Ascendance Character Generation Guidelines

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    CHAPTER 5 - characters

    1

    To play the Ascendance Role-Playing Game, you

    need to create a character rst. There is a series of

    steps required to make in order to successfully create

    one. This chapter will guide you through the creation

    process step by step, from the original concept tolling out every detail on your Character Sheet. You

    will nd printable sheets in the end of this book, for

    both characters and vehicles. The steps you need to

    take to make your character are as follows:

    Character Concept

    Rolling Your Attributes

    Race

    Skills

    Perks & Flaws

    Equipment Traits

    Finishing Touches

    ConceptThe rst part of the character creation is the concept.

    Every player needs to nd the kind of character that

    they want to play. In the rst part, concepts such as

    your characters profession, position in the society and

    background can be decided to help you with the next

    steps. Of course, you may skip this step and let the

    next steps determine the concept of your character.

    AttributesYour characters Attributes is what denes him in the

    world as a being. To determine your Attributes, there

    are dice rolling methods that will do so. You will ndthese below. After having rolled the dice, you must

    distribute the results to your Attributes, according to

    the method you have chosen. Some methods produce

    average characters for a normal game, while others

    produce more powerful characters for an above

    average game.

    ROLLING THE DICEThe most common method of rolling the dice for

    your Attributes is to use three dice, called the 3d6

    method. You roll the dice seven times (as many as the

    Attributes) and then assign them as you see t.

    The 2d6 Method

    Roll 2d6 seven times, writing down the results

    Distribute the results in all seven Attributes

    This method produces normal characters, giving you

    the chance to create your character the way you see

    t, making for strong characters, intelligent ones, etc.

    This method usually produces characters that are

    strong at a couple of Attributes and weak in a couple

    of others. It is the most commonly used method in the

    Ascendance setting.

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    ALTERNATE METHODSIf you want to have a different kind of campaign

    where players are more powerful, or maybe one with

    less powerful characters, you may try different rolling

    methods. Some are outlined below. GMs should feel

    free to make their own, if these ones do not meet the

    needs of a campaign. Also note that if a player is not

    satisied with the character he rolled, he should talk

    this over with his GM and they should come up with a

    solution for the player to enjoy playing that character.

    However, everyone should be careful not to abuse this

    and take the fun out of the game. After all, ba drolls are

    part of the game, too.

    The 3d6 Method

    Roll 3d6 seven times, using only the 2 highest dice

    and write down the results

    Distribute the results in all seven Attributes

    This method makes for slightly more powerful

    characters than the normal method, since players will

    ignore low rolls and only keep the high ones, at the

    same time being able to distribute as they see t.

    The Double 2d6 Method

    Roll 2d6 twice for each Attribute separately

    Put the numbers in the Attributes in the order they

    are rolled

    Even though this method limits you to rollign for eachspecic Attribute, it helps build your character, since

    you get to make two rolls for each Attribute and keep

    the best one.

    The Harsh Method

    Roll 2d6 once for each Attribute separately

    Put the numbers in the Attributes in the order they

    are rolled

    This method will generate potentially average

    characters and will also not give the players any

    control over what kind of character they wish to play,since they must keep what they roll.

    The Free Method

    Start with a 5 in all Attributes

    Distribute 25 points in the way you see t

    Although not typically a rolling method, this method

    gives a lot of control and completely removes the

    random element from the Attribute distribution process.

    This may be good because it ensures you get no bad

    rols, but it also removes the extremely high, lucky rolls.

    Distribution Points

    If you wish to give players a bit more control, you can

    add Distribution Points on all the above methods. The

    way these points work is that they can be added to

    any existing rolls, on a one-to-one basis. Usually yuo

    may add from 1 to 6 points in this way, depending on

    how powerful you want your players to make their

    characters. IF you want to add some more variety tothe Attribtue rolling methods, you may have them add

    1d6 Distribution Points, instead of a xed amount.

    campaign powerBefore making the decision on which Rolling Method

    to choose, rst the GM will need to decide what kind

    of campaign he wishes to run. Attributes are very

    important in theAscendance setting. IF the GM wants a

    high-powered campaign, he should ensure his Players

    are powerful enough to t in it. On the other hand, if he

    wishes a low-powered campaign, he should choose a

    Rolling Method above that helps in this regard.

    attribute limitsOne nal thing to be aware of is the limit in Attributes

    when assigning points in this part of the character

    creation process.

