There are several character types in TI7. The Hero, Psychic Hero, Experienced Hero, Experienced Psychic, and Extra. The Extra is any expendable character who does not have a starring role in the game or one that might not be expected to live all the way through a session. The Hero should be the most common type of PC with above average abilities and the potential to specialise. The Psychic Hero is similar, but has some points set aside only for Psychic powers. The Experienced Hero (and Experienced Psychic) is like a hero, but better, with more skills and higher stats. This should be used sparingly when we need to make characters who are better than others.
Quality Points: 10
Drawback Points: (up to) 5
Skill Points: 15
Drama Points: 3
Quality Points: 15
Drawback Points: (up to) 10
Skill Points: 25
Drama Points: 3
Quality Points: 15
Drawback Points: (up to) 10
Skill Points: 15
Psychic Points: 15
Psychic Drawbacks: (up to) 5
Drama Points: 3
Quality Points: 15
Drawback Points: (up to) 10
Skill Points: 35
Drama Points: 3
Quality Points: 15
Drawback Points: (up to) 10
Skill Points: 20
Psychic Points: 25
Psychic Drawbacks: (up to) 10
Drama Points: 3
You have 6 Attributes:
Strength, Dexterity, Constitution, Intelligence, Perception, Will Power
You get to spread your attribute points between your 6 attributes. '2' is an average score, so you are slightly above average.
Qualities are just general stuff that will effect play, bits of background, special talents, extra toughness, etc. Some Qualities are here. These Qualities are extra or different to the rulebook. Many more qualities are detailed in various Unisystem rulebooks, and we should make up our own too.
Drawbacks are like qualities that are bad for you. But, every point you spend on drawbacks gives you an extra point to spend on more cool Qualities. Here are some drawbacks. Try not to load up on drawbacks that never get used, just to buy Qualities; you're only cheating yourself! Drawbacks and qualities (and everything else for that matter) should be approved by the group.
You get Skill points to spend on skills. Skills are broad categories for common actions one can take, like 'Computers,' which is used whenever someone is arsing about with computers. The skill list is here. You can make up extra skills called wild-cards which give you an extra sphere of expertise that is not open to the normal person. For example, 'Pilot' is not a standard skill. If you want to be a good pilot you have to make up the wild-card 'Pilot' and spend skill points on it.
You get 3 Drama Points. These are similar to Fortune Points in WFRP. They refresh at the end of every session.
Life Points are hit points. There is a simple formula for these: 10 + (4*(str+con)). You can get extra Life Points by buying the 1-point quality 'Hard to Kill.' You get 3 extra life points for every quality point you spend.
If you look at the Character Sheet here, you can see where this stuff fits in.
This reflects a particularly good or bad sense. If a perception roll relies on that sense then you get a +/-3 modifier to the perception roll.
The PC is addicted to some substance or other. We won't count coffee. Tobacco might work for a one-point drawback if it affects gameplay. Other substances can be designed by the player and the GM will decree how many points the drawback is worth.
The PC has an adversary who is out to get him. The power of the adversary and how dangerous they might be will determine how much is paid for the drawback. This might be a bit complex to bring into our setting, unless the adversary is someone within TI7.
Alien (Variable Quality)
This is a catch all description of non humans in the game. Aliens can be from other planets, but more likely from alternative dimensions.
Evolved, human-esque 'Aliens' can be created by a player by simply combining various qualities (and skills) and declaring them the species norm for his chosen creation. Then, once the player has decided what is typical of the species, he can then decide what makes his character unique.
The Alien quality is essentially free, but the other qualities which reflect the nature of the alien must be purchased normally. Any Alien qualities not covered by these rules should be costed as best you can.
Assassin (9-point Quality)
You make a living by killing. There is always a call for this kind of work. You might work for TI7 or be hired in by them on a freelance basis. You may work for any combination of the above, also. You are well paid but more important than the money is your reputation. Your clients need to know that they can rely on you to get the job done and to be discrete. And you need to make sure that your reputation as an efficient killer is never blemished. Many assassins have trademark ways to kill that act as a 'calling card.'
You get 2 levels in any attributes. You also get 2 levels in a combat skill (usually Gun Fighting). You get 3 levels in Contacts (for your various clients and allies). You also get two levels of Obligation, to represent how finishing a job correctly is linked to your Reputation. You get one level of Reputation but can pay for more. You also get three levels of Gadget (which you can pay to improve) which represent the special tools of your trade.
This is your looks or your likability. Average is '0'. You can get it to +/-5. This is often used as a modifier when using Influence. You can decide whether it's looks or personality or a combination which causes the modifier.
+1 to a mental Attribute, and 4 skill levels in something brainy-like. And, because it's TV, -1 to any interpersonal type skill rolls.
