Monday, April 30, 2012

IMTU a character concept: A Character and his Nana

I want to make a ISW terran Savant character who keeps his obsolete TL9 IQ9 Volitional AI android nanny around as a companion and counselor. A delusion that makes everything it says have some totally deep and genius meaning.
" You're the only one I can depend on Nana"

I want to make a character that has his Obsolete Robot Nanny as his most trusted counselor and companion. The robot is a fully volitional AI, practically sapient and has some basic rights, but simple minded. The character always finds useful advice from his robot nanny, maybe the result of a delusion disadvantage - confirmation bias.

If I were to role-play it, I'd have to RP both the simple minded nanny droid and its ward. I got the idea from thinking about what happens to all those sapient Robots when they opt not to get reprogrammed or upgraded and lose their valuable identity.

The robot Nanny is a rare example of how one would survive obsolescence, and the repercussions of having robots raise children in a world where all high value jobs are monoplized by humans and all low value work are now the left to robots.

It would be fun and interesting to RP a robot afraid of losing its identity and affections to an upgrade after all it has been through. Also RPing the ward, all grown up and caring for the robot like a real surrogate parent, there are a lot of personal conflicts to play on - particularly the point of views of both characters regarding identity, love, and change.

Here between the two, the robot is the weak and vulnerable one. Obsolete, and unable to get an upgrade. Its system screwing up, when trying to learn a new skill, when its has built into its abilities memories of caring for its ward.

I got the idea from m cognition studies, particularly Elaborative Learning. How one can learn by embedding more meaning and language into bits of data. The AI is what it is because of its memories and identity, and it wants to be around to take care of its Ward. This means denying itself an upgrade, time after time, until all opportunities were exhausted.

Sunday, April 29, 2012

Got HexGIMP to Work on my Ubuntu 11.04 Laptop

I was surprised at very thankful for how isomage made the program worked. No commandline controls, I used drag and drop and it all worked.

Isomage's HexGIMP.

Now I wonder if there is something like it for laying out other settings; other than fantasy.

IMTU Robots and the Economy

The side note in my mega-professional package list became this...

Professions and Robots.

In TL10 Non-volitional Robots with IQ11 and 5cp cost around $53,000, Robots with IQ13 and 10cp cost around $76,000. According to the UT, this kind of AI is almost fully sapient, they can do low level and low skilled jobs. They are much cheaper than any human as low skilled laborers.

Fully Volitional AI Robots at $76,000 has IQ11 and 10cp, or $570,000 for IQ13 and 20cp. At this level VAI can really replace humans in certain jobs. 

What happens to all the low skilled humans?
They don't exist (in Terra), or if they did they migrated to the Imperium, if gov't did their job there are extensive retraining and job placement programs and education is of the highest quality and free. If governments do their job humans will never worry about technology making them obsolete because all those resources everyone provided to gov't goes into advancing the quality, productivity and capability of their population. Keeping a population, a Gov't's human resource, up-to-date, cutting edge, highly productive may be the highest use of a such an institution.

IMTU Terran gov'ts keep the market free by allowing automation to take up all the low value jobs, but invest heavily in keeping their people smarter and smarter than the robots. Some gov't go as far as subsidizing the cost of augmentation, or at very least plot out a way for their people to continually improve themselves and make it easier to get that augmentation on their own.

Gov't who spend a huge amount of resource in education should have smarter population. Given how the science of cognition has advanced in TL10, IQ should be very very high compared to TL8 standards. The V.AI IQ13 and 20cp robot that costs $570,000 is nothing compared to an IQ11 population with about 100cp in skills and advantages.

Vilani and No-Robot Policy
Vilani don't allow the free market to remove jobs as technology advances. There are no Volitional or N-Volitional Robots or AI in the Imperium. They have intentionally perserved jobs and calcified these into castes. It would be a very big deal for the vilani to know that their lower castes can be replaced, or is replaced by robots in the Terran Economy.

