Universe
Rulebook, version 2.0

II. Character Generation

Table of Contents

Terms Used in Character Generation
Character Generation Sequence
[5.0] Character Heritage


Each player of Universe assumes the role of a character. The player develops the distinct personality and abilities of his character during adventures, as the character interacts with the other players characters and the various entities controlled by the Gamemaster.

The player generates a character by using the rules in Sections 5.0, 6.0, and 7.0. By rolling dice and. making choices in the order laid out in these Sections, the character is developed into an adult who is a result of the luck of his parentage, the pressures of his environment, and the decisions he has made throughout adolescence and young adulthood. A completely generated character is defined by a series of numerical Characteristic Ratings and Skill Levels that represent the character’s strengths and weaknesses in all situations that might occur while playing adventures.

Each player keeps track of his character’s attributes and acquisitions during character generation and throughout his adventuring life on a Character Record. The GM should provide each player with a photocopy of the Character Record included with this booklet. The players should use pencil to fill in their Character Record, as much of the information they record will be altered during play. At some point during character generation, the player must select a name and a sex for his character. These decisions are entirely up to the player, but it is suggested that a character’s sex be the same as that of the player. The GM should supervise character generation and all record keeping on each Character Record, to make sure the current status of a character is noted correctly. If the GM wishes, he may make a second copy of each Character Record to verify all character information and/or to note things about a character that he does not want the player to know (such as a price on his head or an undetectable alien disease).

Terms Used in Character Generation

Characteristic. A numerical rating, ranging from 1 to 12, which describes a facet of a character’s physical, mental, or emotional makeup. Characteristic Ratings are determined during character generation and may not be increased once play begins. The nine characteristics each character receives are:

Strength. The brute force a character can exert using the muscles of his arms, legs, and torso. Strength deter- mines how much a character can carry, how far he can throw an object, and the force with which he may strike.

Endurance. The amount of punishment the character’s body can absorb before he loses consciousness or dies. Endurance determines the length of time a character may keep up an exertive action (such as sprinting) and the amount of time required for the character to heal from wounds or diseases.

Dexterity. The character’s digital control and eye-hand coordination. Dexterity affects the character’s use of any hand-held weapon and the efficiency with which he may perform complex tasks with his hands.

Agility. The quickness with which the character uses his body. Agility determines the speed with which a character can move and his ability to dodge and maneuver in close quarters.

Note: The preceding four characteristics are collectively referred to as the Physical Characteristics.

Intelligence. The character’s intuitive and acquired knowledge. Intelligence affects the character’s ability to note peculiarities and to deduce information in a situation.

Mental Power. The character’s control of his mind and emotions, especially in stress situations. A character with high mental power (4, 5 or 6) may be psionic. Note: The mental power Characteristic Rating ranges from 0 to 6.

Leadership. The character’s ability to lead others and to control a situation. Leadership determines whether or not a party of characters have the initiative during combat (see 29.1).

Empathy. The character’s ability to interact with humans and other intelligent and semi-intelligent beings. Empathy affects the chances of communication with alien life forms and may allow a character to perceive another human’s unspoken intentions.

Aggression. The base instincts a character exhibits, especially in a stress situation. A character with a low Aggression Rating will often behave in a cowardly or self-preserving manner, while a character with a high Aggression Rating will often take reckless actions in combat. A character’s aggression may be controlled by his mental power.

Field of Study. One of seven areas of schooling that a character undertakes in his youth, including theoretical science, applied science, business, the humanities, the mind, the body, and the military. In addition, each character’s basic education is represented by the general field of study. The fields of study a character undertakes affect his characteristics, the professions he may choose, and the skills he may acquire.

Habitat. The environment in which the character was raised. Each character’s habitat consists of a home environ (expressed in terms of the contour of the land and its major features), a gravity type, a temperature range and, in some cases, an urban background.

Potential. A numerical rating, expressed as a multiplier from 1 to 4, representing the strengths and weaknesses exhibited by the character in his childhood. There are four potentials: physique, coordination, intellect, and social background. Once character generation is completed, potentials have no effect on the character.

Skill. A specific area of expertise that may be acquired by a character. During character generation, each character receives Initial Skill Points, with which to acquire skills before entering a profession, and normal Skill Points, with which to acquire skills while practicing his profession. The proficiency that a character has with a given skill is represented by a numerical level ranging from 1 up to a maximum level that varies from one skill to another and is sometimes limited by one of his Characteristic Ratings. Exception: An Environ Skill Level or a Gravity Skill Level may be a negative number or 0. Unlike characteristics, skills may be acquired and improved during play. The nature and use of all skills are detailed in Chapter III. Three skills are introduced in the early part of character generation:

Environ Skill. The character’s knowledge and acclimation in a specific environ. Each character receives Skill Levels in all 33 environs listed on the Environ Skill Display of the Character Record during character generation. The single highest Environ Skill Level received is his Skill Level in his home environ.

Gravity Skill. The character’s ability to function in a specific gravity type. Each character receives a Skill Level in all four gravity types on the Character Record during character generation. The single highest Gravity Skill Level received is his Skill Level in the gravity type of his home planet.

Urban Skill. The character’s familiarity with the ways of city life and the upper classes. Certain characters receive an Urban Skill Level during character generation; those that do not are considered to come from essentially rural areas.

Study Point. A representation of a commitment by the character to a certain field of study. Each character receives 2 to 6 Study Points, which he expends to enter any of the seven fields of study.

Character Generation Sequence

To generate a character, the player should conduct the following steps in order. The specific procedures mentioned in this outline are explained in detail in Sections 5.0, 6.0, and 7.0.

