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
01-30Human BioFreak
31-40Seerman BioFreak
41-100Talus BioFreak
06-45Human
46-67Seerman
68-100Talus

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
01-28Super Powered
39-100Normal
Seerman
01-10Super Powered
11-30Master Psi
31-77Major Psi
78-100Minor Psi
Talus
01-37Super Powered
38-100Normal

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.

01Control Agent OCC
02-06Freedom Fighter OCC
07-08Elite Freedom Fighter OCC
09-20Street Schooled
21-75High School
76-90Trade School
91-95Associate Degree (2 years of college)
96-98Bachelor's Degree
99Masters Degree
100Doctoral 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.

01-15Principled
16-35Scrupulous
36-70Unprincipled
71-83Anarchist
84-90Aberrant
91-97Miscreant
98-100Diabolic

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:

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.

1Bald
2Crew Cut
32 Lengths (mohawk, topknot, etc)
4Very Short
5-7Short
8-9Shoulder Length
10Long
11Very Long

Hair Style
If the hair length is not bald, roll 1d8.

1Very Straight
2-3Mostly Straight
4-5Wavy
6-7Loose Curls
8Tight 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.
01-02Pink
03-05Orange
06-07Gold
08-09Yellow
10-11Light Green
12-13Dark Green
14Purple
15-16Violet
17-18Turquoise
19-20Light Blue
21-22Medium Blue
23-24Dark Blue
25-30Red
31-44Blonde
45-55Light Brown
56-65Medium Brown
66-70Auburn
71-80Dark Brown
81-88Black
89-95Grey
96-97White
98-99Silver
100Two 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.
01White
03Grey
04Pink
05-07Red
08-09Orange
10-11Yellow
12-14Gold
15-16Violet
17-18Purple
19-20Turquoise
21-25Light Green
26-30Dark Green
31-40Light Blue
41-55Medium Blue
56-60Dark Blue
61-65Hazel
66-75Light Brown
76-80Medium Brown
81-90Dark Brown
91-98Black
99Colors change with mood
100Two 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.
01Two colors (roll twice)
02Silver
03Grey
04Purple or Violet
05Medium or Dark Blue
06Light Blue or Turquoise
07Light or Dark Green
08Yellow or Orange
09Red or Pink
10Albino
11Gold
12-15Bronze
16-18Black
19-21Dark Brown
22-25Medium Brown
26-30Light Brown
31-100Caucasian

Personality Traits

Roll 1d100 to randomly determine the character's dominant personality traits. I usually roll for either two or three traits per characater.
1absent-minded
2activist
3addicted
4aloof
5anarchist
6angry
7angst-ridden
8anti-social
9arrogant
10bloodthirsty
11calm
12careful
13chivalrous
14clean
15conformist
16conscientious
17considerate
18-19courageous
20cruel
21-22curious
23deceptive
24dependable
25diplomatic
26dirty
27dreamer
28emotional
29emotionless
30-31energetic
32ethical
33-34fanatic
35follower
36forgiving
37friendly
38fussy
39giving
40glutton
41-42greedy
43headstrong
44hedonist
45honest
46imaginative
47intellectual
48irreverent
49lazy
50-51leader
52loquacious
53materialistic
54moody
55mysterious
56nervous
57-58optimist
59organized
60-61outgoing
62patient
63peacemaker
64pessimist
65-66pious
67playful
68practical joker
69-70proud
71-72rash
73respectful
74romantic
75rough
76rude
77secretive
78self-centered
79-80self-confident
81self-doubting
82serious
83shy
84silent
85silly
86skeptic
87sneaky
88spendthrift
89squeamish
90stable
91suspicious
92tactless
93teetotaler
94thrifty
95-96vengeful
97violent
98virtuous
99well-mannered
100wise

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
1-3a parent
4a sibling
5a child
6-8a spouse
9a lover
10-12a friend
13the character himself / herself
14a pet
15-16a teacher or mentor
17a public figure
18a personal hero
19-20no one
Favorite Item
1-2a weapon
3a tool
4-5a piece of clothing
6-9a photograph
10-13a book or diary
14a recording
15a musical instrument
16-18a piece of jewelry
19-20a letter
Guiding Motivation
1-8money
9-12honor
13-14his/her word
15-16honesty
17-18knowledge
19-22vengeance
23-26love
27-32power
33-34having a good time
35-38friendship
39-40adventure
41beauty
42-48family
49-58freedom for Seeron
59-62combat
63-64challenge
65-68loyalty
69-70faith
71-74an organization
75-76politics
77-78conquest
79-82curiosity
83-84travel
85-86justice
87-94protecting others
95-100killing 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.

01-08Rylor
09-18a small city in the Eastern Sector
19-28a large city in the Eastern Sector
29-38a small city in the Western Sector
39-48a large city in the Western Sector
49-58a small city in the Northern Sector
59-68a large city in the Northern Sector
69-78a small city in the Southern Sector
79-88a large city in the Southern Sector
89-91a farming community in the Eastern Sector
92-94a farming community in the Western Sector
95-97a farming community in the Northern Sector
98-99a farming community in the Southern Sector
100Off-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