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.
Follow these stages:
ATTRIBUTES - determine the attributes randomly. The DM may adjust these of give higher or lower minimums and maximums than indicated. Note Athletic Attribute Table and Scholastic Attribute Table.
SENSES - determine Senses with both calculated and random combinations.
SAVING THROWS - determine saves with random dice rolls.
MONIES / CREDITS - determine starting wealth dependent upon random elements and situation.
ATTRIBUTES |
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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. |
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. |
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 are randomly determined by the roll of 1D10.
Paralyse is for fear and surprise and also comes into effect for physical paralysis too.
Magic is for resistance to magic and other supernatural occurrences.
Hitting is for all physical damage and resisting physical blows and efforts.
Poison is resistance to all toxins regardless of their nature.
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.
My Own Systems | Role Playing | DAM Home | General Skill Descriptions | Professional Skills | Combat Skills