Character Module

Rules Catalog
Rule #
Name
Text
Dependencies

R101
Character Concept
Every character has a character concept, which is a statement or description that gives a character form within the story of the game.

R102
Goals and Flaws
Character goals and flaws should be included in character concepts to facilitate the awarding of hero points when players roleplay their flaws in spite of their goals.
R120

R103
Character Level
Each character has a level that acts as a relative measure of character progress. Each level includes one attribute score increase, one skill point, and one perk.

R104
Average Person
A brand new or level 1 character has the same capabilities, or average of total capabilities, as an average person. Furthermore, difficulty bonuses should be gauged in terms of difficulty to an average person.
R010

R105
Attributes
Attributes are the fundamental way by which a character exists in terms of rules. The significance of an attribute is measured by its score.

R106
Attribute Bonuses
An attribute bonus is a bonus that applies to all contests involving a given attribute. The bonus for even attributes is equal to the ((score) – 10)/2. The bonus for odd attributes is equal to the ((score) – 11)/2.
R105

M107
Physical
Physical (abbreviated P) is the measurement of a
character’s body. It can represent well-being, strength,
stamina, speed, and any other corporeal characteristics.
R105

M108
Mental
Mental (abbreviated M) is the measurement of a character’s
mind. This relates to anything like reasoning, sensing,
memory, and focus.
R105

M109
Metaphysical
Metaphysical (abbreviated MP) is the measurement of a
character’s spirit. This covers a character’s charisma, soul,
aura, supernatural sensitivity, and fate.
R105

R110
Skill
A skill is a character’s ability that improves with training or experience. Each skill is related to one attribute.

R111
Skill Points
Skill progress is measured in points which are a bonus to all contests involving that skill. R110

R112
Maximum Skill Points
A character cannot have more skill points in one skill than he has character levels.
R103, R111

R113
Specific Knowledge
A character cannot use a skill that requires specific knowledge unless he has at least one skill point in that skill.
R110, R111

R114
Perk
A perk is a discrete benefit that a character gains that cannot be classified as an attribute, skill, or hero point. All perks should generally be equally significant.

R115
Perk Contest Limitation
Perks do not grant bonuses to contests.

M116
Removed.
Perk Substitution
When a character gains a perk, he may instead take a one-point attribute score increase or one skill point.
R105, R110, R111, R114

M117
Removed.
Perk Tree
Perks may increase in significance if they gradually build on previously acquired perks.
R114

R118
Bonus Action
A character gains an extra action each round for every 5 points that his attribute score exceeds 10. This bonus action must be related to the attribute, and must be unlocked by a perk that allows the use of a specific skill with this action.
R105, R110, R114, R203, R204, R206

M119
Removed.
Level Points
Characters improve by gaining level points awarded by the GM. A level point is a one-point attribute score increase, a skill point, or a perk. Once a character has gained one of each type, his character level increases.

R120
Hero Points
Player-characters may use hero points to improve contests as dictated by their character concepts. The amount of the bonus is determined by a d6 roll. A character may store as many hero points as he has character levels.

R121
Hero Point Sources
Hero points renew every day. The GM may renew a PC’s hero point as a reward.

R122
NPC Dispositions
PCs with free will determine their own dispositions to
others. Characters without free will have five levels of
disposition to others: helpful, friendly, indifferent,
unfriendly, and hostile.

Character Module

Modos RPG Mich43L