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TTRPG Character Creation Jam – Part 2

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I’ve been participating in the the TTRPG Character Creation Challenge Jam in which participants create a new RPG character each day. My results so far can be found at 31 Guys in 31 Days. For each day, I make a RPG character, and in a PDF I give a quick description of the RPG, how I created the character, and a copy of the character sheet itself.

These are the ones I did for days 5 to 9.

Gamma World – First Edition​

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One of the first games I ever ran. This 1978 RPG from TSR is one of the first SF games ever produced. It wasn’t super popular (at least compared to D&D), but it’s been incredibly influential.

It’s set in a post-apocalyptic Earth, full of crazy mutants and remnants of advanced super-technology. It’s very much a precursor to things like Fallout, Mutant Crawl Classics, and similar games.

The system is clunky, very much a modified version of D&D, without the strict leveling system. Spells are pretty much replaced by mutations.

There have been multiple versions of GW over the years, using various systems, but due entirely to nostalgia, my heart belongs to the first edition.

Bain Dramage​

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You have three choices for a Gamma World character type – Pure Strain Human, Humanoid (mutated human), or a Mutated Animal. I’m going to go with Humanoid.

There are two listed options to roll the characters stats – 3d6 for each, or 4d6 and keep the highest 3. I choose the latter.

Mental Strength: 18, Intelligence: 14, Dexterity: 13 Physical Strength: 12, Charisma: 15, Constitution: 14

For Hit Points, I roll a number of d6s equal to my Constitution. I get 57. This seems high for a beginning character, but GW is a deadly game, and I’ll need them.

Next is mutations. I roll a d4 for physical mutations. A get a 3, so I roll on the physical mutation table three times. I get the following: Heightened Constitution, No Sensory Nerve Endings, and Fat Cell Accumulation. The last two are defects.

For mental mutations i roll a 4. I get the following: Mental Blast, Planar Travel, Heightened Brain Talent, and Life Leech.

So far, this probably the most powerful GW character I’ve ever rolled up.

First edition hasn’t got rules for initial equipment and background, so I’m going to make all of that up.

Hollow Earth Expedition​

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One of the few games in this challenge I’ve never actually gotten to run, though I’ve played in a number of one-shots. It’s a two-fisted pulp adventure system. The default setting is a vast underground lost world, full of dinosaurs, ancient civilizations, and other wonders.

It uses the Ubiquity system, in which you roll dice pools based on your character’s attributes and skills. All even numbers represent successes. It actually doesn’t matter what kind of dice you roll, as long as the number of sides is even.

“Jakarta Jack” Hollerhan​

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This one is loosely based on actual 1930s pulp character – “Singapore Sammy”, an American adventurer in 1920s Asia. He’s a roaming fortune hunter looking for his deadbeat dad and the treasure map he supposedly keeps.

First I selected an Archetype from a provided list. Adventurer seemed like the best fit. Next is Motivation, for which I chose Greed. Both of these don’t have a lot of mechanical purpose, they seem more for role playing.

For the Primary Attributes, (Body, Charisma, Dexterity, Intelligence, Strength, Willpower) I’m given 15 points to distribute among them. No more than 5, and no less than one in any attribute.

I have another 15 points to assign to Skills.

I can choose one Talent or Resource. I pick Danger Sense.

I can optionally choose a Flaw. I choose Stubborn.

I start out with 15 XP, that I can spend or save. I spend 6 XP to get a new skill – Linguistics, so I can add some languages. Jack’s an experienced traveler in Asia, so I give him Mandarin and Malay.

I also calculate a number of secondary characteristics, based on combinations of attributes, including the characters Health.

Finally, I assign Jack some weapons and adventuring gear.

The Mechanoid Invasion​


One of the oldest games in my collection, and one I’ve always had a fondness for. It’s a science fiction game set on a distant planet called Gideon-E, which has been settled by humans for a very long time.

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One day, a unknown alien fleet shows up and invades. Human defenses fail, and the survivors hide in caverns. The players are mostly soldiers tasked with fighting, and gathering information about the enemy, which turn out to be a cybernetic race called the Mechanoids.

The Mechanoids are the star of this show. There are lovingly detailed drawings of each type of Mechanoid, along with their bases and equipment. They range in power from simple cannon-fodder robots, to near-unstoppable killing machines. Each has a very specific purpose.

