The Code of Steam and Steel - A Role-Playing Adventure Game of Scientific
Romance
by
SIMON
BURLEY
Character generation
Download a character sheet here:
The-Code-of-Steam-and-Steel--character-sheet
THE WORLD
This adventure is
set in an alternative version of the 19th century – sometime in the
1870’s. The widowed Queen Victoria reigns over the expanding British Empire –
which is a powerhouse of civilization and technological innovation. On the
streets of London steam-powered carriages – “trackless trains” – share the
street with Hansom Cabs and horse-drawn omnibuses.
The air is filled
with airships plying to and from the dizzying towers to which they tether –
rarely coming to Earth.
Europe is rent by
the Franco-Prussian War. It seems likely that Bizmarck’s forces will succeed
against the current “Napolean’s” rather rag-tag forces. There is some concern
in Parliament that the war should not spill over the channel and
representations from both sides for assistance and support are currently
falling on deaf ears. However, only a fool would think that more covert agents
from both the French and Prussian “Empires” are not currently at work across
Britain.
THE CHARACTERS
The characters are
adventurers who could be called upon to undertake a mission on behalf of the
crown. Adventurers with enough experience, skill and downright spunk to tackle
a dangerous errand successfully – but ones who are not directly affiliated with
the Government or Royal Family.
Abilities
The
player now picks three Abilities. One is used for activities, combat and
survival whenever the character is interacting with the world on an ordinary
level and/or is unable to use an mechanical equipment or enhanced abilities.
(Often, but not always, this applies in close range encounters.)
The
second is used for activities, combat and survival whenever the character needs
to use extraordinary or unusual means in order to succeed. (This often, but not always, covers long-range attacks).
The third
ability is more general one and is used in non-combat situations. It is often
just a statement of the characters’ role in society – “Hunter”, “Journalist”,
“Scientist” etc.
These can
be three apparently unrelated abilities or can all stem from the same basic
description.
In an
ideal world, the players will have some sort of idea about the character they
want to play and will be able to tell the Referee what they want fairly easily.
If they
can’t do it, then there is a list of some suggested abilities in an appendix.
ORDINARY ABILITY
The first ability to select is the one which the
character relies on when they’re in stress situations where they want to rely
upon their native skills. Often this is when they’re in a conflict and their opponents close to
hand-to-hand combat range.
Let’s
pretend that Gina is sitting down to play a game of THE CODE OF STEAM AND STEEL
with her Referee, Jane. Desmond’s probably already there with Colonel
MacMillan. Gina needs a character of her own.
She
decides she doesn’t want a typical “Upper class” type. She wants an
urchin/artisan of some kind. Since this is more appropriate as a General
ability, Jane asks her how she survives “on the street”. Gina decides her
character will travel with some kind of toolkit. She could choose “spanner” as
her ordinary ability – but chooses to keep it broader and opts to use the word
“gizmo’s” to describe all the odds and ends in her toolbag.
EXTRAORDINARY ABILITY
This is
the second ability that most players select. This is the item, technique or
skill the character possesses which is beyond the realm of normal humanity. It
is something – usually a gadget of some kind - which doesn’t exist outside the steam-punk
world, at least not in the time period the game is set in. when they have
access to tech technology and its use is appropriate.
Gina
decides that one of the gizmo’s in her character’s toolbag is quite remarkable.
It is a fully functional, clockwork, flying songbird. She can program it by
adjusting the position of the pins on a rotating drum in its chest.
Note
that this means that all the other gizmos in her toolbag are merely tools of
the kind that could be found around the turn of the century.
HUMDRUM ABILITY
The third and final ability to pick is the Humdrum
one. This is a broad description of the character’s position in the world – and
often describes a job, occupation or responsibility they fill.
Gina’s character’s Humdrum
Ability is “lamplighter”.