    Character Creation At tribute Limit = 12

    Minimum Attribute Limit = 1

    Attributes may increase later in the character process

    when you choose your race, if it increases an Attribute

    (or decreased also). In this case, they may exceed 12,but not when you assign points.

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    GIVING PLAYERS MORE CONTROL

    If the GM wishes to have players make the characters they want, he may even combine some of the rolling methods as

    the group wants. Doing that will denately make for more powerful characters and sometimes this is what the players

    and the GM may want. However, as a GM you should be careful not to go too far with this. Too powerful characters will

    usually take all the fun out of the game, because after all this is what it is. A game. Very powerful characters will take little

    joy in advancing, since they are already very strong. Most of the times, it also takes the fun out of that unique character

    who rolled very high. All in all, adding Distribution Points to already powerful rolling methods will probalby result in some

    extremely powerful characters.

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    raceThe next choice a character has to make is the Raxe

    and sex of the character. Being male or female (or

    perhaps some alien race that has no discrnible sex) is

    purely a cosmetic choice and does not affect anything

    in the game mechanics. It does affect roleplaying, ofcourse. The race, however, affects many things both

    concerning the game mechanics and the roleplaying

    of your character in general.

    Note here that when you select your race, you

    immediately increase or decrease your Attributes

    by that races modiers (see the table below). In

    this case, Attributes may exceed 12.

    You will nd here a brief description of each of the

    playable character races and a table showing theirAttribute Modiers and Traits.

    playable racesThere are three different main racial distinctions made

    in the Ascendance setting, as far as their origins go.

    There are humans, identied by the place where they

    grew up in, such as the military, slums, etc. Then,

    there are also those humans who have somehow

    been changed, whether by some mutation or alien

    blood running in their veins. Finally, there are aliens,

    completely different from humans.

    human, militaryThese humans grew up inside a military bunker,

    or joined the army at an early age. They have been

    trainde in most kinds of combat and some of them

    even turn to other aeras, such as mech piloting. One

    thing is certain. When force is needed, these are the

    guys to call

    STRANGE RACES

    Some playable character races like the Mutants and

    the KalThian have some very specic and maybe a

    little complicated rules. Specically, the Mutants get

    some Mutation Points, which they spend on charac-ter creation on certain abilities, discussed in detail in

    Chapter 4.

    The KalThian, though, are a lot more complex. What

    you create as a character is their temporary form,

    called a Frail, which lies trapped in their icy homeworld.

    After this, you will be able to possess a machine of war,

    usually a mech and play through it. The more powerful

    your character, the more powerful the mech you may

    possess. Of course, this ability carries certain perils,

    which are discussed on the KaThian entry in the Race

    section on Chapter 4.

    human, CitizenThose who live inside the human cities have learned

    that you need a little bit of everything to win the war.

    They are the most numerous and those whoa re most

    likely to become anything in the world ofAscendance.

    human, SlummerThe unforgivign slums have a very high mortality rate.

    But those who do survive are the strongest and usually

    the most cunning. As one Slummer once said: life is

    not taken for granted, its earned here in the slums.

    human, Upper ClassSome of the humans are born with certain privileges

    and they have the luxury of growing up in a rich and

    healthy environment. Although this means they do not

    develop their physical part as much as others, they

    tend to be more intelligent.

    Roll vs TN STR CRD STA REA INT WIL PER Special

    Human, Military +1 +1 - - -1 -1 - Determination 1/sessionHuman, Citizen - - - - - - - Determination 1/session

    Human, Slummer - - +1 +1 -1 - -1 Determination 1/session

    Human, Upper Class -1 - -1 - +1 - +1 Determination 1/session

    Mutant +3 -1 +2 - -2 -1 -1 Mutation

    Sunblooded - - - -2 - +1 +1 Destiny, Suntouched

    Infested +1 +1 +1 +1 - -2 -2 Infected, Transform

    Deathscorn -1 -1 +4 -1 - - -1 DR 2, -2 Avoid, Pain Resistance

    KalThian Rebel -5 -5 -5 -5 +3 +1 +2 Possess, Mindshock

    Table 5.1: Races.