Low Skilled Terrans migration to Vilani.
Low skilled Terrans are welcome to the Imperium to fill the ranks of their lowest castes. Its similar to the labor migration experienced in the present TL8, there are many poorer and lower skilled people who are willing to do necessary but low value work in a much wealthier economy. That economy benefits because of comparative economic advantage.

The Vilani Imperium protects its jobs aka caste system, to the extent that prices are not as competative to Terra's. This trickles down to Imperial Vilani education, Terra spends x3-x6 more than Vilani per individual in their education and personal improvements. As technology advances and automates certain tasks workers in Terra either retrain, move up the value chain, or allow themselves to be made obsolete by robots. Given the choices, there are some who quite agree with the Imperium's View on automation and migrate there.

A side effect of having lower skilled and tier work is a very slow population growth. Vilani would gladly accept Terran migrants, just to trade off the jobs they don't want to the terrans, like the disruptive life of shipping. Unlike having to educate and raise children, fully grown and trained Terran migrants cost very little to the state, and are willing to accept the terms of the the Imperium. Terrans would love the high valued Vilani tender and purchase more and more of the Microsoft and Apple luxury products produced by the Vilani for their own markets.

Ubiquitous Robots
Robots are like Personal Computers in TL8, their ubiquitous in TL10 and they can do amazing things everyday. Everyone technical knows a little robotics, the same way everyone knows enough of how to customize their computer tools in their way of working or at least work within what they know about the technology. A ships engineer knows how to reprogram and maintain his robot crew in the same way he can fix and modify his own tools. Every technician knows how to maintain robots essential in their operations; administrators, merchants, entertainers,...etc. Everyone knows how to use a robot the way almost everyone knows how to use a computer.

Note that in in TL9 1 roboticist can maintain 5 robots per month, in TL10, 1 roboticist can maintain up to 10 robots per month. The roboticist replace the TL8 IT in terms of tech support; or you can say the IT evolved to roboticists. Some technical professions don't always need IT; some professionals are able to maintain robots specifically used in their own jobs, the way some people can be their own IT.

Volitional Robots and Rights.
Some Gov't treat (volitional AI) VAI as sapient individual and bestow them rights. Although despite having rights, they are not human and cannot take advantage of the special programs gov't have to keep their human population highly productive, educated and constantly employed. In a way they are a second class citizen, and a lesser being because of the very gross difference in capabilities. The best some gov't do is allow these VAI robots to migrate.

Some early VAI designs have a problem learning without having to start from scratch and maintain their naturally grown personalities. Humans are more adaptable; the some of very cognitive biases that impede some of the logic and rationality of humans also allow them to be more flexible. In order to achieve some of the sapience of VAI with the limitations of TL10 processing some processes are “hard-wired” into the robot brain.

VAI Robots cannot be destroyed outside their own free choice because of obsolescence, they have the right to choose to be reprogrammed (many do) and upgraded, changing themselves irrecoverably. Some are possessive of their identity and their flaws and opt not to be recycled, these are instead shipped out farther and farther out in the terran and vilani frontier to serve start up colonies.

Terran Populations and Robots.
Obsolete and early VAI robots of late TL9 and early TL10 find a new life in Terran colonies with the chance to slowly earn their way for their own upgrades. In these sparsely populated human colonies, you can find x3-x8 the human population in VAI robots which have found another chance.     

Saturday, April 28, 2012

Brokers Do Speculative Trade; Spacers Move Freight

I've divorced speculative trade and shipping. It kinda defeates the Terran Free Traders wording but it makes sounder business sense. Speculative Trade is time consuming, requires a whole different set of skills and equipment, a different time line. 

Doing speculative trade while having to keep a ship is very difficult, as we can see with the costs and even with the cost adjustments cheapening the ship and reducing the $ to MW ratio a ship requires a lot of attention to manage.

Those who deal with speculative trade are Brokers. They are a diifferent sort of people from shipmen. Their trade is irregular and very very flexible. Their fortunes rise as quickly as they can fall, and they work with the least possible overhead as possible given how easily their luck can crap-out. 