You just won't let it lie. There is a specific part of your life, that if someone says the wrong thing about, you won't let it go until they (or you) are lying in a pool of blood, or they apologise to you.
They seem to be giving away a free quality point for anyone who wants to arse around instead of playing properly.
If you want to know useful and/or influential people who will treat you (mostly) right, then buy them as contacts. The Group will set the price. You also might want to chat with the Group about what contacts will work best in the setting.
You want something so bad that it will affect the way you play, and even put you in danger. The higher the price, the more seriously you want this thing, whatever it is.
You're a member of the criminal classes, not just semi honest, but real dirty criminals. You know about their methods and techniques. You know who's who and what's what. You get +1 to your most criminal attribute, +1 to Crime skill, +1 to another criminal skill. But, being a criminal you sometimes can't resist taking stuff that doesn't belong to you. When faced with such an opportunity, as decreed by the GM, you must pass a WP test in order to resist pulling a fast one.
Someone close to you relies on you and you need to make sure they're gonna be ok. If it doesn't affect the game and it's not inconvenient and/or annoying then it's not worth the points.
Doctor/ Surgeon (6-/8-point Quality)
You are a highly trained medical professional. Loyalty to your patients and the sanctity of human life should come above all other values. It is a complicated dimension out there, though, and difficult decisions often need to be made. You should generally command at least some respect for your chosen vocation.
As a Doctor you get an extra level of Intelligence Attribute and six levels to share between Medical, Science and Influence Skills. You also get a two point Gadget doctor's bag. You get a two point Honourable Drawback for the Hippocratic Oath. A Surgeon gets all that in addition to an extra level of Dexterity and access to the Wild Card (Surgery) Skill.
You get +5 to Initiative tests, and +1 to WP tests for things like 'Fear.'
You own a cool piece of technology that is not normally available. Gadgets are out-of-the-ordinary technological devices that the director decides a character should pay for with Quality Points. They should be unique items or otherwise difficult to come by. The director should make the final decision on a cost for a Gadget. The director can allow appropriate characters to create Gadgets during the course of the game, paid for with experience points.
A basic Gadget would cost one Quality Point for each bonus point it lends to a related attribute/ skill check. In addition it costs more points for any extra features it might have. For example, a simple gun which gives a +1 bonus to Gun Fighting tests will cost one point. A tiny gun that can be easily secreted might cost a single point, too. A tiny, +1 gun will cost two points.
You have an uncanny ability to construct complicated electronic or mechanical devices, often at short notice. If you can think of it, and it's pretty plausible (not magical!), you should be able to knock one up from spare bits around the place. This of course will we limited by the sorts of spare bits and technology in the dimension, and what you have carried with you.
Each level gives you +3 Life Points, and +1 to Survival tests.
You live by a code that you just can't go against, no matter how expedient it might be. The first level, you won't lie or betray your friends. The second level, you always keep your word and do your very best to make good on any promise made. The third level, you live by a very strict code and will never do anything low down or remotely dirty.
You just don't get it.
You get loads of bonuses whenever you want them for being invisible. But you don't suffer any drawbacks for being invisible, because you can change at will. You get loads of bonuses whenever you want them for being a wolf, but you don't suffer any drawbacks for being a wolf, because you're invisible.
Loyal (1 to 3-point Drawback)
You are beholden to some organisation and strive to keep to the ethos of that. A level one drawback means you will always be loyal in day to day life, but not necessarily under testing conditions. A three point drawback means you will never waver from your loyalty. This drawback should be relevant to many TI7 operatives, especially marines.
Luck (2-point/level Quality or Drawback)
This gives you a plus or minus adjustment to the session allocated Drama Points, at one Drama Point per level.
Marine Training Crash Course (2-point Quality)
Any civilians joining TI7 field program, if there is time and resources, might be required to take the marine crash course just so they don't get in the way. It involves basic gun handling (1 level of Gunplay), some survival techniques (1 level of Survival), and a briefing on simple marine procedures and techniques. And they get some standard issue Light Armour (Rare (1)).
Marine (7-point Quality)
The marines are proud of their esprit de corps and their high standard of training and equipment. They are loyal to their regiment and to each other. No man gets left behind that often. Not all marines are the same, but a typical training package includes a 1 point physical attribute bonus , 2 levels of gunplay, one of Brawling, one of melee, two levels of survival. A -2 loyalty Drawback. The standard issue for front line combat troops is a light laser (Rare (2)). Light Armour (Rare (1)) and comm links are expected to be worn during standard missions.
Your marine may vary. Mix and match for equal points at your discretion.
