Oxford University Role Playing Games Society
ICON Character Creation
Icon Characters
For obvious reasons, characters must be people who would be willing to
attend an interstellar meeting of assorted people. Motivation for this can
be anything: socialisation, or to trade, exchange information, represent
your species, sell your services etc. However, ICON is not intended to be
too high-powered, so there will not be players at the level of heads of
government.
First, you must select a race for your character from the list of ‘open’
races given elsewhere. Each race will be described to its members more
fully, either in text or verbally.
Characters are described by attributes and powers. Each character has 25
points to divide as desired.
Attributes describe certain traits of a character: each character must
have a value in each, although in extreme cases a value of 0 may be
appropriate. An attribute of 3 is 'galactic average', but the technology
exist to push people well beyond the natural capacities of their race.
Values above 5 are awesome, and 8 is the maximum possible value for an
attribute: in the case of Body and Reflexes, this is the best on offer
from the finest experimental cybertechnology labs. Powers indicate to what
resources and abilities a character has access. Maximum here is 12. Some
indication has been given of their uses: hopefully this is obvious for the
attributes. Players are asked to define exactly what they want their power
stat to do.
As well as defining attributes and powers, we would like you to provide
some character description before the game starts. This should consist of
at least the following:
- Concept: A few words
- Justify your existence: Why should your character exist? This will not
determine whether you will be 'allowed', but will make you think.
- Aims: The game is only 8 weeks long: it may be worth setting yourself a
target. However, plots will be provided, so don't make it something that
will take all your time.
You could also write history, psychoanalysis, stories, family sagas,
anything you want to pad that character sheet out to a satisfying 2kg.
Character Suggestions
- Explorer or Arco-Scientist
- General, or mercenary leader.
- Ambassador, or other governmental representative.
- Trader
- Priest - HCPD or otherwise.
- Muat-Tien gamer [either rich and jaded, or poor and gifted]
- Spy/Smuggler/Rogue/Ruffian.
Some characters should speak first to certain GMs:
- Corinne: Explorers.
- Steve: Religion, Science.
- Philip: Commerce and business.
- Robin: Ambassadors.
- Muat-Tien gamers should ensure that they read the relevant information sheet.
Attributes
- Body: Strength, toughness, stamina.
- Reflexes: Alertness, speed of action, dexterity, agility.
- Appeal: Charisma, persuasion abilities, media appeal.
- Management: The ability to organise large groups of people, and to target
and attain goals.
- Science: Research, invention, application of technology.
Powers
Influence: Ability to affect the decisions and operation of a large group,
typically your government, the GMG, StarMerc, the CCF or the Church. A
value of 1-3 will indicate that you can occasionally apply pressure,
perhaps via a friend of a friend. A high value, 9-12, will indicate a
governmental advisor, or other similar influential post.
- Jump Ship: Jump ships are relatively rare: most interstellar travel is via
jump gates. A privately owned jump ship is even rarer. This power buys a
small jump ship owned by the character. If you only want occasional use of
jump ships, use those belonging to an organisation on which you have
influence, or hire pilots.
A rating of 3 indicates a ship with a safe jump range of 2-3 light years.
5 is 4-5 ly, and 7 is 6-7 ly. Higher ratings will indicate either ships
with special abilities (hideous weaponry, extra sub-light speed etc.) or
else cutting-edge drives on a par with those of the Amorians.
- Private Fleet or Company: See the rules below. This category applies to
all businesses including planet-bound concerns, as well as haulage
companies, military units and space pirates.
- Laboratory: Access to testing, research and development facilities,
archived information, and academia. Useful for Arco-scientists. A 1-3
rating will mean a simple facility, probably dedicated to a single
research project. 8-9 will indicate a broad based scientific complex, with
dozens of projects running concurrently.
- Income: Personal wealth. A source should be indicated. This indicates
above-normal resources: the average citizen has a rating of 0. A 3-4
rating indicates a fair degree of affluence. 9-12 is certainly top
percentile. This indicates private wealth: a top businessman does not need
to buy his salary as income.
- Hacking: Programming ability, access to cutting edge software. Top level
computer crime is not possible with a rating lower than 6.
- Combat abilities: Rules for combat are available on the separate ‘Muat-
Tien’ sheet. If you wish to be an experienced fighter, either in the games
or outside them, refer to those rules.
- Skills: The abilities relevant to your character’s intended profession. If
you wish to do something not covered by these rules, a skill may well be
appropriate. A skill of 1 indicates an ability which stands out from the
norm. 5 is god-like.
- Specials: In some cases, a racial special ability will have to be bought
now. Players will be informed if necessary.
- Others: Either something unique to your character, or something that we
GMs forgot. This list is not definative.
Private Fleets
These rules cover space-going fleets operated by PCs, and also apply to
land based companies and military forces.
Private fleets are defined by 8 or 9 characteristics, determined as follows:
- Efficiency = 1.5 x [The Management stat of the fleet's controller]
- Enthusiasm = 1.5 x [The Appeal stat of the fleet's controller]
- Adaptability is that of the major race in the organistion, or an average
if necessary.
Next, allocate points to the following attributes. The number of points
available is equal to double the number of character points spent on the
fleet. Extra points must be allocated to raise a value above 10: a value
of 11 cost 12 points, a value of 12 cost 14 etc.
- Tech - The level of technology utilised by the organisation. Every organisation
gets a basic 4 points for free.
- Military - The military capability of the fleet.
- Transport - The quantity of interstellar cargo which the fleet can carry.
If Tech is less than 8, this will be entirely by jump gates. Transport is
a valuable commodity, and can be used to generate income.
- Trade - Profit made by trading or other commercial activities. Excludes
transport, but includes crimes such as piracy.
- Intelligence - A measure of how well-informed the race is.
- A Special stat might in some cases also be required.
Examples:
Transport 0, Trade 7 : A highly profitable but planet bound concern:
perhaps a mining or insurance firm.
Transport 5, Trade 5, Military 1 : A weakly defended interstellar trade
operation.
Transport 1, Trade 5, Military 5 : Either pirates, mercenaries, or a
combination of the two.
Transport 1, Trade 0, Military 8 : A CCF unit.
If the character in question is intending to run a company within the GMG,
a department in StarMerc, or any other unit with an authority higher than
the player, the department in question should be bought as a private fleet
as usual. A certain amount of influence on the organisation is automatic,
but additional leverage may be bought as influence in the usual way.