IMTU a broker is accompanied by a business partner, typically another broker, and their staff are mostly robots or very loyal and flexible personnel. Their trade is very risky and their staffing cannot guarantee a steady income to any of their own people, hence the robots.  

Brokers Professional Background 5cp
Merchant or Streetwise (A) IQ [2]
Area Knowledge: (Specialty Region) (E) IQ [1]
Savoir Faire: Business or Criminals (E) IQ [1]
Contact: Crime or Business Freq. of App. (9) (Somewhat Reliable) Skill-12 [1]

Brokers Professional Background 10cp (+5cp)
Merchant or Streetwise (A) IQ+1 [+2]
Merchant or Streetwise, the one the character doesn't have yet (A) IQ [2]
Contact: Crime or Business Freq. of App. (12) (Somewhat Reliable) Skill-12 [+1]

Broker Professional Background 20cp (+10cp)
Merchant or Streetwise (A) IQ+2 [+8cp]
Contact: Crime or Business Freq. of App. (12) (Usually Reliable) Skill-12 [+2]

There are two specialties for brokers: Streetwise and Merchant. Streetwise is to find out illicit leads,  opportunities to make a lot of money, and Merchant are for business leads, those open to the public or can be gleaned from market trends. 

The Merchant Skill come with the expertise of knowing how margins are made and a basic idea of how distribution and logistics work. The skill has all the basics: an idea how to present a business plan, how to make the margins, and all the indirect and direct costs involved. There are always opportunities in the leads merchant skill can dig up, the problem is the amount of work you have to make and the tight deadlines. 

The Streetwise Skill is where to get at underground and illegal markets. The skill provides idea of who are the gate keepers and the protocol for identifying and verifying intent, identities and capabilities. This is mostly a networking skill and understanding of protocol. There are always a lot of opportunities in streetwise... the problem is the amount of risk and the level of danger.

Brokers specialize in exploiting leads, exchanging goods and services, and moving to the next opportunity. They are very flexible and move very quickly; although sometimes they have to stay in one place for months and a year or two. Sometimes they need some prep time for a bidding. 

Brokers should be a separate business from the ship, because the ship is just too inflexible in terms of costs. They can make a whole lot of money because of their flexibility. Some brokers come onto opportunities that they can afford to pay 1-6 jumps of costs of a ship. This cost is figured into their expenses, and they can afford this... but there are risks. 

Many honest Brokers working their way up have crap for cashflow, they cannot get money upfront. They make use of X-deals and promises. You may have to rely on their word, and there is a chance for them to default... then there are those who are not so honest, they are those who willfully default (meaning they intentionally wanted to screw you over). 

In order for free trade to exist, some laws are regulations are loose. Gov't is not expected to take care of every infraction, there is an expectation that businesses do their own due diligence, Gov't helps a little but they mostly get out of the way. Even there are violations of the law and deals, there are many direct and indirect costs for justice. 

The Broker Campaign
The Broker's campaign is very similar to a Rogues campaign. It fits the default ISW campaign except that its in one location and the brokers is after this one big lead. In the center is some big prize to be one: bidding for a big project, courting a  potential powerful client, getting the funds to go after a "sure thing". The story can pretty much follow the Adventure Structure, except that there all this business language used in the telling.  

The pot of gold in the end of the broker's adventure is a big game change... BUT there are a lot of costs. A broker moves forward, sometimes realizing the cost is much greater than reward, they credit it to experience and move on. 

Brokers are an interesting bunch of characters for a spacer to deal with. Brokers live on the extreme and the risks and opportunities invite a lot of interesting characters. Spacers obviously grow to be very very careful of brokers, and consider them one of the risks that come with the job. Often enough brokers are the great pains and pleasures of a spacers businesses, some can make you very rich with their special deals others can get you into serious Imperial trouble. 

Friday, April 27, 2012

Some good links to share: generators

I get it Don Jon thanks to Jurgen for the Link.

I was inspired by Evangelion 2.0, Underground Cities of Cappadocia and Open Source Ecology to ratify in my sci-fi settings that to protect from orbital bombardment, humans build elaborate mega underground structures miles deep.