At
first her Referee, Jane, is a bit taken aback by this as it seems rather
limited. However, Gina explains that as her character travels the streets at
night lighting the gas-powered street-lamps, this means that she will be
“streetwise”. It will also give her access to the “Guild of Lamplighters” who,
between them, will know just about all the gossip that there is to be known.
In
addition, she also has the skills and abilities to repair the streetlights and
other gas-powered devices. This will also give her some characterization as she
won’t be fond of this new-fangled “electricity” thing coming in.
QUIRKS
Whenever a character uses an ability, their
player rolls two six sided dice. If the player rolls a double, special things
happen. One of these is a side effect of their abilities. This should, ideally,
be a “one off” wild and wacky event of
some kind.
Gina decides that, when she rolls a double on
the dice, her character’s sensitivity to vapors will come into play. She calls
this “Does someone smell gas?”
Something will happen in the scenario
involving gas of some kind which could be beneficial, harmful or just the cause
of some coarse humor.
ABILITY SCORES
Time for some numbers.
Different characters can have the same ability,
but at different levels. Lots of characters can fire rifles – few of them are
marksmen.
To determine the ability level of each of their
characters’ three abilities, the players have to do a bit of arithmetic.
They are given the numbers from 1 through 6.
They write them down in pairs on their character
sheet next to the abilities – using each number only ONCE.
They MULTIPLY the pairs of numbers to get the
score for each ability.
The Highest possible score is 30 and the lowest
is 2.
These
calculations are really easy to describe and do. However, this system
carries a load of implications which will affect how successful the characters
are in the game and the players will
probably ponder over this for a while to try and work out the best combination.
Gina loves the
“Gaslighter” idea she’s come up with for Alison and wants her to be good at that. She’ll rely on other characters to do the physical
stuff like fighting, but would still like to have a chance to contribute.
Her “clockwork
songbird” is neat but feels it’ll be of
limited use.
She’s got the
numbers 1, 2, 3, 4, 5, and 6 to play with. She puts the 1 into her
Extraordinary ability.
She puts 4 and 6
into her Humdrum ability and 2 and 5 into her “gizmos”. This leaves a 3 to go
into “clockwork songbird”.
This
gives her:
Abilities
Ordinary
|
Gizmos
|
2
|
5
|
10
|
Extraordinary
|
Clockwork
Songbird
|
1
|
3
|
3
|
Humdrum
|
Lamp-lighter
|
4
|
6
|
24
|
Add up the three scores. This total can vary
from 28 up to 44. It doesn’t need to be written on the character sheet as it is
only used once.
The more “balanced” a character, the lower the
total of their ability scores will be. Characters with a total of 44 will have
one ability score at 30 and another one at 2 – a much more extreme spread.
This total is used to calculate the Hero’s
starting characteristics.
CHARACTERISTICS
There are three characteristics:
FORTITUDE is measure of the adventurer’s physical status
or condition. When a character takes, physical or fatigue damage or similar –
this is reduced. Everyone starts off with full Fortitude – usually 6 - at the
beginning of each battle but it goes down when they get hit.
Fortitude can represent more than mere cuts and
bruises. A character may choose to give up and surrender when their fortitude
crumbles in the face of a superior moral argument – for example.
FACULTY is a measure of an adventurer’s mental
condition.
Whenever the character receives a shock, such as
facing a frightening situation or losing a fight, their Faculty will go down.
FORM is a measure of how the character holds and
conducts themselves. Good manners, keeping a stiff upper lip and playing in
sporting manner contribute towards this but there are many other factors which
can go into considering something “good form” or “bad form”. When events happen which will affect their
reputation, such as being forced to cheat to win a combat, their Form goes
down.
Each of these characteristics is explained in
detail in its own section.
However,
basically, they all go up and down during the game to reflect what happens in
the character’s life.