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    mutantOnce humans, mutants have actually evolved now and

    are more than that. Their own DNA has transformed

    and all have gained some kind of power they can

    control (at least partially). Those who master their

    mutation can be formidable, indeed, because Mutants

    also have innate physical superiority over humans.

    However, they usually lack a little in the mental stats,

    since the mutation usually interferes with a persons

    sanity and rational thought.

    sunbloodedOf those that have been somehow mingled their human

    part with aliens, the Sunblooded should be considered

    the most privileged ones. Carrying the blood of the

    Shiraldi inside them (however tainted through the

    generations), they are always inspired to achieve

    greatness in life. Most die trying, but this does not stopthem from hoping for grandeur. The Sunblooded have

    the most afnity for divine power.

    infestedNobody knows what exactly the Zordath are. The only

    certain thing about them is their unrelenting desire

    for annihilation. Some say they are parasites, using

    ancient aliens as hosts. If this is the case, then the

    Infested are the human hosts, albeit those who have not

    yet surrendered to the parasite completely. Struggling

    to nd balance between human nature and the thing

    inside them, the Infested are really dangerous for therest of the world.

    deathscornThe Deathless have only one way to increase the

    ranks. That is by taking captives from the humans and

    forcing them through the same process that made

    them what they are, in their hellish dimension. Some

    escape before this process is completed, while others

    are not deemed t for gonig through the process at all.

    These become the Deathscorn, almost human but not

    quite anymore.

    kalthian rebelIt was a bold move for some of the KalThian to abandon

    their leader, Ramhak. Their Frails, the bodies which

    they inhabit, are kept in isolation in their homeworld,

    ready to be destroyed if they ever return to them. They

    paid with their immortality for assisting the humans.

    Now, possessing highly advanced mechs, they ght

    alngside the humans and aid them in the war.

    ROLE-PLAYING RACESWhatever race you select, you should make sure you

    have read the appropriate part in Chapter 4, where all

    the races are outlined in detail. This will give you many

    hints on how to roleplay your race well. Even though

    the easiest ones to play are humans and their various

    sub-races, even they have their own unique quirks.

    More so, alien races (and those that are almost alien).

    These have the most difculty, since they are far from

    the players that play the characters. However, reading

    the entries and perhaps even other sources, playerscan learn a lot about their chosen race.

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    5

    SKILLSAfter selecting your race, you must assign points to

    your skills. These are what makes your character what

    he is. They dene what he is good at, what he lacks

    and what he needs to train. On character creation,

    you get a number of poitns to assign to your character,dependent on his Intelligence Attribute. These points

    are split among all your Skills, with certain limitations,

    which are outlined below. To assign these points,

    though, you must rst choose an Afnity.

    affinityEvery character ca have a specialty, a eld where he

    is very good at, either because of innate potential or

    training in that specic area of expertise. The available

    Afnities inAscendance are the seven Skill categories.

    Choosing one of these means your character becomes

    specialized in it. This gives you certain options to

    spend your skill points in. Furthermore, you get certain

    benets concerning Experience Points when it comes

    to Skills and Perks. Finally, any Skills in the chosen

    Afnity can be raised more than normal. The Afnity

    which you select will make you very powerful in this

    category. Also, you may opt to not pick an Afnity. This

    gives you different benets, allowing you to learn a lot

    of skills, but never actually become excellent at any

    one of them.

    Close Combat Afnity Long Range Combat Afnity

    Environmental Afnity

    Technology Afnity

    Academic Afnity

    Divine Power Afnity

    No Afnity

    Note that the Afnities correspond to Skill Categories

    and Perk Trees (except the General one).

    BENEFITSYou will nd below all the benets for selecting anAfnity:

    All Skills from the Afnity cost x1 less to increase

    Skills in your Afnity may rise 3 points above maximum

    Perks in your Afnity cost half EXP to increase

    If you do not select an Afnity, you gain the following

    benets:

    All Skills cost x1 less to increase

    All SKills may rise 1 point above maximum

    assigning pointsAfter having chosen your Afnity, you must assign

    points to your Skills. On character creation, points are

    distributed on a one-to-one basis. To continue making

    your character, you must assign points in two steps.

