Character Creation in Skraypers(TM)
I've made a few modifications and clarifications to the character creation process in Skraypers(TM).
Character Race
The following table is intended for use with characters who are not more than 40 years old. Characters who are over 40 are less likely to be Bio Freaks, so if the first roll is a 05 or less, roll again and keep the second roll.
01-05 |
01-30 | Human BioFreak |
31-40 | Seerman BioFreak |
41-100 | Talus BioFreak |
|
06-45 | Human |
46-67 | Seerman |
68-100 | Talus |
If the character is not a BioFreak, the next step is to determine if the character has super powers. Player Characters can be assumed to have powers, though Seerman PCs should roll to determine whether they are Super Powered and their degree of psionics. The tables are intended for Non-Player Characters under 40 years old. For NPCs over 40, roll 1d100 twice and use the higher roll.
Human
01-28 | Super Powered |
39-100 | Normal |
|
Seerman
01-10 | Super Powered |
11-30 | Master Psi |
31-77 | Major Psi |
78-100 | Minor Psi |
|
Talus
01-37 | Super Powered |
38-100 | Normal |
|
Education and O.C.C.
This table is intended for characters under 40 years old. For characters over 40, roll 1d100 twice and use the higher roll.
01 | Control Agent OCC |
02-06 | Freedom Fighter OCC |
07-08 | Elite Freedom Fighter OCC |
09-20 | Street Schooled |
21-75 | High School |
76-90 | Trade School |
91-95 | Associate Degree (2 years of college) |
96-98 | Bachelor's Degree |
99 | Masters Degree |
100 | Doctoral Degree |
Control Agent OCC
Note that the listed SDC bonus of 5d6+6 is NOT added to the base SDC of the character's race. Roll the racial SDC and the OCC SDC and use the greater. They get the listed +2 initiative, +4 save vs Horror Factor. Control Agents get the following skills:
- Athletics
- Automobile +10
- Body Building
- Climbing +10
- Computer Operation +10
- Intelligence +15
- Jet Pack +15
- Land Navigation +15
- Locate Secret Compartment +15
- Mathematics, Basic +20
- Military Etiquette +10
- Radio: Basic +10
|
- Running
- Streetwise +4
- Surveillance Systems +15
- Tailing +15
- Language, Native 98
- Language, Additional +20
- Literacy
- WP Modern Pistol
- WP Modern Rifle
- One other WP
- HTH Expert (Martial Arts or Assassin at -1 OCC skill)
|
At first level choose 4 Espionage or Military OCC skills at +15 and 4 other OCC skills from the categories in the book. Plus 1 OCC skill at levels 3, 6, 9 and 12. At levels 1, 4, 8, 12 and 15 choose 2 secondary skills from any category but with no bonuses.
Freedom Fighter OCC
Note that the listed SDC bonus of 3d6 is NOT added to the base SDC of the character's race. Roll the racial SDC and the OCC SDC and use the greater. They get the listed +1 to initiative and saves versus horror. Freedom Fighters get the following skills:
- Automobile +10
- Climbing +10
- Computer Operation +10
- Intelligence +10
- Jet Pack +5
- Land Navigation +5
- Language, Native 98
- Literacy
- Locate Secret Compartment +10
- Mathematics, Basic +15
|
- Military Etiquette +10
- Modern Pistol
- Modern Rifle
- Radio: Basic +5
- Running
- Streetwise +2
- One other WP
- HTH Basic (Expert costs 1 other OCC skill, Martial Arts costs -1 OCC skill)
|
At first level choose 4 Rogue or Military OCC skills at +5 and 4 other OCC skills from the categories in the book. Plus 1 OCC skill at levels 3, 6, 9 and 12. At levels 1, 3, 6, 10 and 14 choose 2 secondary skills from any category but with no bonuses.
Elite Freedom Fighter OCC
Note that the listed SDC bonus of 4d6+10 is NOT added to the base SDC of the character's race. Roll the racial SDC and the OCC SDC and use the greater. They get the listed +1 to initiative and +3 to saves versus horror. Elite Freedom Fighters get the following skills:
- Athletics
- Automobile +10
- Basic Electronics +10
- Climbing +10
- Computer Operation +10
- Demolitions +10
- Intelligence +15
- Jet Pack +15
- Land Navigation +15
- Language, Native 98
- Literacy
- Locate Secret Compartment +20
|
- Mathematics, Basic +20
- Military Etiquette +10
- Modern Pistol
- Modern Rifle
- Pick Locks +10
- Radio: Basic +5
- Running
- Streetwise +6
- One other WP
- HTH Expert (Martial Arts or Assassin costs -1 OCC skill)
|
At first level choose 4 Rogue or Espionage OCC skills at +10 and 3 other OCC skills from the categories in the book. Plus 1 OCC skill at levels 3, 6, 9 and 12. At levels 1, 4, 8, 12 and 15 choose 2 secondary skills from any category but with no bonuses.
