Character Creation

Character Creation:

4D6, keep any 3 you want, place in stats as desired.
If you get a 16, 17, or 18, remember to roll an additional D6 and add it. Don’t use the 4th D6 from the original roll.

For RCCs with differing amounts of D6 for each stat, roll an additional D6 and drop one for each stat, but they must be placed where they were rolled.

The rules for creating a Yoshugoku spirit are effectively the same for making a TMNT character and then turning it into an MDC creature with supernatural strength.

Backgrounds:

Each character may start with 3 points in backgrounds.

Base (OCCs and RCCs):
1: Juicer, Crazy, Borg (Full Conversion), Cyberknight, Elemental Fusionist, Ley Line Walker, Ley Line Rifter, Mystic, Shifter, Techno-Wizard, all Coalition OCCs, Dogboy RCC
2: Glitter Boy, Burster, Psi-Stalker, Mind Melter, Yoshugoku spirit
3: Dragon Hatchling
-1: Vagabond
0: All others

Social/Societal (Reduce costs by one if Base Cost 1-2)
0: Drifter/Unknown. You’re just another face in the crowd.
1: Outer Clave Citizen. You’re established outside the Wall, either in the Settlement or possibly Freedock or Nexustown. Your neighbors know your face, and may have formed opinions about you.
2: Inner Clave Citizen. You’re established inside the Wall, or are prominent in Freedock or Nexustown. You’re in the system, your neighbors and local authorities know you and likely think well of you.
3: Well Respected. Not only are you known throughout the Clave, you have sufficient respect to have your opinion sought and heard on major issues. You tend to get discounts at local shops.
-1: Former Coalition. You are known and generally distrusted, but allowed some free rein in the area. You have a prominent bar code tattoo on your forehead, and are more or less on permanent probation. But hey, at least you escaped the Coalition… for now.
-1: Exile. You used to be a Clave citizen, until a bad decision had some awful consequences. The court ruled your actions without malice, which meant seizure of non-essential property and exile from the Clave. You’re in the system but not publically branded or tattooed. You’ve come back for whatever reason, on pain of death. The good news is if they catch you, you’ll probably be given a chance to explain things before execution. Probably.

Military
All citizens of the Clave are required to spend two years serving in the military. Most growing up in the Clave do so starting at fifteen or sixteen, where they are also taught a trade skill, or in the case of those with promise, advanced combat. Adult citizens joining typically immediately enroll, though sometimes exceptions are made.
-2: Officer. You have plenty of responsibilities and have sworn a magical oath to protect the Clave, its citizens, and its obligations. You receive a healthy monthly stipend, and generally can requisition equipment as needed. This is worth an additional -1 point and a pay bump if you spent any points on your base class.
-1: Enlisted. You serve in the military and have daily obligations. During peace (most of the time), these obligations amount to about 40 hours a week. You get a livable wage. This is worth an additional -1 point and a pay bump if you spent any points on your base class.
0: Draftable Auxillary. You’ve served part of your time and mostly have your own life, except in times of war, which is pretty rare. Even then, you’ll likely end up on garrison duty. This is worth -1 point if you have Social > 0.
1: Exempt. You’ve paid your dues and are no longer obligated to defend your home. Costs 0 for anyone w/ Social > 0.
0: Outsider. No obligations. Required for anyone with Social = 0.

Housing
Reduce cost by Social, no less than zero cost. Housing in the Clave is partially assigned. Citizens declare their desired tax rate, and based on availability, income, and job description (and citizen type), Housing Authority gives them a list of acceptable choices and the citizen selects one. Highly skilled and useful people tend to be given better locations than those with a higher income, all other things equal. Homes may stay “in the family” so long as the residents continue to meet eligibility requirements.
0: Nothing. I’d suggest buying a blanket.
1: Outside Dwelling. You have a small place outside the Wall, either in the Settlement, the Farmlands, Freedock, or Nexustown, including standard amenities like clean running water and (some) electricity.
2: Inner Dwelling. You’ve got a reasonable place inside the Wall, likely a condo equivalent.
4: House. You have a large abode inside the Wall (or something more sprawling outside) capable of hosting several guests for a reasonable span of time.
6: Manor. You have a sizeable estate inside the Wall (or wherever you want), with all the amenities and its own power source and water reserve.
Special: Military housing is available for free at the appropriate rank for the soldier. If they decline on-site housing, officers may reduce their housing cost by 1.

Wealth (Public)
Income requires work time.
0: Starting cash.
1: 2d10 x 1,000 credits in goods (post sale) + 1D4 x 1,000 credits/month in reliable income. Requires 20 hours/week of work.
2: 4d10 x 1,000 credits in goods (post sale) + 2D4 x 1,000 credits/month in reliable income. Requires 30 hours/week of work.
3: 6d10 x 1,000 credits in goods (post sale) + 3D4 x 1,000 credits/month in reliable income. Requires 40 hours/week of work.

Wealth (Blackmarket)
These sources of credits are generally illegal to possess in the Clave. They include various drugs, magical fetishes, electronics, or whatever you want. However, it’s expected they are trade goods rather than equipment. If equipment, add 20% to cost. Penalties for possession range from tattooing/branding to exile, and in a few cases, execution.
0: None.
1: 2D6 x 5,000 Credits in goods (post sale).
2: 4D6 x 5,000 Credits in goods (post sale).
3: 6D6 x 5,000 Credits in goods (post sale).

Allies
These represent friends and contacts who can be called for assistance. Assistance does not generally include life-threatening/changing situations. Reduce cost by Social (minimum 0).
0: None. Forever alone.
1: Few Contacts. Free for Military.
2: Good Friends. You’ve got some people who can be counted to look out for you, and in turn you look out for them. Free for Military Officers, 1 for Enlisted.
3: Network. You’ve got ears in most of the city, and while few people are on the list of dear friends, you generally at least know a guy who knows a guy in terms of hearing information or getting discounted services. You’ve definitely got reliable contacts on the Blackmarket, who may or may not know your real name. 1 for Military Officers, 2 for Enlisted.
5: Beloved by All. Pretty much the whole Clave knows you in one name, guise or form or another, and they think well of you (or whatever reputation you’d like). You can reliable call on assistance from almost every walk of life, given some time to set things up.

Overall/Others
These categories are not meant to be exhaustive in any way, or even particularly restrictive. Rather, I’ve intended them as a starting point to flesh out the character and their role in the Clave, where we’ll be spending season 1 (at least). If your particular character concept doesn’t fall neatly into this, no sweat. Just let me know and we’ll start from there.
Additionally, any other advantages (or disadvantages) you might want to include fall into this section. Other games often have merits/flaws/etc. If you’re looking for a little more customization, Legend of the Five Rings, Deadlands, the World of Darkness games all have excellent lists of traits you might wish to adopt. Let me know what you want, the game effect, and how it fits with the concept, and I’ll figure out a point cost.

Character Creation

Rifts palelizard