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CharGen

From X-Factor

Before you get started in CharGen, take a look at our Guidelines & Help! It will give you some info on on restrictions, as well as on what sorts of characters fit best in the game.

Background

The most important part of a character is their background. If you're not sure where to start, we suggest taking a look at our Hooks & Hopes, which contains ways to link to existing characters, as well as some rostered characters.

Some questions you might want to ask as you write your background:

  • What are the major events in your character's life?
  • Is your character a mutant? If so, how has being a mutant affected your character? How do they feel about mutants?
  • Why are they in New York? Are they going to be a part of X-Factor Solutions? What brings them to XFS?

Mutation

Characters can have up to two mutations. Note that if you have two mutations, each mutation will likely be less strong than a character with a single mutation.

The following concepts are restricted: Technopathy, probability manipulation, psionic mutations (empathy, telepathy, etc).Help.jpg

Your character's finesse, or skill level, with their mutation will be reflected in their Mutation Skills; their raw power should be reflected here.

On XF, mutations manifest with puberty, typically between the ages of 10 and 14.

Some questions you might want to ask as you write your mutation:

  • What are the basic abilities of the mutation?
  • What are the mutation's upper and lower limits? We generally ask for hard numbers when applicable.
  • What are the restrictions to your mutation's use? Common ones are things like touch, line of sight, number, range, etc.
  • How practiced is your character with their mutation? Can they use its full potential? How did they learn to use it?
  • Has your character developed any creative applications of their mutation?

Mutations such as telepathy, empathy, dreamweaving, and many others are categorized as Psionic Mutations and have certain similarities in how they function.

We highly recommend chatting with staff about your mutation. A few minutes conversation can save a lot of back and forth on applications when it comes to a mutation's strength and limitations.

Abilities

You start with a pool of 75 points to spend on Abilities (attributes & skills). The size of your pool depends on the age of your character; older characters receive more points than younger characters to reflect their experience. For every year over the age of 20, you can +request .5 points, which round up, up to a maximum of 15 extra points.

To see see how many points you have available, type:

+points

Attributes & Skills

Attributes reflect basic information about who your your character is and do not change except under unusual circumstances.There are four Attributes:

  • Body - Physical fitness - Strength, Constitution and Agility
  • Mind - Mental fitness - Intelligence and Creativity
  • Presence - Will and Determination
  • Reaction - Reflexes - Dexterity, Hand-Eye Coordination and Wits

Skills reflect your character's life experience. They refer to things your character has learned to do. On XF, there are four type of Skills.

  • Default Skills offer a set of pre-determined skills that will be useful in the action of the game.
  • Mutation Skills reflect a mutant's capability with their mutation (but not their power).
  • Custom Skills allow you to round out your character by creating your own skills to reflect their background.
  • Language Skills indicate a proficiency in other languages.

Ability Costs & Limits

Costs

  • Attributes cost 1 point per rating.
  • Default, Custom, and Mutation Skills cost 1 point per rating.
  • Language Skills cost 2 points per language.

Limits

  • You can't spend more than 12 points on Attributes
  • All Attributes must be at least level 1.
  • You can't spend more than 32 points on Default Skills.
  • You must take at least 2 Custom Skills.
  • If your character is a mutant, each mutation must be at least level 1.
  • You can't have more than 3 abilities at or above level 7.

Setting Attributes & Skills

Attributes

  • Body - Physical fitness - Strength, Constitution and Agility
  • Mind - Mental fitness - Intelligence and Creativity
  • Presence - Will and Determination
  • Reaction - Reflexes - Dexterity, Hand-Eye Coordination and Wits

To see a list of Attributes on game, type +abilities or +attributes. To see which skills are linked to which ability, look at ruling attributes.

Attributes can be levels 1-4, and you cannot have more than 12 points total in attributes.

What Level Should I Choose?

Rating Label
1 Poor
2 Average
3 Good
4 Exceptional

Adding Points

To add points to an Attribute, type:

+raise <attribute> or +ability <attribute>=<level>

To remove points from an Attribute, type:

+lower <attribute>


Ruling Attributes

Each skill is tied to a particular attribute. The attribute's level is added to the skill level when you roll.

  • Alertness:Reaction
  • Firearms:Reaction
  • First Aid:Mind
  • Hacking:Mind
  • Medicine:Mind
  • Melee:Body
  • Repair:Mind
  • Stealth:Body

You can also set the ruling attribute for each custom and mutation skill.

To see which attributes are tied to which skills on game (including those you set), type:

+rulingattr

Default Skills

  • Alertness - Noticing things and being aware of your surroundings.
  • Firearms - Shooting pistols, rifles and personal guns.
  • First Aid - Basic first aid/paramedic medicine. Use Medicine for doctors.
  • Hacking - Using computer programming to attack electronic security.
  • Medicine - Professional medical training for doctors. Use First Aid for first aid or field medicine.
  • Melee - Fighting with fists, knives, and hand to hand weapons.
  • Repair - Fixing things using mechanics or electronics.
  • Stealth - Avoiding physical detection or observation through cautious movement.

To see a list of Default Skills on game, type +abilities or +skills.

Default skills can be levels 1-12, and you cannot spend more than 32 points in default skills.

What Level Should I Choose?

Rating Label Description Examples
1-3 Novice Some experience, you can best untrained people and hold your own against those with basic training. An enthusiastic hobby. An undergraduate student, a year or less in a job, self-trained.
4-6 Proficient A good amount of experience, you are solidly competent against others with some training. You could do this for a living. A bachelor's degree, two to seven years in a job, a year or two of training from someone experienced.
7-9 Veteran A substantial amount of experience, you have mastered most aspects of this skill and do it better than most. You use it regularly. A PhD, seven to ten years in a job, several years of training from someone experienced.
10-12 Master A great deal of experience, you excel in all aspects of this skill and rarely fail in its use. You use it almost every day. A leading expert in a field, more than ten years in a job, you train others.