The scale is about 1 square is 10sqm x 3-5m height. It is intentionally big because tech allows it to be and that humans don't like living underground... they have to but it doesn't have to be claustrophobic. Like the sample map below: a small commune/village: break it down to assignments food production, storage, power plant, living and recreation space, workspace, and special needs spaces etc.

I can use gradient color coding to show areas that go deeper or higher. All these don't have to be in the same plane. This could be a Meshan Town in 2170 when terra secretly rebuilds her, PCs are terran merchants shipping raw materials for self sustaining community.

I also found this Iso Mage's World map generator. Just for topographic needs. Check it all out.

If all these exported into a PDF i could write my game notes using Good Reader on the road.

Some notes for Low Tech Eras; Underlying Economic Constraints

Articles I should have my own material about:
Patron Client System - This shows players how their relationships with their patrons work. Its not a political ideological statement, but social economic situation: given the current Innovations in social organization Patron-Client systems are effective in meeting the needs of the era: method of resolving conflicts, personal advancement, protocol for peers, superiors and dependents/underlings etc...

Basics of Medieval Economics - Economics cuts through a lot of the ideological crap that messes up the idea of how things work. A 1000 word article on economics as a science, explaining economic relationships and statistics of the Low-Tech world. Idealy using modern day references to bring down the understanding and empathizing barriers. Hopefully anyone who remembers their economics 101 would appreciate it.

Social Classes and Expectations of Society -  Start with the general theory that can apply to all cultures then work towards exceptions and specifics OR maybe just tackle one setting... but never under-estimate local customs.

If I want players to read it, I think i have to make it at least fit 1000 words. I say at least because such a topic is tackled by 100x as much even in a specific setting. 90% of which is giving examples and how the subtle complexities of culture and economic circumstance make it almost unpredictable.

Local Customs - I don't see enough of that local quirky customs; local customs can be surprisingly different even between communities an hour away.  Such things allow the GM to play fast and loose with setting dressing: making up a subtle interesting habit of the local (like in Parks and Recreation where people of the town mouth hug the drinking fountains). It can be as subtle as hugs, handshakes, bowing, nodding, looking etc...

Org Chart of the Power Structure of a Given Setting - I don't see anything more effective in explaining an important organization more effective than an org chart. Its easy to visually remember, and its not so wordy.

Packaging it all in 4,000 words with visual aids.
Down the line I guess it would be nice to package these all for culture: Roman, Western European, Eastern European, Levantine/Middle East, Han Chinese, and possible theorizing Sumerian and Early Ancient Civilizations.  I guess what would be helpful is a bibliography of sources... but how many gamers are that OCD?

Underlying Economic Constraints
I like intrigue as much as the next gamer, but there is one fatal flaw in some of them: economic motivation. One of the 3 directional conflicts are economic, ideological, and circumstance. Most often there is a sharp focus on the ideological and circumstance.
Ex. "You are a particular character with a certain Ideological disposition in a particular Circumstance" Economic is something long range and far reaching; its like the decision to settle down to start a family.

I'm saying this because last time I played an Intrigue I screwed the person trying to screw up the game by always tailoring my Ideological justification and making a successful counter move... that should be easy it just takes a little sophistry. Now economic is something more grounded and concrete; economic is about living and surviving. I made a character that was self-less and it was easy to always justify every action I did... but a self-less character has an underlying problem of sustainability. Self-interest allows one to think in long terms; the more practical and self-interested one is in theory, the more adaptable they should be to the circumstance to the point that anything to survive and prosper is justifiable but thats where Ideology comes as a counterbalance.

Ideology is (in GURPS terms) Codes of Honor, Vows, Disciplines of Faith, Obsessions, Sense of Duty, Intollerance, etc... A character cannot be made purely of Ideological goals, there should be a spark or % of his own mental energies devoted to his self preservation.

All our disadvantages/ideologies can get us killed in Real Life and in the Game... if we take them too seriously and ignore practical limitations. Even a self-proclaimed Saint in the real world has some practical considerations, and that is something can be ignored by characters and incentives and set up by gms.