Cowardice, Cruelty, Delusions, Obsession, Paranoia. Phobia, Recklessness, Zealot. Choose one of the above. You can have more if you want, but the rest are free. The 1-point drawback shows a mild problem and means that you will portray symptoms but might overcome them when the going gets tough. A 3-point drawback means you are deranged and it will get in the way of things, annoyingly often. The rank also works as a modifier to relevant skill tests.
You've been trained for combat and use this training to monetary ends. You get 2 points to add to a physical attributes. 2 points in Gunplay skill, 1 in Crime skill, 1 in Bargaining skill.
4 points of natural armour against blunt attacks only, like punches, lead pipes, hit by a car, etc.
You won't scare, either coz you're too cool, or too dumb.
For whatever reason, you don't like to get involved in fights, fist-fights or fire-fights, or anything like that. You cannot start a ruckus. You can only join in in self defence or if your friends are in big trouble. If the situation is not altogether clear, then it may require a WP roll if you want to get involved.
You have an obligation to someone or some organisation. They tell you what to do and you do it. The level of the drawback dictates how much of a hold they have over you and how much you have to do for them, and how much it will interfere with your game.
Obsession (2-point Drawback)
Some preoccupation that dominates, or at least influences your game play. Might have to work this out with the group to find something that can be a regular part of the session.
For whatever reason, your colleagues or acquaintances consider you an outsider. They might tolerate you, but they know you're not one of them. It's not something you've done; it's just the way you are that makes them wary. You can't change that. This will work for an 'alien' or non-TI7 member, or similar.
Some sort of physical disadvantage that may effect your game. Discuss with group as to the price for the Drawback.
Psychic Drain (3-point Quality)
This gives any Psychic manifestation within 20 metres or so, a -4 modifier. Choose this one carefully, because it's going to annoy any psychic PCs.
Psychic Resistance (3-point Quality)
This gives any Psychic influence attempted against your mind a -4 modifier. Some people are born naturally psychic and no one knows why. Just as many people are born with a natural resistance to psychic manipulation.
If you are a soldier, mercenary, man of god, cop or something similar, you can buy levels of rank that reflect your status in this field. This will give you extra importance among those remaining in that service and higher-up contacts, friends in high places, etc. You also get +1 Influence per level. This should be important in TI7 and the marines. The approximate ranks these levels represent are as follows. Generally a special agent will always outrank a marine of the same level, just because of the way TI7 politics work.
Senior Field Op
If you've had some trauma in the past then you might get haunted by it in your sleep. 10% of your nights are disturbed by serious nightmares, and then the following day you are at -1 to everything.
Your fame precedes you. This could be a good or a bad thing. This quality reflects how you will generally be received by the common folk wherever you go. Criminals and the government, etc, may have to make their own minds up about you. The more levels you buy, the more widespread and the more emphatic is your reputation.
You get a ranking from -5 to +5 to indicate how wealthy you are and what sort of resources you can call on during the game. 0 means you have adequate equipment and clothes and enough money to live on for now. In a mission-based, tight organisation game like this, this Quality might not be very relevant.
You have a dangerous and important hidden fact about your past life. That's dangerous. And important. Not, 'you used to wet the bed.' Dangerous. Important. Discuss with group, but you don't have to actually tell us all what the secret is, yet, possibly.
You just can't resist making sure everyone knows how good you are at stuff. Remember, if it doesn't affect the game, it ai'nt worth the points.
You were born to a rich family. You know how to act among the elite and they will know you're one of them. On the other hand, normal folk out on the frontier aren't always gonna like you for it. Add +1 to a mental skill, 3 extra skill points for educational skills, +3 Etiquette skill.
+2 to sudden Perception based rolls and bonuses for being surprised or thieved on, etc.
Sniper (2-point Quality)
Training and practice allow you to get +4 from three rounds of aiming, rather than +2 from a single round.
You've been trained for combat and survival by some military organisation (not a TI7 Marine). You get 1 point to add to a physical attribute. 2 points in Gunplay skill, 1 in Survival skill and 1 in Medical skill.
Stubborn (3-point Quality)
You're so stubborn you get +1 WP.
Nice (3-point Quality)
You're just so nice that you get a +2 bonus whenever you try to influence someone, get a favour, or get stuff done in a pleasant way.
For a given skill you get +1 bonus, you also get a natural talent and uncanny ability that ensures you get a roll even if you have no other reason to succeed with a particular task.
Techno Useless (2-point Drawback)
You're rubbish with any sort of technological device. Either coz you're just naturally incompetent, or because you come from a time and place where this sort of thing just looks like magic.
Warrior (4-point quality)
You were an honourable fighter back on your home dimension before TI7 came. You have not forgotten the old ways and you try to live by them despite the distances you have travelled.