All player characters start with three values
based upon the total of their Ability scores. Calculate this total and then
consult the following table:
Ability Total
|
Fortitude
|
Faculty
|
Form
|
44
|
6
|
3
|
4
|
40-41
|
6
|
3
|
5
|
35-37
|
6
|
4
|
4
|
31-32
|
6
|
4
|
5
|
28-29
|
6
|
5
|
5
|
During play, these
scores will never go above 6 and will never go below 1 without the character
suffering consequences. If an adventurer’s score becomes negative in any of
these ratings, the character is out of the game.
If a score falls
to exactly zero, the character is in a bad way but can be saved.
Because Gina’s character has the following
scores:
Abilities
Ordinary
|
Gizmos
|
2
|
5
|
10
|
Extraordinary
|
Clockwork
Songbird
|
1
|
3
|
3
|
Humdrum
|
Lamp-lighter
|
4
|
6
|
24
|
her total is 37.
Because of this, she starts off with:
FORTITUDE: 6
FACULTY: 4
FORM: 4
DEVELOPMENT POINTS
Players earn development points during play.
(They aren’t easy to get!) So this box is left blank at the moment.
CHARACTER STATEMENT
This is a
pithy one or two line statement which sums up the character and their
background. Players should take a couple of minutes to think about this one
before writing it down.
If the
players have any ancillary ideas about their characters, they should be
actively encouraged to write them down.
Gina’s character is pretty straight-forward,
so she chooses to add a twist into her background to spice things up.
Character
statement: If Alison
Cooper had been born into anything other than a working class family, she
would have received a formal education, been sent to University and may have
ended up as one of the country’s great engineers. Instead she’s just the best
lamp-lighter and gas technician in the Home Counties.
Quirk:
”Does
anyone smell gas?”
|
NAMES
The
player now needs to choose a name for their Hero. There are no rules for this. It
depends upon the imagination of the players and the tastes of the Referee.
Gina chose “Cooper” as a typical artisan
name. “Cartwright” or “Weaver” would have done as well. Alison is just a
classic English Christian name.
THE CODE OF
STEAM AND STEEL character sheet
Name:
|
Alison
Cooper
|
|
Player:
|
Gina
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Fortitude
|
X
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Faculty
|
X
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Form
|
X
|
Abilities
Ordinary
|
Gizmos
|
2
|
5
|
10
|
Extraordinary
|
Clockwork
Songbird
|
1
|
3
|
3
|
Humdrum
|
Lamp-lighter
|
4
|
6
|
24
|
Development Points
|
Character statement: If Alison Cooper had been born into anything other
than a working class family, she would have received a formal education, been
sent to University and may have ended up as one of the country’s great
engineers. Instead she’s just the best lamp-lighter and gas technician in the
Home Counties.
Quirk: ”Does anyone smell gas?”
|
APPENDIX 1: ABILITIES
This Appendix
contains lists of abilities for players who find it difficult to conceive any
themselves. Don’t expect the list of Abilities to be exhaustive. I’m quite
intelligent and I’ve read a few novels, but there are literally millions out
there. There will be some abilities I’ve has failed to include.
ABILITIES
There are three
classifications of Ability in this game – Ordinary, Extraordinary and Humdrum.
Ordinary and Extraordinary abilities are used in conflict situations. Humdrum abilities
are used in the storyline which develops between those conflicts.
Usually the abilities
a linked or related in some way though this isn’t essential. Sometimes the two
or three of the abilities are facets of a single Ability.
CIRCUS STRONGMAN could appear on a the same
character sheet as both Ordinary and Humdrum abilities.
In this Appendix
I’ll list and describe a bunch of Abilities in each category. Some Abilities
will appear in more than one category. However, they will have a different
description in each.
ORDINARY ABILITIES
Acrobatics
The character is extremely agile which means
that they are good at avoiding attacks when in close combat.
Fast recovery/Resistant to damage
The character recovers from damage at a
remarkable rate or is extremely tough and can absorb more damage than usual
before going down.
Fisticuffs/Martial Arts
Basically the character is good at brawling.