    First, you assign points to your Afnity. Once thesehave been distributed, you get some extra points to

    distribute in any category you see t (including your

    Afnity). The points you get to distribute in your Afnity

    are xed, while the points you get to distribute in any

    category you want have a xed value and you get

    bonus points based on your Intelligence Attribute.

    Smarter players get more points at character creation.

    To complete the Skills part of your characters creation

    process, do the following:

    Assign 20 Pointsto your Afnity Category

    Assign 30 + (2 x Intelligence Attribute)Points to anycategory (including your Afnity)

    No skill may be more than 6during this part of the

    character creation

    To assign any points in the Divine Power Category,

    you must have the Divine Power Perk.

    PERKS and f lawsPerks are the second choice the player has to make

    that takes the Afnity into consideration. Perks give

    your character cetrain abilities, or improve existing

    ones. They reect a deeper understanding of a eldof a skill and represent some kind of devotion to it that

    gives you these abilities. During character creation,

    players get to pick one Perk for free and a second one

    if they have chosen an Afnity. The second Perk must

    be from the Afnity they chose earlier.

    Select one Perk from any categoryof your choice

    If you have chosen an Afnity, select a Bonus Perk

    from that Category

    All Perks chosen must have all requirements met

    At this point in the character creation process, the

    player may opt to take a Flaw. The opposite of

    Perks, Flaws give the character a penalty in a skill, or

    otherwise make him worse in an area. Note here that

    Flaws are quite a lot more powerful than Perks. That

    is, the benet you get from one Perk is less than the

    penalty you get from a Flaw. Of course, the number

    of times your Flaw will come into play is more or less

    controlled by the GM.

    Select a maximum of one Flaw. If you do so, you

    gain an extra Bonus Perk(from any category)

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    equipmentWhen all the details concerning the character have

    been completed, it is time to select the gear which will

    help you survive in the harsh world ofAscendance. For

    almost all the races of the game, gear is a major factor

    as it can often make the difference between life anddeath. There are some races who can do well on their

    own, but given the level of technology in a sci- setting,

    it is very rare. Of course, all these change when Divine

    Power comes into play.

    Gear are separated into categories, according to their

    type and use. You will nd details on every kind of gear

    on Chapter 8: Equipment. To purchase equipment,

    you need to spend Credits during character creation.

    starting creditsYou have a certain amount to spend and you will nd

    more information on Credits on Chapter 4: Mankind

    and Allies. How many Credits you get to equip your

    character with depend on your race and whether you

    have the Performance Skill or not. Below you will nd

    a table with all the playable races and the starting

    Credits they receive.

    Race Starting Credits

    Human, Military 2d6 x 1000

    Human, Citizen (1d6+1) x 1000Human, Slummer 1d6 x 500

    Human, Upper Class (3d6+3) x 1500

    Mutant (1d6-1) x 500

    Sunblooded 2d6 x 500

    Infested 1d6 x 1000

    Deathscorn 3d6 x 500

    KalThian Rebel 3d6+30 x 1000*

    Table 5.2: Starting Credits.

    *KalThian Rebels get a lot of money because of their

    dependence on a vessel of some sort (see the Sidebar)

    The Performance Skill also changes your Starting

    Credits, depending on how many Skill Points you have

    chosen to assign to it during the previous steps of

    your character creation and your Personality Attribute.

    Combined they make the total Skill roll, which sets the

    Extra Credits you receive.

    Extra Credits = Total Performance Skill x 100

    Total Performance Skill means the skill points you

    have invested in the skill, plus the Personality Attribute.

    BALANCING THE KALTHIAN

    The KalThian Rebel have quite a strange background.

    Their Frail bodies are trapped in their homeworld and,

    should their hosts perish, they will awaken imprisoned

    and soon to be punished for their transgressions bytheir leader, Ramhak. Their fate should they return to

    their Frail bodies lies entirely up to him. However, until

    they do that, they are free to follow through with their

    choice to ally themselves with humanity. This, though,

    poses certain issues in the game. First, the KalThian

    Rebels have no physical character, per se. When you

    create a character, you only need to make sure you

    have enough points in all the physical Attributes so that

    they are at least 1. Your characters physical Attributes

    are always determined by whatever vessel they inhabit

    at the time, which can range from simple constructions

    made for that reason, to huge mechs or even vehicles.