Alignment
This table is intended for Non-Player Characters only. For Control Agents and other villains, roll 1d100 two or three times and use the highest roll.
01-15 | Principled |
16-35 | Scrupulous |
36-70 | Unprincipled |
71-83 | Anarchist |
84-90 | Aberrant |
91-97 | Miscreant |
98-100 | Diabolic |
Height and Weight
Human
|
Height (inches) |
Weight (pounds) |
Male |
58 + 4d6 |
(3d3+4)/4 x Height |
Female |
56 + 3d6 |
(3d3+4)/5 x Height |
|
Seerman
|
Height (inches) |
Weight (pounds) |
Male |
60 + 4d6 |
(3d3+4)/4 x Height |
Female |
59 + 3d6 |
(3d3+4)/5 x Height |
|
Talus
|
Height (inches) |
Weight (pounds) |
Male |
60 + 5d6 |
(3d3+4)/4 x Height |
Female |
58 + 4d6 |
(3d3+4)/5 x Height |
|
BioFreak
|
Height (inches) |
Weight (pounds) |
Male |
27 + (3d20 x2) |
(3d3+4)/250 x Height x Height |
Female |
24 + (3d20 x2) |
(3d3+4)/300 x Height x Height |
|
If the character is a Bio-Freak and is at least 1 foot taller than their racial average, they get bonuses as per the Growth power. The bonuses include:
- +1d6 to PE
- +1 to PS per 1 foot over average, and PS counts as Extraordinary at 9 feet and Superhuman at 12 feet
- +20 to SDC per 1 foot over average
- -2 to dodge at 12 feet
Hair, Eye and Skin Color
Due to the high levels of mutation in the younger Seeronian population, I use non-standard hair, eye and skin colors. While the majority of people have normal human coloration, a minority of the younger population have anime-style coloration, so blue skin and purple hair is possible.
Hair Length
Roll 1d10. Female characters should add +1 to the roll.
1 | Bald |
2 | Crew Cut |
3 | 2 Lengths (mohawk, topknot, etc) |
4 | Very Short |
5-7 | Short |
8-9 | Shoulder Length |
10 | Long |
11 | Very Long |
|
Hair Style
If the hair length is not bald, roll 1d8.
1 | Very Straight |
2-3 | Mostly Straight |
4-5 | Wavy |
6-7 | Loose Curls |
8 | Tight Curls |
|
Hair Color
Most characters, including all Bio Freaks plus Humans and Talus who are under 40 years old should roll 1d100. Seermen of any age and all other characters over 40 should roll 1d100 twice and use the higher roll.
01-02 | Pink |
03-05 | Orange |
06-07 | Gold |
08-09 | Yellow |
10-11 | Light Green |
12-13 | Dark Green |
14 | Purple |
15-16 | Violet |
17-18 | Turquoise |
19-20 | Light Blue |
21-22 | Medium Blue |
23-24 | Dark Blue |
|
25-30 | Red |
31-44 | Blonde |
45-55 | Light Brown |
56-65 | Medium Brown |
66-70 | Auburn |
71-80 | Dark Brown |
81-88 | Black |
89-95 | Grey |
96-97 | White |
98-99 | Silver |
100 | Two Colors (roll twice) |
|
Eye Color
Most characters, including all Bio Freaks plus Humans and Talus who are under 40 years old should roll 1d100. Seermen of any age and all other characters over 40 should roll 1d100 twice and use the higher roll.
01 | White |
03 | Grey |
04 | Pink |
05-07 | Red |
08-09 | Orange |
10-11 | Yellow |
12-14 | Gold |
15-16 | Violet |
17-18 | Purple |
19-20 | Turquoise |
21-25 | Light Green |
|
26-30 | Dark Green |
31-40 | Light Blue |
41-55 | Medium Blue |
56-60 | Dark Blue |
61-65 | Hazel |
66-75 | Light Brown |
76-80 | Medium Brown |
81-90 | Dark Brown |
91-98 | Black |
99 | Colors change with mood |
100 | Two colors (roll twice) |
|
Skin Color
Seerman characters, including Seerman Bio Freaks, should roll 2d20. All other characters who are under 40 years old should roll 1d100, while characters over 40 should roll 1d100 twice and use the higher roll.
01 | Two colors (roll twice) |
02 | Silver |
03 | Grey |
04 | Purple or Violet |
05 | Medium or Dark Blue |
06 | Light Blue or Turquoise |
07 | Light or Dark Green |
08 | Yellow or Orange |
09 | Red or Pink |
|
10 | Albino |
11 | Gold |
12-15 | Bronze |
16-18 | Black |
19-21 | Dark Brown |
22-25 | Medium Brown |
26-30 | Light Brown |
31-100 | Caucasian |
|
Personality Traits
Roll 1d100 to randomly determine the character's dominant personality traits. I usually roll for either two or three traits per characater.