They may have been taught by an Oriental Sensei, an Army drill sergeant, or
just picked a few skills through fighting in bars. Whichever it is they’re very
useful when the fists come out.
Nimble
The character can move extremely quickly,
dodging and responding to attacks almost before they happen and ducking under
their opponent’s defences.
Social Skills
It is not uncommon for people to try to talk
their way out of situations. Whether it’s through charm, negotiation or
intimidation, they’ll try and escape without either side taking any actual
damage. The exact Social Skill the character uses should be specified on the
character sheet.
When this ability is used, the “Fortitude
damage” taken by opponents is actually temporary Faculty/Social damage. It is
recorded as Fortitude damage as usual but does not represent actual physical
harm.
Strength
The character is
very strong. They can attack people by throwing things at them or just by
hitting them – HARD!
Technical Skills
The character can improvise weapons out of the
equipment they carry or the local environment. (Releasing steam from a nearby
valve is a typical tactic.)
This Ordinary ability is often teamed up with a
matching Humdrum ability and – even – Extraordinary ability.
Weapon
The character has
a weapon of some kind which they can use to shoot at targets or hit things
with. In the Ordinary category the weapon should be pretty basic:
Rifle, Pistol, Sabre, Cosh, Bow and Arrow, Cross-bow
etc.
This is different from Strength or Martial Arts
because, in theory, the character can be disarmed. But this just leads to more
interesting stories.
EXTRAORDINARY ABILITIES
There is an issue with Extra-ordinary abilities.
Which ones are generally acceptable and which ones are not depends upon the
degree to which the Referee and Players want to stress the SCIENTIFIC part of
the Romance and the degree to which they stress the ROMANCE. Many contemporary
books contain characters with abilities which defy Scientific explanation.
Invisibility, Vampirism, Resurrection, Immortality, Shape-shifting, Mind
reading and the like can all be found in Victorian or Gothic novels alongside
the fantastical science of Submarines, Airships, Rockets and the like.
Exactly which of these are acceptable in your
game is up to you – and your players. The first is for those who prefer their
game with more science and mechanics. The second contains additional options
for those who prefer a more fantastical game.
SCIENCE:
Armour/Exo-skeleton
The character has
some kind of suit which gives them enhanced abilities – strength or protection,
for example - when in a combat situation.
Avatar
The character has
a device of some kind – usually a mechanical representation of a natural being
or creature - which they can use in combat.
Difference Engine
The character has
a calculating device which allows them to analyse combat situations and adopt
the most appropriate response.
Energy discharge
The character can
produce some kind of energy to blast other people with. The most usual options
here are a flame-thrower or electrical blast but other possibilities also
exist.
The Energy is created
by some device or gadget rather than the character themselves.
Because there are
many types of Energy Discharges, the exact one used should be specified on the
character sheet. STATIC ELECTRICITY rather than ENERGY DISCHARGE, for example.
Flight
The character has
a device which enables them to fly. If they swoop down from above they can
deliver what is known as a “power dive” to hurt opponents. Or, they could just
lift them up into the air and drop them. (This also covers other movement
enhancing devices such Spring-heels.)
Mechanical Enhancement
Most often one or
mechanical limbs, the character has suffered some kind of massive physical
trauma in the past – often on a battlefield – and has been rebuilt better than
ever using the best technology currently available.
Medicine
The character has
access to pharmaceutical products (drugs) which give them enhanced abilities –
speed, pain resistance etc. – when they are in combat.
Mesmerism
The character is a skilled hypnotist and can use
these techniques to befuddle their opponents.
Weapon
The character has
a technological weapon of some kind which they can use to shoot at targets or hit
things with. Rufus MacMillan’s Steam Rifle is a typical example.
ROMANCE:
The Character Statement on the Character sheet
must clearly specify where these abilities come from and how they work.
If a character has one of these then one of the
two numbers making up its level must be 1 ie. The ability will be in the range
from 2 – 6.
