This is stuff for the new game I'm writing and painting, Demon City, donate to the Patreon here.
This is the OLD VERSION the new one is all done with tarot cards and clarifies a bunch of things.
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CHARACTER GENERATION
This'll all be laid out in a fancier, easier-to-follow way in the final book, and I
m pretty sure I can get it all to be obvious right on the character sheet, like I did
with Night's Black Agents, but this'll do for now to get people up and running who want to roll...
There are two ways to make a character: totally random and custom.
To make a custom character, simply read down this page in order and follow the directions.
To make a totally random character, scroll down to “Characteristics” roll 1d10 divided by two (round up) for each characteristic. If you roll a 9 or 10 roll again--if you roll another 9 or 10, the stat is 5, if not, it is 2.
Then scroll up to Roles—pick or randomly roll a Role (keeping in mind each group can only start with a maximum of one Problem and must include at least one non-Friend), adjust your Characteristics (points over a maximum for a given Role are lost), then follow the directions for Occupation, Contacts, Skills, and The Rest.
Random characters will, on average, have better Characteristics than custom characters.
ROLES
Roles are kind of like classes in other games, but instead of jobs, they describe what your relationship to The Corruption that Demon City characters investigate when the session starts. Characters can grow out of their original motives over time, but this is why they start.
Curious
The Curious character is motivated by fascination. Typically an academic or a former paid Investigator, the curious character wants to know what’s causing this problem, where did it come from? And maybe even…can it be controlled?
-The Curious character cannot regain (or gain) Calm during
Downtime if they run away from a situation where they might learn more about the origin of The Horror during a session.
-The Curious character gains 3 extra Knowledge Skills or 5 extra free points in existing Knowledge Skills.
Panic mode:
The curious character's panic will come in the form of fascination. In addition to this general role-playing prompt, in the round after they hit 0 Calm they must try to find out something new about the situation they're in.
Friend
The Friend doesn’t know what all this is about and doesn’t want to guess. But the friend is loyal to someone else on the case and that’s what counts.
-Every party must include at least one non-friend.
-The Friend can have one of their alotted skills "float", unassigned--yet to be determined. They get to choose it whenever they like--if it will help whoever they are friends with.
-The Friend maintains a sense of detachment and perspective, giving them a +1 to Perception or Calm, free.
Panic mode:
When in a panic, the friend character's loyalty will override everything and they'll try to get whichever character they are most loyal to (or one of the characters they are most loyal to) out of the situation. In addition, they must spend the next round after they hit 0 Calm trying to get their friend out of the situation.
Investigator
Someone wants to get to the bottom of this, and they’re paying the Investigator to do it. The Investigator is typically a private detective, or--up until the supernatural gets obviously involved and the department decides it's bullshit--a cop, but they can also be a journalist, an insurance adjuster, or almost anything else.
-The Investigator gains one extra Skill, free.
-The Investigator gains one extra contact, free.
-The Investigator gains one extra Skill or contact, free.
-The Investigator's maximum starting Cash is 3.
Panic mode:
Used to relying on method, and here for practical reasons, the investigator in a panic is simply less effective. In addition, the must spend the next round after they hit 0 Calm either fleeing or acting with only 1 die.
Problem
Like the Victim (below), the Problem starts the game having already come in contact with the enemy, only for the Problem, the scars are not just mental, but physical and even spiritual. The Problem is manifesting strange abilities and aversions. The Problem may be possessed, they may have dawning psychic abilities, they may be turning into something more than human.
-There may only be one Problem per game group
-Problem’s max starting Calm is 3
-Each session, the Problem gains abilities specific to the brand of Problem they are. In the final rules, there’ll be an option available for the kind of players who want to actually choose what kind of paranormal creature they’re becoming, but for now only the option where it’s a surprise is available.
Panic mode:
The problem will revert to instinct when in a panic. In the round after they hit 0 Calm they must use their special abilities
Victim
They say victimhood doesn’t define you--well, for The Victim it does, at least at the start of the game. Something terrible has happened to the character or one of their loved ones and it’s left a scar.
-Victims max starting Calm is 4
-Victims’ earnestness is manifest—they automatically gain the Persuasion skill equal to their Appeal plus one.
-The Victim is almost preternaturally aware of signs relating to the Horror--add one to their Perception stat. If it's already at 5, add one to all Perception-based skills and add 2 to one of them.
Panic Mode
The victim in a panic is energized. In the round after they hit 0 Calm they will act with 1 additional die if it is against the entity or entities they believe to have hurt them, and will keep that die for that purpose until the menace is defeated or driven off.
CHARACTERISTICS
Characters in Demon City have Characteristics and Skills. Characteristics are broad descriptors, skills are things which require specific training that not all modern humans can be expected to possess.
