character has developed an acute cancerous growth. The HP is expected to live for, at most, 6 more months. A Moderate DR Roll against the average of the PMPow and the PNPow of the HP will be necessary once a month. If the roll fails, the character goes into a coma and will die within 2d6 hours. If the character survives for more than 10 hours, roll 3D6 and add that to the total. For every fifteen or greater hours above that, roll 3D6 again and so on until the HP receives proper medical treatment or dies. If the HP succeeds the Moderate DR Roll, but does not enter the range needed to succeed a "Hard" DR, then the character loses 1D6 points from each Physical ATTRIBUTE. If the any total goes below 0, the character will die, with little chance of recovery outside of genetic manipulation. (GM Note: It may be wise to permit the HP to re-roll their character, if they cannot handle playing a character with such a disability) 07 The HP was in an accident as a child and has lost an appendage. Roll 3D6: 3: Both Legs, 4-5: An Eye, 6-8: A Leg, 9-14: An Arm, 15-17: A facial feature (nose, ear, tongue, lips, etc.), 18: Both Arms. 08-10 Due to serious malnutrition, the character is sickly and weak when compared to most. All Physical and Mental ATTRIBUTES are reduced by 2 points. The character also appears sickly, so reduce ATT by three. 11 12 **This is as far as I've gotten...I included the numbers so you'd get an idea of the range** 13-15 16 17 18 19-20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41-50 51-60 61-70 71-80 81-90 91-99 100 101 102 103 104 105 106 107 108 109 110 111-120 121-130 131-140 141-150 151-165 166-180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 SEC Modifier 1 +0 2 +5 3 +10 4 +15 5 +20 6 +25 7 +30 8 +40 9 +50 10 +60 11 +70 12 +100 Heroic Persona Creation Adventurer Vocations Free Trader MENTAL Vocation SEC Range: 6 - 9 The Free Trader is the entrepreneur of the future. He runs by the seat of his pants selling much-needed goods to frontier worlds. Whereever resources are low or seldom to arrive, the free trader has a prospect for profit. He, however, must also be prepared to take the downfall if a business deal goes through. When considering a free trader, think of wheeling-and-dealing, profit margins, and independence. K/S Area Base STEEP Attribute Business Administration 24 (MMCap + MRCap) x 0.5 Current Events 20 (MMPow + MRPow) x 0.5 Appraisal 20 MRCap Travel 20 Influence 18 MMCap Economics/Finance/Investing 18 Psychology 16 Law 14 Cultured Palate 14 PNCap Communications Ops 12 (MMCap + MRCap) x 0.5 Astrogation 12 MMCap Deception 12 MRCap Combat, Hand Weapons, Firearms 8 PNCap Piloting, Spacecraft 8 PNCap Piloting, Grav Vehicles 8 (PMCap + PNCap) x 0.5 Criminal Activities, Mental 4 MMCap Photography 4 Surveillance/Security 4 PNCap Jury-Rigging 4 Total 240 Hunter PHYSICAL Vocation SEC Range: 6 - 8 A hunter is an individual who, instilled with both civilization and savagry, must find an outlet for his savage self. Therefore, he has determined that he shall persue the most civilized sport, hunting. The hunter usually travels from planet to planet, searching for either the ultimate prey or the ultimate profit from his prey. The hunter is generally a congenial fellow, and an expert at appearances. When thinking of this Vocation, consider the thrill of the hunt, honor, justice, fairness, and grandiose appearances. Journalist SPIRITUAL Vocation SEC Range: 4 - 10 A journalist can be one of many, many different things. Primarily, a journalist searches for information and compiles it into a readable (or viewable) form for the consumption of a public audience. Now, some journalists write only what they are told, while others find an urge to dig for the underlying truth. The latter of the two is considered here, though the former could be a viable character as well. Unfortunately, the journalist searching for truth often finds himself at odds with the group that is attempting to keep the discovered information away from prying eyes. In a world of Security Police and laser-toting assassins, a true journalist must keep on his toes. It must be noted that a video personality is rarely a journalist, by vocation, but an entertainer. When playing a journalist, keep in mind these key words: truth, persistence, fast-paced, observant. Medic PHYSICAL Vocation SEC Range: 1 - 8 The Medic is one of the most appreciated of all the adventurers (and anyone who has been a medic knows just how much of an adventure it is). Medics are called for emergency rescue. They must have a vast repository of knowledge in all sorts of the most dangerous