You gain one level in a physical attribute. In addition you get two levels in a combat skill (Gunplay, Brawling or Melee). You get a level one Gadget, which is a traditional weapon of your home planet. You can make this Gadget higher level by spending extra Quality Points. You also get a two point Honourable Drawback where you must be loyal to the traditions and the memory of the people of your home dimension.
Any Psychic character (Psychic Hero, or Experienced Psychic) gets the Psychic Quality for free. This is next to useless on its own, however, and the character's powers should be made up by paying for Psychic Qualities and Spells with Psychic Points. Additional Psychic Points can be purchased by spending Quality Points, at 2 QP for 1 PP, or by buying Psychic Drawbacks.
A casting roll is simply Willpower + Channel, with a single success required. Extra successes can enhance the spell effect, by range, duration, damage etc.
Each Psychic Quality has a PI cost ( Paradimensional Imbalance). This is a reflection of how much using the power disturbs the dimension you are in. This in turn weakens the distinction between that dimension and the home dimension. It is also a reflection of how easy the anomalous activity is to spot, by, for example, witches in other dimensions.
Once the cost gets above the Psychic Grounding (((Willpower + Grounded) * 4)+10) of the caster, then he must make the following test, and make it every time a power is used. The test is Willpower + Additional Grounding modified by the amount the PI is over the PG. The Imbalance dissipates as soon as a jumpshift is made. Or it dissipates at a rate of about 1 point per hour.
Stunned for 1d10 rounds
Stunned for 1d10 round and 1d10 damage
Stunned for 2d10 round and 2d10 Damage
Disappears from the dimension forever, maybe to appear in a future episode after a payment of 5 DP.
0 or less
Psychic Qualities and Drawbacks
Channel (-) (2-point/level Psychic Quality)
This is the Wildcard (Channel) skill which is used in any casting roll. Maximum of 5 levels.
Discreet (-) (1-point/level Psychic Quality)
Your casting always causes 1 point per level (max 5) less Imbalance than listed. 'Per round' costs are unaffected.
Grounded (-) (2-point/level Psychic Quality)
Every level (up to 5) contributes to your total Psychic Grounding and acts as a modifier to Critical Imbalance rolls.
Unstable (-) (2-point Psychic Drawback)
All rolls made by the caster on the Critical Imbalance table are made at -4. You can be, as it happens, Grounded and Unstable.
Forced Dissipation (1d10) (4-point Psychic Spell)
Resets the caster's current Psychic Imbalance to d10, but the caster must take 2d10 wounds. This causes a Psychic flare, which is a very apparent anomaly across the dimensions, ie the caster will be extremely easy to spot, and reach, paradimensionally, if anyone were so inclined.
Overrule (2d10) (4-point Psychic Spell)
This will destroy any other spell provided your success level is higher than the success level of the spell when it was cast (not including any successes used for enhancements).
Para-Shield (1 per round) (4-point Psychic Spell)
Takes any physical damage and instead of applying it to Life Points, it applies it to Psychic Grounding instead.
Wall (1d10 +2 per round) (2-point Psychic Spell)
Creates a temporary, and barely visible breach in timespace. The effective forcefield is unbreachable while it lasts. The thing is c. 10ft*10ft.
Psychic Blast (2d10) (4-point Psychic Spell)
This will do 1d10+4 physical damage against an opponent as you try to kill them with your brain. If made against Psychics, the caster can choose the damage to go against their PI instead.
Phase Out (2d10) (3-point Psychic Spell)
The caster disappears for any time up to an hour, and then reappears in the exact same place. The time must be specified during casting.
Blur (1d10 +1 per round) (3-point Psychic Spell)
This spell blurs the image of the caster so that he is much harder to see, etc, giving the caster +6 an stealth roll, etc. Eg, it requires a Very Good success to spot on a perception roll.
Bullet Time (1d10) (3-point Psychic Spell)
The caster causes timespace to slow around him for a round, effectively moving him much faster from the point of view of others. All Dex rolls are made at +8. And you get two actions per round.
JumpShift (2d10) (5-point Psychic Spell)
Not sure how this one will work. But really, it sounds like a bit of a powerful one, and a bit of a loner spell, unless the caster can jumpshift the whole party.
Detect Para-Activity (1d10) (3-point Psychic Spell)
The caster can spot a source of anomalous timespace. How large, distant and recent the anomaly will determine any modifiers. The caster can also concentrate on a specific type of anomaly.
Rewind (2d10) (4-point Psychic Spell)
Immediately after a dice roll, the caster can rewind time to just before the roll, ie it gives a simple re-roll. The roll does not have to be the caster's.
Feel free to make up whatever Wildcard skill you need to reflect any unique skill your character has.