Some common learned aptitudes like swimming, driving, using a cell phone are so common that they do not have a specific skill associated, but the lack of that ability is noted separately. All of these numbers are called “Stats”.
To make a new custom character, roll 1d10 divided by two (round down, unlike a totally random character) seven times, then assign the characteristics as you see fit. If you roll a 1 on the die or a 10 on the die roll again. If you re-roll a 1, your score is 0, if you re-roll a 10, your score is 5, otherwise your score is 2.
If you decide your character has a major disability not covered by a low Toughness score—they can’t, for instance, see or can’t hear or can’t walk without assistance or have one arm or one hand—they gain 2 extra points to put into Characteristics of their choice.
Characteristics for humans are ranked 0-5
0: Terrible
1: Bad
2: Average
3: Good
4: Very good
5: World class
These are:
Calm
Agility
Toughness
Perception
Appeal
Cash
Knowledge
(CATPACK for short)
OCCUPATION
Any modern occupation is fair game in Demon City. In the final game there’ll be a list of jobs you might have for inspiration but other than determining what your Occupational Skill is (see below) and your Contacts, it doesn’t directly impact anything in character generation. So just go ahead and pick something for now.
CONTACTS
The number of contacts you have when the game starts is equal to your Appeal or Cash, whichever is higher.
Contacts are people you know and can ask for a favor. One will be associated with your job, you can assign the rest at the start by randomly rolling on a Vornheim-like chart I haven’t made yet or let them float until you decide you want to have a contact in a certain field.
(If you let them float, when you want a contact you make an Appeal check against a Host-chosen number (depending on how likely your character as-played-up-until-that-point would know such a person) to see if you happen to have one. Once you’ve filled up all of these slots you have to meet new people in-game.)
SKILLS
Skills are associated with a characteristic—they are ranked 1-9 for humans and are always at least one point higher than their associated characteristic score.
New characters start with 1 Occupational Skill at Perception +1, which is a custom skill representing what they know about their own job (things like student and stay-at-home-parent count). If your job already is a skill on the list, like, for instance, you’re a burglar so your job is basically Burglary/Theft, you may choose to take that skill at Perception +2 instead of taking the Occupational skill.
In addition to any Skill budget provided by their Role, new characters get:
-The Simple Way: 5 Skills at (whatever the associated Characteristic is) +1
or
-The Complicated Way: 10 Skill Points which work like this-- a whole new Skill at (Characteristic+1) costs 2 points, and adding points to a Skill after that costs 1 point. Maximum of 9. Spend them all now.
If your character can’t swim, drive, read, or use a cell phone/computer, you get 2 extra skills or 3 points to use on existing skills for each of these problems you have.
The Skills and their associated characteristics are:
(purple stuff was added March 25th)
Agility
Burglary/Theft
Driving (it’s assumed you can drive, this is fancy driving, and also general car trivia)
Exotic Weapon (this includes pre-modern things not covered under melee or firearms like bows, throwing knives, whips, etc. You have to pick one specifically, but you get it at +2)
Firearms
Pilot/Drive Other (anything not a car that requires training: motorcycle, boat, helicopter, plane--pick one)
Stealth
Toughness or Agility, whichever is higher
Athletics (choose a specific sport or kind of training: swimming, triathalon, tennis, mountain climbing, etc)
Hand to hand combat (includes using most melee weapons like swords, clubs, brass knuckles, etc, and knives when not thrown)
Perception
Occupational (soldier, student, truck driver, etc—this represents your current job)
Outdoor Survival/Tracking
Streetwise
Therapy (talking other people down from disturbing incidents)
Appeal
Deception (this includes both ability to disguise yourself, and acting/lying generally)
Persuasion (this is mostly just what Appeal is used for, but it’s a skill because otherwise a character with Deception would always be better at lying than telling the truth)
Knowledge
Electronics
Explosives
Hacking
Humanities (you get Humanities equal to Knowledge+1 and choose a specific subject—Literature, Anthropology, History, etc—you get that free, at Knowledge+2. Additional concentrations cost the same as getting an all new skill but are also at Knowledge +2.)
Law
Local Knowledge (this is for wherever you live now unless you specify otherwise)
Mechanics
Other Languages (Pick one)
Paranormal
Science (you get Science equal to Knowledge+1 and choose a specific subject—Biology, Chemistry, etc—you get that free at Knowledge+2. Additional concentrations cost the same as getting an all new skill but are also at Knowledge +2.)
Perception or Knowledge, whichever is higher
Forgery
Medic
Research
The Rest
Looking at the details you’ve got, tie it all together. Give your PC an age and a name and decide what they look like and you’re ready to go.