1 | absent-minded |
2 | activist |
3 | addicted |
4 | aloof |
5 | anarchist |
6 | angry |
7 | angst-ridden |
8 | anti-social |
9 | arrogant |
10 | bloodthirsty |
11 | calm |
12 | careful |
13 | chivalrous |
14 | clean |
15 | conformist |
16 | conscientious |
17 | considerate |
18-19 | courageous |
20 | cruel |
21-22 | curious |
23 | deceptive |
24 | dependable |
25 | diplomatic |
26 | dirty |
27 | dreamer |
28 | emotional |
29 | emotionless |
30-31 | energetic |
32 | ethical |
|
33-34 | fanatic |
35 | follower |
36 | forgiving |
37 | friendly |
38 | fussy |
39 | giving |
40 | glutton |
41-42 | greedy |
43 | headstrong |
44 | hedonist |
45 | honest |
46 | imaginative |
47 | intellectual |
48 | irreverent |
49 | lazy |
50-51 | leader |
52 | loquacious |
53 | materialistic |
54 | moody |
55 | mysterious |
56 | nervous |
57-58 | optimist |
59 | organized |
60-61 | outgoing |
62 | patient |
63 | peacemaker |
64 | pessimist |
65-66 | pious |
67 | playful |
|
68 | practical joker |
69-70 | proud |
71-72 | rash |
73 | respectful |
74 | romantic |
75 | rough |
76 | rude |
77 | secretive |
78 | self-centered |
79-80 | self-confident |
81 | self-doubting |
82 | serious |
83 | shy |
84 | silent |
85 | silly |
86 | skeptic |
87 | sneaky |
88 | spendthrift |
89 | squeamish |
90 | stable |
91 | suspicious |
92 | tactless |
93 | teetotaler |
94 | thrifty |
95-96 | vengeful |
97 | violent |
98 | virtuous |
99 | well-mannered |
100 | wise |
|
Personal Favorites
Roll 1d20 on the first two tables, then 1d100 on the final table. These tables are based upon the ones in the anime game Mekton Zeta.
Favorite Person
1-3 | a parent |
4 | a sibling |
5 | a child |
6-8 | a spouse |
9 | a lover |
10-12 | a friend |
13 | the character himself / herself |
14 | a pet |
15-16 | a teacher or mentor |
17 | a public figure |
18 | a personal hero |
19-20 | no one |
|
Favorite Item
1-2 | a weapon |
3 | a tool |
4-5 | a piece of clothing |
6-9 | a photograph |
10-13 | a book or diary |
14 | a recording |
15 | a musical instrument |
16-18 | a piece of jewelry |
19-20 | a letter |
|
Guiding Motivation
1-8 | money |
9-12 | honor |
13-14 | his/her word |
15-16 | honesty |
17-18 | knowledge |
19-22 | vengeance |
23-26 | love |
27-32 | power |
33-34 | having a good time |
|
35-38 | friendship |
39-40 | adventure |
41 | beauty |
42-48 | family |
49-58 | freedom for Seeron |
59-62 | combat |
63-64 | challenge |
65-68 | loyalty |
69-70 | faith |
|
71-74 | an organization |
75-76 | politics |
77-78 | conquest |
79-82 | curiosity |
83-84 | travel |
85-86 | justice |
87-94 | protecting others |
95-100 | killing Tarlok |
|
Birth Place
If rolling to determine the place of birth for a non-player character, roll 1d6 and on a 1-4 the birth place was local to the area where the NPC will be encountered by the players. Otherwise, to determine a character's place of birth, roll 1d100 anc consult the following table.
01-08 | Rylor |
09-18 | a small city in the Eastern Sector |
19-28 | a large city in the Eastern Sector |
29-38 | a small city in the Western Sector |
39-48 | a large city in the Western Sector |
49-58 | a small city in the Northern Sector |
59-68 | a large city in the Northern Sector |
69-78 | a small city in the Southern Sector |
79-88 | a large city in the Southern Sector |
89-91 | a farming community in the Eastern Sector |
92-94 | a farming community in the Western Sector |
95-97 | a farming community in the Northern Sector |
98-99 | a farming community in the Southern Sector |
100 | Off-world |
Palladium Books, Rifts and Megaverse are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. Skraypers, Bio-Freak, Tarlok, Shertar, Dreadmasters, Dreadlor, Talus, Seerman, Seleniak, Glinerach, Nazeer, Lashreg, Klied, Nikari, Girder Rats, Blhaze, Rithe, Tandori, Charizolon, and Seeron are trademarks (TM) owned and licensed by Kevin Siembieda and Palladium Books Inc.
This page is copyright © 1998 by Jim Stoner
Last Modified August 2, 1998