D.A.M. CHARACTER CREATION

Character creation is largely random with some purchasing with points. Either use scrap paper and transcribe the final results onto a Character Sheet or else fill in a Character Sheet as you go. This generation process builds you a random, typical of twentieth century western world, human.

  1. Base Character Sheet

  2. General Skill Sheet

  3. Combat Skill Sheet

  4. Weapon Sheet

  5. Equipment Sheet

Follow these stages:

ATTRIBUTES

ATTRIBUTE

GENERATE METHOD  

MINIMUM ALLOWED

AVERAGE

MAXIMUM ALLOWED

STA (Stamina) 1D100 10% 30% 70%
STR (Strength) 1D100 15% 30% 70%
DEX (Dexterity) 1D100 15% 30% 70%
MIND (Mind Power) 1D100 10% 40% 99%
CHA (Charisma) 1D100 10% 47% 99%
MYSTIC 1D100* 0% 0% 99%
SPIRIT 1D100* 0% 10% 99%
SAN (Sanity) (1D100 ÷ 2) + 50 11 80 198

Any roll below Minimum is automatically made Average. Any roll over Maximum is re-rolled.
* = Only roll if DM approved and justifiable and may be highly modified, dependent upon circumstances.

Attributes may be improved through age or experience. Attributes may be lowered through permanent damage or disease or due to age.

Alternative Athletic Attribute Table

Alternative Scholastic Attribute Table

SENSES

Roll 1D10 for: Sight; Hearing; Smell; Touch and Taste.

Roll 1D4 for: Mystic and Spirit.

Then find the sum of all the Senses and this is the Total Senses rating.
(Sight +Hearing +Smell +Touch +Taste +Mystic +Spirit = Total Senses).

For a general perception check use the Total Senses Rating as a percentage. If the character wishes they may concentrate on using only one or more senses, such as tasting a substance to determine what it is or placing one's ear and hands to the floor to listen for and feel movement by sound and vibration. If this is the case then multiply the individual sense by 10 and roll as individual sense rolls.

SAVING THROWS

Saving Throws are randomly determined by the roll of 1D10.

 

SKILLS

Skills should be chosen and determined by the random dice roll and the archetype modifier. Many archetypes have a list of Obligatory skills and their ranges as well as modifiers and Optional skills, ranges and modifiers. Take what you feel is necessary for your character then show the DM. The DM may reassign skills or even refuse certain skills as unnecessary.

GENERAL SKILLS | COMBAT SKILLS

MONIES / CREDITS

EMPLOYED 6 Months salary (of last profession?) savings, + 2 weeks cash.
UNEMPLOYED CHA + MIND ROLL SUCCESS in cash.
WEALTHY EMPLOYED 12 Months salary savings (of last profession?) + 4 weeks cash. Own Transport
WEALTHY UNEMPLOYED CHA + MIND x10 in savings + a common mode of transport.

The Monies / Credits results should be modified by Time Period, Location and Genre.

Home

My Own Systems | Role Playing | DAM Home | General Skill Descriptions | Professional Skills | Combat Skills