    Secondly, it raises the issue of how a starting character

    will be able to afford a mech. There are two ways to

    approach this.

    First, you can make use of the special types of armor

    made specically for the KalThian to possess. The

    most minor of these, though, cost quite a lot of money,

    which is the reason the KalThian Rebels start with

    that many Credits. While the group gains Credits, the

    player who plays the KalThian will be able to purchase

    more powerful vessels for his character. At the same

    time, the other players will gain better equipment and

    things will be quite balanced.

    Another way to handle this would be to give all players

    a vehicle of some kind (perhaps one that could be used

    by all players, such as an APC) and give the KalThian

    player something similar or maybe even a mech to get

    into. If you do that, the power level of your campaign wil

    increase, of course. Also, reduce the amount of money

    the KalThian gets to 0. Alternatively, you can leave it

    as is and combine the two options, givine the KalThian

    player an extra option for when a mech is not a good

    thing to have along.

    PURCHASING GEAR

    Go to Chapter 8: Equipment and browse the items

    you nd there. You only need to spend the amount

    of Credits each item costs and write it down in order

    to purchase gear for your character. Of course, the

    total must not exceed the maximum Credits you have

    previously rolled. Make sure to get the most important

    items your character needs rst (such as weapons,

    armor, etc) so you dont run out of Credits when you

    want to buy them later. Also make sure you write down

    the weight of all items you purchase, as well as the

    quantity, so you know if your character is Encumbered

    or not.

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    7

    traitsYour character is almost done. You now need to write

    down any Traits your character may have, such as any

    Mutations or Special Abilities he may gain from his

    chosen race. You will nd all these detailed on this book

    inChapter 7: System. When you note these abilities onyour character sheet, make sure to also write any uses

    per day they may have.

    MUTATIONSIf the race you have chosen to play is a Mutant then

    you have selected a number of Mutations for him.

    You should note them down and make sure you have

    made any necessary adjustments to Attributes, Skills

    or anything else that these Mutations affect.

    SPECIAL ABILITIESMany races, if not all, have some kind of special ability

    that further distinguishes them from other races, or

    even from sub-races of their own race. You should

    note them down and make sure you have made any

    necessary adjustments to Attributes, Skills or anything

    else that these Mutations affect.

    DIVINE POWERIf your character has a Divine Power Rating, you may

    assign skill points to the Divine Power Skill Category.

    Remember you need to have purchased the Perk called

    Divine Power in order to have a Divine Power Ratingas a starting character. Otherwise, you are unable to

    assign any points to this category during the character

    creation process.You should read Chapter 4: Divine

    Power for more information on how a character may

    acquire or increase his Divine Power Rating.

    In this part of the character creation, if you have

    chosen to get the Perk Divine Power and you have a

    Divine Power Rating, you get to assign points in the

    Divine Power Skill Category and note them down on

    your character sheet. You must also choose a Word

    and a Province. There are several ways to do so andyou will nd them in the Divine Power chapter. You

    may choose them on your own, have your GM choose

    them for you, or even roll randomly for them. These are

    considered to be your Word and Province Specialty.

    The Divine Power Rating you have will also give you

    the Might of your Divine Abilities, which is how much

    damage you can do, people you can affect, etc. Also, it

    will give you some Emanations, passive auras around

    you that show the splendour if your power. You will

    have to note these on your character sheet, as well.

    DIVINE POWER AND PLAYERS

    The Divine Power is a force to be reckoned with. Any

    player who has it, must be willing to focus on it, if he

    wishes to become strong. However, it is certain that

    the Divine Power is a very powerful tool in the handsof the players. Given the proper circumstances, those

    player characters who have Divine Power may become

    able to take on entire armies when they have sufcient

    amounts of power. Of course, this means they must

    focus on certain elements of the game such as their

    Willpower and also learning to use the Divine Power

    properly means assigning a lot of skill points in the

    skills associated with it.

    One point for the GM to take into consideration is that

    the Divine Power is simply not balanced in the game of

    Ascendance. It is powerful and can tip the scales very

    easily. And is intentionally done so. If you decide to in-

    troduce the Divine Power in your campaign, you need

    to be aware that it will raise the power level a lot. Hav-

    ing Divine Power means being something more than

    just a human or an alien with hi-tech gear or insane

    amounts of Credits and contacts. It is about having the

    power to reshape the world.