Illusions
They character can
create images which can hurt opponents in two ways. They can lead the opponent
into dangerous or self-harming situations. Alternatively the illusions are so
real that they opponent thinks they’re being hurt, even though they aren’t.
Invisibility
The character is
difficult to hit because they can’t be seen and have to be detected by other
means. This means they are able to sneak up on opponents and attack them.
Innate
The character
possesses one of the Abilities from the SCIENCE list above. However, instead of
coming from a device, it is a natural ability. If the character can fly it will
be because of wings rather than a jet pack, for example.
Psychic Attack
The character can
scramble their opponent’s brains causing them pain.
Seer
The character can see into the future or at a
distance. Often through the use of a focus such as a Crystal Ball.
Shapeshifter
Whether a werewolf or an errant scientist whose
serum has unwanted side effects, this character actually changes shape into two
or more totally different physical forms. The score for this ability is
generally used only when the character is in their alternative shape.
Telekinesis
The mental ability
to move objects. When used as an attack, this is very similar to an Energy
discharge as outlined above.
Teleportation
The character can
instantly move from one location to another without passing the intervening
space. (Often accompanied by them wrapping themselves in a cloak and
disappearing in a puff of smoke.)
HUMDRUM ABILITIES
Artistocrat/Gentleman/Lady
A member of the Upper or middle classes – this
character knows how to operate in the more refined echelons of society.
Connections
It
doesn’t matter where this character lands, they almost always encounter an “old
flame” or someone that owes them a favour.
Construct
The
player character isn’t an organic being but is an artificial creation of gears,
levers and clockwork. They need to be rewound/refueled rather than eat and need
to be repaired rather than recover. They are some other obvious
advantages/disadvantages and the player will have to be very clever in
specifying their Ordinary ability. This background is far from Humdrum and may
not be allowed by the Referee. (I’ll allow it)
Criminal
Whether a gentleman jewel thief or streetwise
low-life, this character has a variety of useful skills and contacts.
Doctor
Really? Do I need to explain this one?
Driver/Pilot
This character is comfortable at all manner of
mobile mechanical device – from steam trains to ornithopters.
Engineer
Though they can probably repair anything from a
railway engine to an airship, this character’s specialty probably should
specified on their character sheet.
Explorer/Navigator
This
character is skilled at navigating the seas of the world, or exploring
uncharted locations on land.
A fast-talker or grafter used to tricking people
into believing they’re whatever the character wishes to be at that particular
moment.
Performer -
physical
The
character is in show business – either on stage or in the circus. They
specialize in a physical act – such as Acrobatics or Juggling. The exact act
should be noted on the character sheet. Note: If they want to use this ability
in combat, they must list it as their Ordinary Ability as well.
Performer –
Magician, Escapologist or Hypnotist
The
character is in show busines. They specialize in a mental or illusory act. The
exact act should be noted on the character sheet. Note: If they want to use
this ability in combat, they must list it as their Ordinary or Extraordinary
Ability as well.
Performer –
Musician or Singer
The
character is in show business. They specialize in a musical performances. The
exact act should be noted on the character sheet. Note: If they want to use
this ability in combat, they must list it as their Ordinary (hitting someone
with an instrument) or Extraordinary Ability (using a specially designed
instrument as a weapon, or a trained voice as a sonic attack) as well.
Psychic
The
character has mental abilities such as telepathy. This background is far from
Humdrum and may not be allowed by the Referee.
Scientist
It’s probably unfair to blame all the ills of
the world on Scientists and their unrestricted experimentations – but they
certainly share some of the responsibility.
Soldier of
Fortune
A skilled warrior, this character has probably
seen action in a number of wars, on a variety of continents across the world.
Very useful in dangerous situations. Not so welcome at a Tea Party.
Trader
Though primarily focused in the seedy world of
commerce, this character is a skilled communicator and negotiator who can prove
extremely useful on adventures.