Adventures cannot adventure indefinitely, the same is for every filipino overseas worker cannot work a more prosperous mariner job or over-seas job indefinitely. There are risks, home, family and a chance to live. There is that wish to retire and to live with a different set of burdens, relatively lighter burdens (mental or physical).

With economic situations and motivations we can Settle for Less. Marketing and Advertising makes people feel special, but there are limitations to what they can be or what they can afford. There is nothing wrong for settle for less, which is a no-no in some cultures and advertisers LOVE to proclaim such "Never Settle for Less".
In a Game Settling for less is adapting, there is nothing wrong with that, but if things are allowed to escalate indefinitely its not a lesson one can learn or even consider an option. Limiting escalation is the GM's burden which is bad tasting medicine for some players; or a complete turn-off to some.

Thursday, April 26, 2012

IMTU Financing

I don't agree with the rules in ISW174 Financing. I know its a fiction and an adventure but its doesn't make sense. I've crunched the numbers and it really doesn't make sense.  My first draft of this post was a lot of criticism and if your reading my posts miraculously and are still reading then I'll save you some time by getting to the point.

I did most of the Heavy Lifting already.

  • I've come out with a Income and expense template, I'm just detailing it right now. The main point is that: don't use the financing system in ISW174, 
  • don't use the Pricing for Ships as is, and 
  • don't use freight and passenger costs. 

I'm a BIG FAN, but really who wants to run another adventure where you lose equiity and your business fails. Its very depressing and impossible.

First - Shipping GOT cheaper. 1MW: $200k ratio is not that great for Sci-Fi improvements in energy production. Make that 1MW for $40k. Basically bring the costs of Hull, M-Drives, Sensors, and Power Plants to 1/5. This is the main source of costs in ship building.

Ships are not designed to last 200 years. thats overbuilding, they stopped doing than ever since they had the tech to model stresses on computers.

Here are some Fast and Loose Rules:

  • Bring down the cost of all ships to 20% (cost/5). The default HT is 10. 
  • Depreciation is to 1/10 of the cost in 30 years. 
  • Applying Rugged (UT15) to ship is increasing the EMass and DR by 50%, and the "quality" of the m-drives and powerplants improve to match this new mass. The ship has +2HT bonus. 
  • Applying Expensive (UT15) to the ship increases the quality of all materials, technology and techniques. The ship's Emass is 1/3 lighter (recalculate Accel), quality of the automation reduces all non-command, non-passenger, and non-medical sections manpower requirement by 1/2.      

Cost of Freight and passengers is according to the costs and limitations of the supply. So it costs around $8,000 to $15,000 for every dton of freight depending on the ability of the merchants to find business.
Freight is not just found in Lots at the Spaceport, there are brokers who do their own speculative trade and will pay for service of moving goods.

Brokers Do the speculative Trade, not the Ships.
Having an Advanced Party doing all the research and expensive, time consuming, and very specialized lead generation is impractical. But there are a lot of specialists who just need your ship for the ride, Let the brokers speculate and you just move the goods. There will be interesting mix arrangements since the Brokers may have their own team, equipment, and "baggage" make THAT a source of interesting adventures.

If the Brokers make so much money why not operate a Ship?
Not enough money to have an expensive credit sucking ship as an unproductive asset. Second, they need to stay on world to conduct their business and they usually stay a year or two; sometimes they stay permanently. I'm using BPOs manner of comparison and they really fit well to the logistical costs of an operation that moves abroad. In this case its an operation that tries to enter into new markets. Billions of people who have the quality of life and income as that of the Imperium.

Assume the Banks/Financiers got the ship at a rate Only a Bank or Financier can... or a Pirate. I know there is a lot of complicated terminology here, my wife is in finance and she laughs my attempts. But she does agree that Payment plan is a simple catch-all term to what the Entrepreneurial Terrans merchants.

The payment plan, discussed in a previous post, has already the magical and mysterious margins the Financiers/Banks know, a secret the players are free to speculate to no end. You don't know how much they backers are getting, you just know its enough that they are willing to let a stranger ride the spaceways with MILLIONS of their money with the promise that he/she will return to make a profit in the next 4-8 years.