  1. Character Heritage
    1. Determine 4 Potential Multipliers. Each character begins as a series of four numbers, representing his potential in the areas of physique, coordination, intellect, and social background.
    2. Calculate the number of Study Points the character receives. A character receives from 2 to 6 Study Points, depending on his potentials.
    3. Determine the character’s natural habitat. This includes the character’s home environ, his Skill Levels in all environs, his Skill Levels in various gravities, his comfortable temperature range, and his Skill Level in urban areas. Certain characters may come from a deep space environ.
    4. Determine the character’s social standing. Each character receives a particular family history and, initial wealth. Each character receives from 1 to 5 Initial Skill Points, depending on his social standing.
  2. Character Development
    1. Choose fields of study for the character. Study Points are expended to choose any of seven fields of study.
    2. Choose initial skills for the character. Initial Skill Points are expended to choose a variety of basic skills. Skills that may be chosen depend on the character’s fields of study.
    3. Determine the character’s 9 Characteristic Ratings. The character’s Potential Multipliers and fields of study affect the determination of his characteristics.
  3. Character Professions
    1. Choose a profession for the character. Any one of 23 professions is available, depending on the character’s fields of study and Characteristic Ratings.
    2. Declare how many years the character will practice his profession. A character may not be able to spend as many years at his profession as the player declares; he may be discharged or without work for part of the declared time.
    3. Determine the effects of age on the character. His physical characteristics (strength, endurance, dexter- ity, and agility) may be reduced if the character is beyond the age of 24.
    4. Calculate the number of Skill Points the character receives. The character’s profession, his Intelligence Rating, and the number of years he spent at it affect the number of Skill Points received.
    5. Choose skills for the character. Skill Points are expended to choose and improve a variety of skills related to the character’s profession and his fields of study. Mark an X next to the skills for which the character is eligible that were not chosen for him.
    6. Determine benefits the character receives from his profession. Weapons, equipment, money and/or prestige are avail able to a character, depending on how long he spent at his profession.

[5.0] Character Heritage

The early years of a character’s life are very important in forming the basis of his physical and mental makeup. The well being of his predecessors determines the opportunities the character will be able to exploit. Each character receives a series of potential values representing an early assessment of high attributes, skills in the habitat in which he was raised, and a financial endowment base on his family’s social standing.

[5.1] The player begins generating his character by determining the character’s potential in the areas of physique, coordination, intellect, and social background.

For each of these four, the player roll one die and locates the result on the Character Heritage Table (table 5.1) to find the character’s Potential Multiplier for that area.

The player must roll for each Potential Multiplier in the order listed above. As each potential is determined, its Multiplier is recorded on the Character Record.

After determining all four potentials, the player adds the multipliers together to find how many Study Points his character receives, in accordance with the Character Heritage Table (table 5.1).

Note the number of Study Points received on the Character Record.

[5.1] Character Heritage Table

Potential Multipler and Study Points

4
die potential multiplier sum of potential
multipliers
study points
received
1 ½ (Poor) 4 or fewer 6
2–3 1 (Below Average) 4½ to 6½ 5
4–6 2 (Average) 7 to 9½ 4
7–9 3 (Above Average) 10 to 11½ 3
10 4 (Exceptional) 12 or more 2

To determine potential multiplier for physique, coordination, intellect, and social background, roll one die and locate the result under Potential Multiplier. After all four potentials are determined; add all four multipliers together to determine how many Study Points the character receives under the Study Points Received column.

[5.2] The player uses the Habitat Table to determine the natural environment in which his character grew up and in which he will be most effective during play.

The player rolls one die to determine the column of the Table used and rolls a second die to determine the entry referred to in that column. The second die result is modified by adding the character’s Physique Multiplier and subtracting his Coordination Multiplier. A multiplier of ½ is considered 0 for this purpose. Each entry on the Home Environ Table contains the following information:

The specific type of environ from which the character comes. Each environ type is stated as a two-part abbreviation, explained on the Table. The first part represents the contour of the land (flat, hills, mountains, or peaks). The second part represents the major features of the land (volcanic, craters, barren, light vegetation, woods, forest, jungle, marsh, or ice). Exceptions to this two-part system include the three water environs (inland waterways, sea surface, or sea submerged). Certain characters may be able to choose a deep-space environ (see 5.5).

The character’s Home Environ Skill Level. Each character receives a Skill Level ranging from 1 to 6 in his home environ. This level may be reduced if the player chooses to increase his character’s Gravity Skill Level (see 5.4). A character’s Skill Level in his home environ affects his Skill Level in other environs and may be improved during play of the game.

The gravity on the character’s home planet. Each gravity type is stated as an abbreviation, explained on the Table. Near weightless gravity represents from 0.0 to 0.4 G, light gravity represents from 0.7 to 1.0 G, heavy gravity represents from 1.3 to 1.7 G, and extreme gravity represents from 2.0 to 2.5 G. Each character is considered to be at Skill Level 1 in his own gravity type and at lesser Skill Levels in other gravity types (unless his Gravity Skill Level is increased per 5.4). Gravity Skills may also be improved during play.

The temperature range in the character’s home environ. Each temperature range is stated as an abbreviation, explained on the Table. Cold ranges from −50 to 0 degrees Fahrenheit (−45 to −18 degrees Celsius, 228 to 255 Kelvins); normal ranges from 25 to 100 degrees (−4 to 38 degrees C, 269 to 311 K); and hot ranges from 125 to 175 degrees (52 to 79 degrees C, 325 to 353 K). Characters receive no Skill Level in their temperature range.

The character’s Urban Skill Level. Certain results give a character an Urban Skill Level ranging from 1 to 4. If a result from the Table lists no Urban Skill Level, the character receives none. A character’s Urban Skill may be improved during play.

[5.3] Habitat Table

Table 5.3: Habitat Table

[5.4] The player records the information obtained for his character from the Habitat Table on the Character Record as follows: