Making a character
This page provides players with a quick list of all steps required to make a character.
The megacorp system uses 4 traits (IQ , EQ , MQ and BQ ) as the base attributes. In order to generate these scores, 8d10 are required. From the results of these ten dices, a 2 digit number needs to be formed. These scores can then be assigned to each attribute, where higher numbers indicate a higher applitude.
The actual trait modifiers are formed by dividing these scores by ten and rounding down.
Competencies represent an actionable skill that players can perform and are represented by a keyword (e.g.: #drivingcar, #cooking, or #shooting) and a competency value (e.g.: "3") which is used a modifier when actions are taken concerning that competency. The amount and number of competencies a player has is based on the selected templates.
There are four layers of templates;
These four templates form the initial skill base of the character the player wants to create. These are strictly optional and is not mandatory as some GMs want to begin a game rapidly.
Three possible genetic templates are possible. Each of these provides the player with a certain advantage, as listed below.
Corp + 1d10 IQ
Incarnate + 1d10 BQ
A player can have multiple Genetic templates, usually, this is only when an unaffiliated human decides to become a corp at their assignment upon reaching legal age. Hence they have a bonus MQ or EQ and then a racial bonus to either IQ or BQ .
Player generates up to three random characters that are either family members or friends that are deeply connected to the character and can be relied upon to be called in a time of need. The purpose of this template is to take some load off the GM's storytelling by letting the player have a degree of ownership with NPCs (Non Playable Characters) - as a rule of thumb, each contact can only be called once for a life-threatening (or career ending) scenario, though the GM can decide how this is handled. More minor favors can be called upon more frequently, but even a close friend will stop handing helping if they have the feeling that someone is taking advantage of them. Example: A GM could determine that the player has 3 total favors, and turns out that two of these deep contacts are duds, not bothering to help, whereas the last remaining contact turns out to be a stalwart friend.
The work history of any character would give the player some experience in Three competencies with a score of 3. As there is potentially an unlimited number of competencies, players are encouraged to create career backgrounds that are colorful and might contribute a bonus to the starting competencies that the player likes to use (or will use often in the context of the story). Remember that the GM can decide in a novel situation (a new situation) that the character does not have a zero competency score in a specific competency. An example: Vivian's rolls up a character who is a former pilot and a race car driver. She chooses to begin the game with driving 3, flying 3 and bluff 3.
The early formative years of any individual gives a long-term familiarity with a particular competency. Education can be formal (e.g.: New Shanghai conservatory of music) or informal (E.g. My dad thought me to hunt.) This template allows the player to select three competencies that may be the same or different as the career template, and that player may re-roll a challenge roll on those 3 competencies once per game session. Example, Luke Seti spent most of his years with his single mother in the Mutant Ghetto of San Miguel, where he struggled to survive but attended the Aohu university campus on scholarship. The player controlling Luke Seti chooses to be able to reroll three competencies: Genetics (knowledge), Hide and Fighting (unarmed) - these are deeply ingrained skills that correspond to Luke's life in the ghetto and his academic expertise. That means in the event that has to apply a skill, let us consider this scenario;
Luke Seti is attacked while being driven in a Lumaki vehicle to a lab. The attacker is a bizarre creature that looks to be like a giant, armored, flat-headed rat. He uses his genetics competency to determine what kind of creature it is, the GM determines that in the confines of the vehicle, moving at high speed with limited visibility through the window that the difficulty score is 15 (challenging). Luke's genetic (knowledge) competency value is 3 and does a challenge roll and rolls a 1d10. Luke rolls 3 and adds a +3 (from his genetics score), another + 3 (his IQ modifier, 34 IQ divided by ten rounded down), which results in 9, indicating a failure.
Not only does his roll fail, it results in a victory margin of -6, meaning he has a catastrophic failure. Luke's player decides to use his education reroll. Luke ends up almost remembering the wrong creature, wracking his mind but his freshman year readings flash in his mind, he studied this before! Luke gets to reroll his Genetics (knowledge) challenge roll and gets a 10, meaning his final result is 16. 16 minus the difficulty rating of 15 is 1, resulting in a success!
Luke correctly identifies the creature as a Feng Bullethead Rat, once used as living terror weapons in the war by guerrillas against the Corp occupation of San Miguel and is able to tell his allies that they are extremely susceptible to bright light.
The touch of life
A character is of course far more than a list of stats, skills, equipment, and advantages. It should be a living, breathing character that tries to do something with his or her life. In order to help people with figuring out how a character thinks or feels about certain situations, it's helpful to think about their past.
- What is the worst / best thing that ever happened to the character?
- What would the character, under no circumstance, ever do?
- What kind of behavior (in others or self) does your character appreciate/hate?
- Are there any short-term or long-term goals that the character wants to achieve? Why does it want these things?