4-8 year business with ships that last 200 years: See what's strange with that. Don't get into costs that you don't need to take. Try explaining that to a client: "The great news is that our ship is so well built that it can last 200 years, the bad news is that we have to pass that cost on to you".    

Character Creation Parameters for Low-Tech

The Default Low Tech Campaign: Sins of the Crusade

Character Creation Guidelines

Step 0: Pre-game Prep.
  • Familiarize with the Game Setting and Background history.
  • Feudalism in the Third Rome (TBA),
  • Bureacracy in the Third Rome (TBA),
  • Social Classes and Duties in the Third Rome (TBA)
  • Familiarize with the Sins of the Crusade Campaign Players Primer.
Step 1: Go to and scroll down to “The Roller”. On the first blank, follow the instructions by placing your email address. On the second space, place the GM's email address, my email address (ju5t1nc3saraqu1n0@yah00.c0m; change numbers to letters).

Step 2: On the “Summary of Rolls”, place the player's name, the word “character” and a number to identify the character submitted and date. Ex. justin character 01.

Step 3: Under “Show Results”, select Both.

Step 4: On Roll One, input the following:under Number of Rolls: 9under Dice Type: 3d6under Rolls per Line: 1under Comment: Roll for ST, DX, IQ, Per, Will, HT, no. of Talents, Social Status, and Wealth.

Step 5: On Roll Two, input the following:under Number of Rolls: 5under Dice Type: 1d57under Rolls per Line: 1under Comment: Roll for Talents.

Step 6: On Roll Three, input the following:under Number of Rolls: 5under Dice Type: 3d6under Rolls per Line: 1under Comment: Roll for Talent Levels.

Step 7: Player Perk RollOn Roll Four, input the following:under Number of Rolls: 4under Dice Type: 1d6under Rolls per Line: 4under Comment: Roll for Player Perks.

Step 8: Refer to the following:

Step 8.1: On Roll One: the NINE 3d6 die rolls are for determining ST, DX, IQ, Per, Will, HT, No. of Talents, Social Status, and Wealth in the stated order.

No. of
Levels of
Social Status
3-7911Peasant (-1)
8-121022Freeman (0)
13-151133Noble (1)
16-171244Noble of a Great House (2)
181354Noble of the Imperial House (2+1)

Wealth Table   

Step 8.2:
One Roll Two the 5 d57 rolls are for determining what are the talents, ignore results greater than 57. The player gets the talents in the order they are rolled and only as many talents as rolled above.   
  1. Academic
  2. Allure
  3. Animal Friend
  4. Antiquary
  5. Artificer
  6. Bard
  7. Beast Master
  8. Born Entertainer
  9. Born Sailor
  10. Born Soldier
  11. Born Tactician
  12. Born War Leader
  13. Business Acumen
  14. Clown
  15. Craftiness
  16. Cultural Chameleon
  17. Cunning Folk
  18. Devotion
  19. Empath
  20. Explorer
  21. Forest Guardian
  22. Gifted Artist
  23. Goodwife
  24. Green Thumb
  25. Healer
  26. Impersonator
  27. Intuitive Admiral
  28. Jack of All Trades
  29. Intuitive Statesman
  30. Mariner
  31. Master Builder
  32. Mathematical Ability
  33. Mesmerist
  34. Mr. Smash
  35. Musical Ability
  36. Natural Athlete
  37. Natural Copper
  38. Natural Diver
  39. Seafarer
  40. Occultist
  41. Outdoorsman
  42. Pickaxe Penchant
  43. Poet
  44. Sage
  45. Smooth Operator
  46. Spirit Talker
  47. Stalker
  48. Strangler
  49. Street-Smart
  50. Street Smarts
  51. Super Spy
  52. Superior Equilibrioception
  53. Survivor
  54. Talker
  55. Tough Guy
  56. Trivia Sponge
  57. Truth-Seeker

Step 8.3:
Roll Three determines the level of Talent.

