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