situations. When considering the Medic, think of danger, courage, stamina, caring, and, generally, peaceful. K/S Area Base STEEP Attributes First Aid Medicine Escape Endurance Chemistry Communications Ops Psychology Biology Botany Geology Vacc Suit Piloting, Ground Vehicle Piloting, Offensive Driving (Ground Vehicle) Piloting, Spacecraf Combat, Hand Weapons, Firearms Acrobatics/Gymnastics Diving Surviellance/Security Architecture Engineering Photography Merchant MENTAL Vocation SEC Range: 1 - 8 A merchant is an individual who seeks to sell his wares. Usually, a merchant is land-based, though he may have his tendrils stretching out into the entirety of the Known Worlds. Merchants are rarely government-sanctioned, and are usually far too small-time for the government to consider bothering with them. However, if a merchant gets too good, he will draw attention on himself; something a merchant rarely wants. When playing a merchant, consider profit margins, supply and demand, and comfort. Racer PHYSICAL Vocation SEC Range: 1 - 10 A racer is an individual who lives for speed. He probably owns one or more extremely fast vehicles and regularly takes them to the local track, legal or illegal, and tests his mettle against his fellow racers. The life is quick and dangerous, but rewarding. Most racers could care less about the cash; they enjoy the race itself. When playing a racer, keep in mind the following: speed, danger, and fun! Leader & Business Vocations Administrator MENTAL Vocation SEC Range: 1 - 12 The Administrator is a leader, of sorts. This sort of individual is usually in control of masses of people ranging from five to billions; he exists on all levels of the socio-economic ladder; anywhere that people organize, an administrator can be found. K/S Area Base STEEP Attribute Administration 24 Mental Business Administration 24 Mental Economics/Finance/Investing 20 Mental Law 20 Mental Psychology 20 Mental Influence 18 Mental Leadership 18 Spiritual Charismaticism 18 Spiritual Current Events 18 Mental Protocol, Business 16 Mental Magnetism 12 Spiritual Philosophy 12 Spiritual Appraisal 10 Mental Surveillance/Security 8 Physical Recruiting 8 Spiritual Writing Creative 4 Spiritual Total 248 Attorney MENTAL Vocation SEC Range: 7 - 11 The attorney is a well-paid individual, usually seeking only one thing: profit. However, there are many attorneys who are actually attempting to right wrongs and see that justice is done in the world. However, these sorts either become jaded quickly or die quickly. When considering an attorney, think of law, bureaucracy, justice, and power. Bureaucrat MENTAL Vocation SEC Range: 2 - 10 Bureaucrats exist where ever there is a need for organization. Almost every social level can lay claim to a bureaucrat. These individuals sometimes will accidentally get caught up in an adventure or dangerous situation, but they will rarely remain; they usually have a wife and kid waiting for them behind the picket fence somewhere. When considering a bureaucrat, consider organization, safety, and regulations. Businessman MENTAL Vocation SEC Range: 8 - 12 Businessmen, unlike bureaucrats, are the thinkers behind the business world. In an incorporated world, they are the glue that holds the fabric of society together. Businessmen are almost always searching for new ways to gain profit for the company they work for, and rarely search for direct personal gain (though the casual reader should not be confused; they seek their personal gain through rewards from the company). When playing a businessman, think of the following key words: power, profit-margins, research and development, and position. Craftsman PHYSICAL Vocation SEC Range: 1 - 8 A craftsman is the 'lowly' worker. He is one of billions of men and women across the Known Worlds, going to work in his factory (or mine, or mill) every morning and punching in and going home when the day is done. Craftsmen are often accused of lacking incentive and intelligence, and this may be true with many. However, there are a slim few who still possess the imagination and will to strike out into the universe and make a name for themselves, regardless of their humble backgrounds. When playing a craftsman, think of conformity, labor, safety, and the family. Diplomat SPIRITUAL Vocation SEC Range: 5 - 12 A diplomat serves various functions, from an emissary to foreign powers to arbiters of regional disputes. When war or aggressions break out, they are usually the first targets, and often will see the front line of battle. However, a diplomat is generally a wheeler and a dealer, doing everything