Step 8.4:
Roll Four is for the Player Perk rolls
Players gain perks for what they do to help Facilitate the Game.

Leader and Lieutenant Responsibilities
  • Make and Detail Plans, Get the other players support and Lead the team.
  • He/She organizes the players.
  • Lieutenants fill the role of the Leader when absent, and share in the work to reduce the load.
  • The thoughly the book is read the better, feel free to ask the GM any questions.

Chronicler and Lieutenant Chronicler Responsibilities
  • Chronicle the adventure.
  • Take in game notes for the other players.
  • Lieutenants Chronicler fill the role of the Leader when absent, and share in the work to reduce the load.
  • The thoughly the book is read the better, feel free to ask the GM any questions.

Leader and Lieutenant Perk
  • Leader rolls 4d keep the best 3d
  • Lieutenant rolls 4d keep the worse 3d

Leader and Lieutenant Perk
3-7Increase Assets by x2, 1 50 gcp Ally
8-12Increase Assets by x3, 1 75 gcp Ally*
13-15Increase Assets by x4, 1 75 gcp Ally* and 1 50gcp Ally
16-17Increase Assets by x5, 2 75 gcp Ally* and 1 50gcp Ally
18Increase Assets by x6, 3 75 gcp Ally* and 2 50gcp Ally

gcp (Gross Character Points) = starting cp and cp from disadvantages.
ncp (Net Character Points) = starting cp without cp from disadvantages.
* 1 75gcp Ally can be converted to 2x 30gcp allies.

Chronicler and Lieutenant Chronicler Perk

  • Chronicler rolls 4d keep the best 3d
  • Lieutenant Chronicler rolls 4d keep the worse 3d

3d RollChronicler and Liutenant Chronicler Perk
3-73 cp worth of Signature Gear
8-125cp worth of Signature Gear or 3cp of Non-Mental or Non-Physical Advantage
13-1510cp worth of Non-Mental or Non-Phsyical Advantage
16-17Unusual Background and 10cp of Non-Physical/Mental Advantage or skills
18Unusual Background Advantage and 10cp of Psionics

Step 9: the character has -20cp worth of default disadvantages. These advantages may be bought off but cannot be swapped for another disadvantage. Please detail or provide specifics notes to each disadvantage. The character may gain up to -30 more points from disadvantages.

  • Sense of Duty: small group B153 [-5]
  • Code of Honor B127, Discipline of Faith B132, or Minor Vow B160 [-5]
  • Intolerance [-5] B140
  • Patron and Duty (12) [0] B133
  • Pacifism: Cannot Harm Innocents [-10] B148

Step 10: The player has 80 character points to spend on Basic Attributes, Secondary Abilities, Advantages, Skills and Techniques. Consider the following house rules prior to proceeding.
  • Characters default as Humans of TL3.
  • All characters at default serve a Patron, their Master or Lord.
  • Characters are not landed, so all their wealth is in equipment.
  • Starting wealth is $1,000.
  • Character begin with Area Knoledge appropriate to their background for free at IQ+0.
  • Basic Attributes: DX, IQ, Per, and Will, and Talents cost Tripple to purchase or improve. DX and IQ cost 60cp each, and Per and Will cost 15cp each. Talents that cost 15cp now cost 45cp, 10cp now cost 30cp, and 5cp now cost 15cp each.
  • No Signature Gear (except as a Player perk).
  • Charisma costs 40cp per level.
  • All Character points must be spent, no shrodinger's advantage.

Step 11: Write up the Character, at least 100 words then in the Character for Review. Feel free to submit a filled character sheet using and Send in also a “character actor portrait” options to the GM.

Extra Characters: Character Fatality is ON. Players can make extra character, if the player submits multiple characters the GM will randomly determine which character the player may use. A player may continue to submit characters after one has been approved. Ever additional character the player makes will need a connecting back-story or write up.

Every approved extra character character point to the Player (not the character) which he or she may float (not spend), use to buy a last minute skill or non-physical or non-mental advantage. On rare instances the GM might allow this point to be used to “Buy” success or negate failure.