APPENDIX 2: MAKING CHARACTERS
In this appendix I
give some suggestions for using dice to create player characters. This is for those
Players or Referees who need a bit of help with coming up with ideas for their
Heroes or their Opponents.
ROLLING ABILITIES
If
players aren’t able to invent three Abilities for themselves, or cherry pick
ones from novels/films, then hopefully the list given in Appendix 1 will have
sparked their imagination. They should be able to pick three to make the kind
of character they want to play. If not they can use these systems.
USING ABILITY TABLES
On the
next few pages are some tables you can use to help create characters. To find a
ability, just roll a 6-sided die and look up the results on the relevant table.
You could
roll a 6-sided 3 times to generate three random abilities and then try to work
out an idea for a character that uses all of these together. This requires a
lot of imagination but can sometimes produce some of the most satisfying and
original characters to play.
Usually,
however, people roll one six sided die once to get a ability from one of the
tables and then choose the other two abilities to fit in with the ability which
has been rolled. This is the easier method but is more likely to produce
stereotypes.
As there
are far more than 6 abilities which can fit into each category, some abilities
have been amalgamated into a single entry.
On the Humdrum table, for example, I’ve
listed all of the various Performers on the same die roll.
If a
players rolls such an amalgamated category, their character doesn’t get all the
abilities listed – the player should pick one which is appropriate to their
character concept and which fits in with the other abilities rolled.
Some abilities
are amalgamated without the individual abilities being listed.
A player who rolls a PSYCHIC ability, for
example, will have to decide if their character is a mind reader, seer or a
telekinetic. (Assuming the Referee allows this ability.)
If I
hadn’t amalgamated the abilities in this way, there’d only be 216 possible
combinations of abilities from which to create characters. In reality there are
thousands of different possible combinations.
THE SCIENCE VS. ROMANCE CONUMDRUM
I’ve included 4 tables. That’s because I’ve
split the EXTRAORDINARY table into those abilities which come totally under the
Scientific umbrella and put the more Fantastical and controversial abilities on
a separate table.
I don’t expect anyone to roll directly on the
Romance table. There is an option on the Science table which directs players to
the Romance table.
ORDINARY ABILITY TABLE
1)
|
Acrobatics or Nimble
|
2)
|
Fisticuffs/Martial Arts
|
3)
|
Social Skills
|
4)
|
Strength or Fast Recovery/Resistant to
Damage
|
5)
|
Technical Skills
|
6)
|
Weapon
|
EXTRAORDINARY ABILITY TABLE - SCIENCE
1)
|
Armour/Exo-skeleton
|
2)
|
Avatar
|
3)
|
Difference Engine or Flight
|
4)
|
Mechanical or Medicinal
Enhancement
|
5)
|
Mesmerism or roll on Romance table
|
6)
|
Weapon or Energy Discharge
|
EXTRAORDINARY ABILITY TABLE - ROMANCE
1)
|
Invisibility
|
2)
|
Innate – roll on Science Table
|
3)
|
Innate – roll on Ordinary Table
|
4)
|
Psychic
|
5)
|
Shapeshifter
|
6)
|
Teleportation
|
HUMDRUM ABILITY TABLE
1)
|
Aristocrat/Gentleman/Lady or
Connections
|
2)
|
Engineer or Scientist or Construct
|
3)
|
Criminal, Flim-flam Artist or
Driver/Pilot
|
4)
|
Doctor or Psychic
|
5)
|
Explorer/Navigator, Soldier of Fortune
or Trader
|
6)
|
Performer
|
ROLLING ABILITY SCORES
As well
as having a mental block when it comes to choosing Abilities, some people have
a problem allocating scores to them.
It is
possible to use dice to roll help create
these scores.
There are
two ways to do this:
1) Roll Once
Decide
which ability you are going to roll for. It is usually the Ordinary ability
because this comes first on the character sheet.
Roll two
six-sided dice. If you roll a double, reroll one of the dice until it shows a
different score from the other two.