It’s revealed the Mechanoids have a pathological hatred of all humanoids, and cannot be bargained or negotiated with.

Mechanoid Invasion is the first RPG that I’m aware of that has a metaplot. No matter what the players do, Gideon E is doomed. There are two follow up books to the original. In the second, the survivors of Gideon E take refuge inside the Mechanoid’s continent sized starship, living in the maintenance ducts like mice. In the third book, the players are explorers who travel to the Mechanoids’ seemingly abandoned home world.

It’s from the same creator as Rifts, and has a very similar ruleset. It’s honestly a bit of a mess. It uses d20s for combat, and percentile dice for skills.

I love the setting, but if I wanted to run something here, I’d probably use a different system, possibly using Savage Worlds (so I can use their adaption of Rifts material)

Terese Palmer​

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Mechanoid Invasion was an early RPG, and not particularly well-organized. I had to hunt around a bit to get all the rules to make a character.

First I roll a straight 3d6 for all of the stats – IQ, Mental Endurance, Mental Affinity, Physical Strength, Physical Prowess, Physical Endurance, Physical Beauty, Speed.

Hit points are equal to Physical Endurance plus a d6 roll.

I also rolled on a table for height and weight, which are referred to in the book as “…Additional and often amusing physical attributes…”

I roll a d100 for psychic abilities. I roll a 100, so Palmer is a “Master Psychic”

Then I get to choose a character class, which they call Occupational Character Classes (O.C.C.). Since Palmer is a Master Psychic, I choose the class Esper.

I get to choose two skills, which each have a set percentage for my level 1 character, and will increase as the character ascends in level. I go with W.P. Handgun and OSCE (Operate Sensory and Communications Equipment)

Palmer will be able to use all of the first level psionic abilities. To use a psionic ability, you need to spend Inner Strength Points (ISP). To generate my initial ISP, I roll a d20, and get a natural 20.

Finally I fill in the list of equipment, which is based on the character’s class.

Cthulhu Hack​


There are many Lovecraftian RPGs, but this one is my favorite. It’s an OSR game based on the Black Hack ruleset.

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As in most Black Hack based games you have the basic D&D style stats (called Saves here): Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma. They are generated randomly.

When a character needs to resist a threat or carry out an action, they roll a d20 against an appropriate stat: STR Save for melee attacks, INT save to solve puzzle, CON save to resist a poison, etc. If the result is equal to higher than the stat, the roll has failed, while rolling below the stat is a success. Some rolls can be made with either advantage or disadvantage (2d20 and keep either the lowest or highest).

Each character also has Resources. A resource is represented by a set die type. Every time the resource is used, the players rolls that die type (d12, d10, d8, d6 d4). If the result is 1-2, the resources goes down one die type. If the die type is d4, and the player rolls a 1-2, the resource is Broken, and can no longer be used.

There are two Investigation-based resources, Flashlights and Smokes. The Flashlight die is used anytime the player physically searches for clues or performs research. If they’re fast-talking, intimidating, or charming a person, they can roll the Smokes die. The attempt always succeeds, and they can continue to use either resource until they are broken.

There’s also a Sanity resource. Whenever something horrifying is encountered, a Sanity roll is made. If it’s a 1-2, the players suffer temporary insanity. After the Sanity die breaks, the character starts to actually lose sanity permanently.

Beaumont Ashworth​

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One of the reasons I like this game is its brevity. Character creation is simple. That’s important in a Lovecraftian game, because character mortality can be high.

My plan for this character is Lovecraftian-style academic.

First I roll for the six stats (or Saves). It a 3d6 for most stats, but if the last roll was above 14, then next one is 2d6+2. I have the choice to assign them in order, but I decided to use the “forgiving approach” and assign them to the stats I choose.

Next I choose a archetype. For Beaumont, it’ll be Scholar.

As a scholar, I get a Sanity of d10, a Flashlight of d12, and a Smoke of d10.

The hit die is d4. I roll this and get 3 hit points.

The armed and unarmed values are both 1. This means, no matter what weapon Beaumont uses, he’ll only do one point of damage. Beaumont isn’t going to be particularly effective in combat.

Beaumont automatically gets the ability Iron Mind, and I get two choose two out of a list. I take Deduction and Erudite.

I choose the occupation Academic, and the specialty Science (History).

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