Even a rating of 1 represents a fair amount of training and practice in a skill, and gives you a roughly 57% chance of success on a routine roll.

Ratings 4 and higher indicate professional level of competence, meaning you could conceivably do it for a living. It is rare for someone to have higher than a '3' in hobbies/interests unless they are a really serious hobbyist.

On the other hand, skills that you use regularly or in a professional capacity should be in the 7-9 point range. Ratings above 9 indicate a real expertise.

Adding Points

To add points to a Default Skill, type:

+raise <skill> or +ability <skill>=<level>

To remove points from a Default Skill, type:

+lower <skill>


Mutation Skills

You should have one Mutation Skill for each mutation your character possesses. For example, if your character is a speedster who can also fly, you would have a Speed skill and a Flight skill. You should choose a short, descriptive name for your Mutation Skill, ideally 15 characters or less.

What Level Should I Choose?

Mutation levels represent your finesse with your mutation, not its strength. Strength or power should be reflected in your mutation write-up.

Rating Label Description Examples
1-3 Novice Some experience. A newly manifested mutant, a mutant who has not spent substantial time exploring their mutation, a mutant with a nearly impossible to control mutation.
4-6 Proficient A good amount of experience. A self-taught mutant who has explored most aspects of their mutation over the course of several years, a mutant with a difficult to control mutation.
7-9 Veteran A substantial amount of experience. A mutant with several years of guided training, such as Xavier's School or X-Force, a mutant who has thoroughly and creatively explored numerous aspects of their mutation, a mutant with an easily controlled mutation, a mutant who uses their mutation several times a week.
10-12 Master A great deal of experience. A mutant with more than five years of intensive guided training, a mutant who has complete control over nearly every aspect of their mutation, a mutant who uses their mutation daily in varying ways.

If your mutation is largely untrained or uncontrollable, only take a few points; if your mutation requires little or no control (such as invulnerability), take points in the 'veteran' or 'master' range. If you can use most or all aspects of your mutation competently, take a professional level. If you've trained in it religiously for years and have complete control over most or all aspects of it, take an expert level. Few self-trained mutants will have a rating above 6 or 7.

Adding Points

To add points to a Mutation Skill, type:

+raise <mutation> or +ability <mutation>=<level>

To remove points from a Mutation Skill, type:

+lower <mutation>

You should also choose a ruling attribute for your mutation. The default attribute is mind, but many mutations are better reflected by other attributes. Change this by typing:

+rulingattr <mutation>=<attribute>

Custom Skills

Custom Skills should reflect any other significant knowledge or experience your character has. Your character sheet is not meant to be an exhaustive list of everything your character knows; instead, use these skills to reflect hobbies, interests, education, or professional skills not shown by Default Skills.

Social Skills

Be aware that while you can make whatever skills fit your character, 'social combat' type skills (intimidation, seduction, persuasion, manipulation, etc) will not be rolled in plot scenes and will primarily exist as background color. See our RP Policies for more information.

Some ideas for custom skills are:

  • A skill learned on the job - surveillance, investigation, cooking, bartending, programming, carpentry, etc
  • A skill learned on the streets - breaking and entering, conning, gambling, etc
  • A science - astronomy, biology, chemistry, geology, mathematics, physics, etc.
  • A humanity - history, literature, psychology, philosophy, poetry, etc.
  • A game - chess, roleplaying, poker, etc.
  • An art - sculpting, painting, sketching, photography, etc.
  • A form of expression - acting, singing, dancing, playing an instrument, writing
  • A sport - baseball, football, gymnastics, etc.
  • A craft or hobby - gardening, basketweaving, knitting, etc.

You should choose a short, descriptive name for your Custom Skill, ideally 15 characters or less.

What Level Should I Choose?

Rating Label Description Examples
1-3 Novice Some experience, you can best untrained people and hold your own against those with basic training. An enthusiastic hobby. An undergraduate student, a year or less in a job, self-trained.
4-6 Proficient A good amount of experience, you are solidly competent against others with some training. You could do this for a living. A bachelor's degree, two to seven years in a job, a year or two of training from someone experienced.
7-9 Veteran A substantial amount of experience, you have mastered most aspects of this skill and do it better than most. You use it regularly. A PhD, seven to ten years in a job, several years of training from someone experienced.
10-12 Master A great deal of experience, you excel in all aspects of this skill and rarely fail in its use. You use it almost every day. A leading expert in a field, more than ten years in a job, you train others.

Even a rating of 1 represents a fair amount of training and practice in a skill, and gives you a roughly 57% chance of success on a routine roll.

Ratings 4 and higher indicate professional level of competence, meaning you could conceivably do it for a living. It is rare for someone to have higher than a '3' in hobbies/interests unless they are a really serious hobbyist.

On the other hand, skills that you use regularly or in a professional capacity should be in the 7-9 point range. Ratings above 9 indicate a real expertise.

Adding Points

To add points to a Custom Skill, type:

+raise <skill> or +ability <skill>=<level>

To remove points from a Custom Skill, type:

+lower <skill>

You can also choose a ruling attribute for each custom skill. The default attribute is mind, but many skills are better reflected by other attributes. Change this by typing:

+rulingattr <skill>=<attribute>


Language Skills

Adding a Language Skill indicates a high proficiency in that language. You do not need to add a language skill for a few years of high school French; you should add it for a fairly comfortable conversational or reading ability in the language. Everyone is presumed to speak English by default, so no need to list it.

To add a Language Skill:

+lang/add <language>

To delete a Language Skill:

+lang/delete <language>