Write the
two numbers down on the character sheet.
Allocate
the remaining four numbers as usual.
2) Roll Twice
Decide
which ability you are going to roll for. It is usually the Ordinary ability
because this comes first on the character sheet.
Roll two
six-sided dice. If you roll a double, reroll one of the dice until it shows a
different score from the other two. Write the two numbers down on the character
sheet.
Decide
which ability you want to roll for next. This is usually Extraordinary.
Roll the
two dice again. If you roll a double or you roll one of the two numbers already
allocated, roll that die again. If one of the dice showing an as yet
unallocated number, leave it on the table. Keep rerolling until both dice show
different unallocated numbers. Write these two numbers on the character sheet.
Write the
remaining two numbers on the character sheet next to the remaining Ability.
Name:
|
Colonel Rufus MacMillan
|
|
Player:
|
Desmond
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Fortitude
|
x
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Form
|
x
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Faculty
|
x
|
Abilities
Ordinary
|
Fisticuffs
|
2
|
6
|
12
|
Extraordinary
|
Steam-Rifle
|
3
|
4
|
12
|
Humdrum
|
Hunter
|
1
|
5
|
5
|
Development Points
|
3
|
Character statement: Rufus honed his skills on the plains of Africa but he
became a man through serving in the Crimean War.
Quirk: Interference from some sort of animal.
|
THE CODE OF
STEAM AND STEEL character sheet
Name:
|
Lady
Melissa Poole
|
|
Player:
|
Melanie
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Fortitude
|
X
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Form
|
X
|
6
|
5
|
4
|
3
|
2
|
1
|
0
|
Neg.
|
|
Faculty
|
X
|
Abilities
Ordinary
|
Charm
|
2
|
5
|
10
|
Extraordinary
|
Tinkering
|
1
|
3
|
3
|
Humdrum
|
Lady
|
4
|
6
|
24
|
Development Points
|
2
|
Character statement: Scion of the British upper-crust,
Melissa Poole knows anyone worth knowing and was destined for a life of
luxury. That was before she developed her knack with gadgets and a taste for
adventure.
Quirk: Someone admires – or develops a crush on - her.
|
ORDINARY ABILITY TABLE
1)
|
Acrobatics or Nimble
|
2)
|
Fisticuffs/Martial Arts
|
3)
|
Social Skills
|
4)
|
Strength or Fast Recovery/Resistant to
Damage
|
5)
|
Technical Skills
|
6)
|
Weapon
|
EXTRAORDINARY ABILITY TABLE - SCIENCE
1)
|
Armour/Exo-skeleton
|
2)
|
Avatar
|
3)
|
Difference Engine or Flight
|
4)
|
Mechanical or Medicinal
Enhancement
|
5)
|
Mesmerism or roll on Romance table
|
6)
|
Weapon or Energy Discharge
|
EXTRAORDINARY ABILITY TABLE - ROMANCE
1)
|
Invisibility
|
2)
|
Innate – Roll on Science Table
|
3)
|
Innate – Roll on Ordinary Table
|
4)
|
Psychic
|
5)
|
Shapeshifter
|
6)
|
Teleportation
|
HUMDRUM ABILITY TABLE
1)
|
Aristocrat/Gentleman/Lady or
Connections
|
2)
|
Engineer or Scientist or Construct
|
3)
|
Criminal, Flim-flam Artist or
Driver/Pilot
|
4)
|
Doctor or Psychic
|
5)
|
Explorer/Navigator, Soldier of Fortune
or Trader
|
6)
|
Performer
|
Initial Characteristic Table
Ability Total
|
Fortitude
|
Form
|
Faculty
|
44
|
6
|
3
|
4
|
40-41
|
6
|
3
|
5
|
35-37
|
6
|
4
|
4
|
31-32
|
6
|
4
|
5
|
28-29
|
6
|
5
|
5
|
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