    What this sidebar is trying to tell you, is that the GM

    should think carefully when allowing a player to begin

    play with a Divine Power Rating. There are ways to

    bring it in the game later if you want, presented with

    great detail in the Divine Power Chapter.

    FiNIshing touchesHaving done all the previous steps, you must now

    add some details for your character and complete the

    process so you can start playing. These details (at

    least the most basic ones, you can add any of your

    own that you want) ar ethe age, height and weight. You

    will nd below the minimums and maximums for each

    of these statistics, for each available race.

    AGE

    Of course, some races (especially alien ones) have

    vastly different lifespans than humans. Some may

    even be immortal, never aging or altering their physical

    bodies. For example, the KalThian never seem to alter

    their essence and if their physical form perishes, they

    once again become pure thought and wander into

    the outer reaches of space. Nonetheless, they never

    actually age and neither do their physical bodies, the

    Frails. The Deathless have altered their bodies to

    endure the aging process and slow it down. But, even

    though they age a lot slower, their bodies decay in an

    ever accelerating rate. The Shiraldi, on the other hand,

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    stay healthy throughout their lifespan, until their inner

    energy consumes them and turns them into cosmicdust. At least, most of them. Mutants and humans

    who have been infused with some kind of alien DNA,

    usually have longer or shorter lifespans, depending on

    the kind of change.

    As everyone ages, changes begin to take place in

    their bodies. Faster and more vividly for some, slower

    for others. Everyone at some point (unless immortal)

    reaches the Middle Age and the Old age before they

    reach the end of their natural lives. At these points,

    they get some penalties and some bonuses, which

    stack with each other as they progress. You will nd in

    the table above all available races, the years in which

    they reach the Middle and Old Ages and the respective

    modications to their Attributes when this happens.

    HEIGHT AND WEIGHT

    As much as ages are different for all races, so are their

    physical measurements. Humans do not vary much

    from each other, but the alien races do. The human

    race is more or less built fo the same stock, except

    of course the Mutants. In most cases, the males and

    females of each race vary quite a bit with regard totheir height and weight. There are some races,

    though, like the KalThian, which are hermaphrodite

    and practically have no sex distinctions. Other aliens,

    such as the Deathless and the Shiraldi have quite a

    lot of variations, ranging from huge, bio-engineered

    creations to bipedal beings made of pure solar energy.

    However, note that the gures given in the table below

    are indicative of the average representative of each

    race, the most common specimen. For example, for

    the Shiraldi this is the common soldier, not the Orbs or

    other similar creatures. For the Deathless, it refers to

    the more human ones, not the Abominations.

    Race Average

    Height*

    Average

    Weight*

    Human, Military 1,80m / 1,60m 85kg / 55kg

    Human, Citizen 1,75m / 1,58m 75kg / 50kg

    Human, Slummer 1,75m / 1,58m 85kg / 55kg

    Human, Upper Class 1,75m / 1,58m 75kg / 50kg

    Mutant 1,90m / 1,70m 150kg / 100kg

    Sunblooded 1,75m / 1,58m 80kg / 52kg

    Infested 1,75m / 1,58m 95kg / 65kg

    Deathscorn 1,85m / 1,65m 70kg / 47kg

    KalThian Rebel 3,5m** 35kg**Table 5.4: Height & Weight.

    *rst number is for male characters, second for females

    **only applies to their Frail forms

    CHARACTER SHEETWhen you nish the character creation process, it is

    time to record all this information to your character

    sheet. You will nd a printable character sheet in the

    back of this book. Feel free to photocopy it for your

    own use (or, preferrably, you may download it from the

    Ascendance website at http://www.ascendance.gr)or to distribute to your players. The character sheet

    is the piece of paper which will store all information

    regarding your character and where you will mark all

    other relevant information, including advancemenet,

    mission status, even treasure and equipment found.

    Marking all the information ont he character sheet is a

    task detailed below, where you will nd an image of the

    character sheet, along with indicators on what should

    go where. Even though it is a simple process, players

    not accustomed to role-playing games in general might

    nd it a bit frustrating.