possible to advance his nation/region's agenda. When thinking of a diplomat, consider these key words: negotiations, temerity, appearances, and patience. Nobleman SPIRITUAL Vocation SEC Range: 9 - 10 A nobleman is a rare sight in the ultra-modern world, but many do still exist. Small pockets of civilization that refuse to 'step-up' to the Corporate dream still observe hereditary lines for leadership. A nobleman rules by Divine Right, and his word is indisputable. When playing a nobleman, consider appearances, sociability, advancement, and, often, decadent rulership. Military Vocations AeroPilot PHYSICAL Vocation SEC Range: 3 - 8 The AeroPilot is usually a young, cocky pilot who enjoys flying through the atmosphere at break-neck speeds. These pilots usually work on backwater worlds running supplies or fighting for low-tech governments. Periodically, various governments will train their own AeroPilots for placement on low-tech worlds. Few atmospheric craft could actually stand toe-to-toe with a space craft, though, but you can't explain it to these boys. When considering an AeroPilot, think of young, cocky, brave, high speeds and much danger. K/S Area Base STEEP Attribute Piloting, Aircraft 20 Physical Combat, Aircraft Weaponry 18 Physical Combat, HW, Firearms 16 Physical Combat, HW, Energy Weapons 14 Physical Combat, HTH, Lethal 14 Physical Navigation 14 Mental Sensor Ops 14 Mental Tactics, Aeronautics 14 Mental Meteorology 12 Mental Endurance 12 Physical High-G Environment 12 Physical Demolitions 12 Mental Communications Ops 12 Mental Piloting, Parachute 10 Physical Forward Observer 10 Mental Engineering, Military 10 Mental Protocol, Military 10 Mental Games, Physical 8 Physical Survival 8 Physical Magnetism 4 Spiritual Jury-Rigging 4 Spiritual Total 248 AstroEngineer MENTAL Vocation SEC Range: 5 - 10 AstroGunner PHYSICAL Vocation SEC Range: 3 - 8 AstroNavigator MENTAL Vocation SEC Range: 3 - 8 AstroPilot PHYSICAL Vocation SEC Range: 6 - 11 AstroPilot is an important part of the inner workings of all cultures. The Pilot can be anything from a brash young starfighter to an aging frieghter pilot. Most individuals of this sort get their training through an Interstellar Navy. There are few other sources of good pilots, except for large corporations. Pilots rarely own their own ships. When considering an AstroPilot, consider solitude, high technology, dangerous environments, and high speeds. K/S Area Base STEEP Attribute Piloting, Spacecraft 24 PNCap Combat, Ship Weapons 20 PNSpd Tactics, Space 20 MRCap Zero-G Environ 16 PMPow Sensor Ops 16 MMCap Astrogation 16 MMCap Communications Ops 16 (MMCap + MRCap) x0.5 Forward Observer 12 MMCap Computer Ops 12 (MMCap + MRCap) x0.5 Protocol, Military 12 MRCap Street-Wise 8 SPCap Vacc Suit 8 MMCap Combat, H to H, Lethal 8 (PMCap + PNCap) x0.5 Combat, HW, Energy Weap 8 PNCap First Aid 8 (PMCap + PNCap) x0.5 Escape 8 PNCap Survival 8 (PMCap + PNCap) x0.5 Leadership 8 SMCap Combat, Hand Weapons 8 (PMCap + PNCap) x0.5 Pilot, Off. Dri., Starship 8 (PMCap + PNCap) x0.5 Meterology 4 (MMCap + MRCap) x0.5 High-G Eviron 4 PMPow Total 252 Intelligence PHYSICAL or MENTAL Vocation SEC Range: 2 - 10 Marine PHYSICAL Vocation SEC Range: 1 - 8 Mercenary PHYSICAL Vocation SEC Range: 1 - 7 Naval Engineer MENTAL Vocation SEC Range: 3 - 8 Naval Gunner PHYSICAL Vocation SEC Range: 1 - 6 Naval Navigator MENTAL Vocation SEC Range: 3 - 8 Scout PHYSICAL Vocation SEC Range: 2 - 7 Security Soldier PHYSICAL Vocation SEC Range: 2 - 9 Soldier PHYSICAL Vocation SEC Range: 1 - 11 Rogue Vocations Assassin PHYSICAL Vocation SEC Range: 1 - 10 Bounty Hunter PHYSICAL Vocation SEC Range: 1 - 5 Net Runner MENTAL Vocation SEC Range: 1 - 11 Pirate PHYSICAL Vocation SEC Range: 1 - 8 Smuggler PHYSICAL Vocation SEC Range: 1 - 6 Thief PHYSICAL or MENTAL Vocation SEC Range: 1 - 11 Scientist Vocations Doctor MENTAL Vocation SEC Range: 3 - 8 Professor MENTAL or SPIRITUAL Vocation SEC Range: 3 - 8 Scientist SPIRITUAL Vocation SEC Range: 3 - 8 Teacher MENTAL Vocation SEC Range: 3 - 8 Technician MENTAL Vocation SEC Range: 3 - 8 Performance Arts and Public Figure Vocations Artist SPIRITUAL Vocation SEC Range: 1 - 12 Athlete PHYSICAL Vocation SEC Range: 1 - 8 Author MENTAL or SPIRITUAL Vocation SEC Range: 1 - 9 Clergyman/Priest SPIRITUAL Vocation SEC Range: 1 - 8 Entertainer PHYSICAL or SPIRITUAL Vocation SEC Range: 2 - 10 Poet/Musician SPIRITUAL Vocation SEC Range: 1 - 10 Philosopher SPIRITUAL Vocation SEC Range: 1 - 8 Urban Warrior Vocations Law Enforcement PHYSICAL or MENTAL Vocation SEC Range: 3 - 8 Street Fighter PHYSICAL Vocation SEC Range: 1 - 4