    8

    Race Adulthood Middle Age (+modifers) Old Age (+modifers) Maximum Age

    Human, Military 14 years 35 years 60 years +8d6 years

    Human, Citizen 17 years 38 years 65 years +8d6 years

    Human, Slummer 14 years 35 years 60 years +8d6 years

    Human, Upper Class 17 years 38 years 65 years +8d6 yearsMutant 15 years 56 years 90 years +10d6 years

    Sunblooded 16 years 37 years 54 years +4d6 years

    Infested 14 years 30 years 45 years +3d6 years

    Deathscorn 15 years 165 years 190 years +2d6 years

    KalThian Rebel 6 years * * *

    Table 5.3: Aging.

    *the KalThian are immortal and thus do not change as time passes, neither in the physical part nor the mental

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    ASCENDANCE CAMPAIGN SETTING -PLAYER GUIDE

    9

    ATTRIBUTES

    Here you will input all your Attributes. On the

    rst column, write your normal Attribute, on the

    second one write any temporary adjustments

    you may have, such as from disease or from

    Divine Power and on the third column write themaximum allowed Attribute for your race.

    INFORMATION

    Here is the place to write your

    characters personal information,

    such as name, gender, race, age

    and your height and weight.

    HIT POINTS

    Enter here the

    total number of

    HP you have (Hit

    Points) and use

    the box to the left

    in order to keep

    track as you get

    damaged during

    battle. Also note

    your characters

    conditions, so

    you know when

    you will begin

    taking penalties,

    as well as your

    threshold for

    when you cant

    take any more

    damage.

    WEAPONSYou have space

    here to keep track

    of any weapons

    you are using,

    including any

    kind of ammo,

    as well as your

    total modiers

    for each weapon

    and its damage.

    To ease play, you

    can also note

    weapon rangeshere.

    PROTECTION

    Write down any armor your character is

    wearing, or any shield he is using. Below

    are the six locations when attacking a

    character, with spaces to write down the

    DR on each locations from the armor that

    you are wearing. Also, there is an HP box

    to the right, where you can write your Hit

    Points on each of the locations.

    RESISTANCES

    Write here the

    total Resistances

    modiers you

    have, including

    any modiers

    you may have

    from Perks or any

    other sources.

    COMBAT STATS

    Here is the place to write any statistics relevant to combat:

    Deection Rating (equal to 10 + your total Block Skill)

    Avoidance Rating (equal to 10 + your total Avoid Skill)

    Next are skills derived from your Attributes, like your

    Initiative, Damage Bonus and Aiming IC, as well as your

    Movement Rating and Encumbrance. Finally, you can nd

    two boxes to keep track of your IC as the battle progresses

    and another to write any Condition affecting you.

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    ASCENDANCE CAMPAIGN SETTING -PLAYER GUIDE

    10

    SKILLS

    All your characters Skils are here. After having

    distributed points, write down how many Ranks

    you have invested in each skill and what the total

    is including your Attribute. You will also nd next to

    each category a tickbox, which you use to tick your

    chosen Afnity.

    PERKS & FLAWS

    Here you can write

    down your Perksand any Flaws you

    may have taken.

    There is space next

    to each one to write

    in short their effect,

    for easy reference.

    EQUIPMENT

    There is room on this part of the character sheet to

    write down any equiipment you have purchased with

    your Credits. Next to the yupe of equipment you write

    down, you can also write how many of each you have

    and the total weight, so that you know about your to -

    tal Encumbrance. Also, you will nd here two different

    equipment categories: the ones on your person and

    those that you carry in a backpack or other container.

    DIVINE POWER

    The Divine Power part is where you keep track of

    abilities relating to it, if you have a Divine Power

    Rating. Note it here and also nd your Might Rat-

    ing (one third your total Divine Power Rating).

    Also note here if the Divine Power category is your

    Afnity and write down the number of Skill Points

    you have in each Word and Province, as well as

    the total and which Word and Province you are

    specialized in. Finally, note your Emanations.

    TRAITS

    If your character

    is a Mutant, note

    here whatever

    Mutations you

    have chosen.

    Next, nd any

    special abilities

    your character

    may have andnote these down,

    as well.