Character Creation
Like any roleplaying game, the core of Call of Duty comes in the process of character creation. For the most part, players
should be familiar with the process of d20 character creation, as it is
presented in the D&D PHB, or Starwars RPG. Call of Duty does
have a number of rules changes, though, so we're going to provide you with
step-by-step instructions to make it easy on you.
Step 1 - Character Concept
The first and most important
part of character creation is to develop a character concept. What
career does your character pursue? What does he (or she) look like?
Are they fast or slow? Are they strong or weak? Dumb or smart?
Once you have a basic idea of what you want your character to be, you can
begin. However, before you do, write down some basic info, like a
physical description, for future use.
Step 2 - Ability Scores
Generate you character's six
basic ability scores first off, using the basic system found in the PHB. Remember that each ability affects a different
part of your character. Strength increases his melee combat ability.
Dexterity makes him more accurate with a gun, and faster in reaction.
It also increases his Defense score. Constitution gives him more
Vitality points, and determines his Wound Points. Intellgence gives
him more skills. Wisdom gives him greater willpower, and grants him
ability in many skills. And Charisma aids him in interacting with
others. Remember your character concept at this step. If your
character is fast, give him high Dexterity. If he is strong, give
him high Strength.
Step 3 - Background Skills
In Call of Duty, all characters
start at '0th level', i.e. before taking any classes, with a number of
limited skills. They receive a number of skill points equal to 6
plus their Int modifier. These may be spent on the following skills,
and none other: Climb, Computer Use, Craft(any one), Diplomacy, Electronics,
Entertain(any one), Intimidate, Jump, Knowledge(any one), Language(any
one), Mechanics, Pilot, Profession(any one), and Swim. These represent
skills learned during childhood and adolescence, be they skills learned
in high school, or mere hobbies.
Step 4 - Classes
Once you've determined your
character's ability scores, you can choose his classes. Remember
what career you wanted your character to have during this step. The
classes in Call of Duty are as follows:
Academic-
a
free-form class, Academics are intellectuals or students who have a large
number of skill points to spend. Many characters take a few levels
in Academic to indicate a period of higher education, where they learned
a number of valuable skills.
Civilian-
usually an NPC class, Civilians are a free-form class that details all
the non-combatants of the world. Some characters take levels in this
class to improve their skills.
Criminal-
sometimes
a character, but usually an NPC, class, Criminals are those sneaky individuals
who defy the law for their own gain. They are skilled, and have a
number of career opportunities.
Investigator-
dedicated and intelligent, the Investigator works in law enforcement agencies
or with spy agencies to investigate and solve mysteries. They have
a wide variety of skills, and a number of contacts.
Operative-
the sneaky and intelligent spy, these characters work for nations, terrorist
groups, or other interests to procure information. They have a variety
of skills and possess a number of contacts and resources other characters
don't.
Protector-
the
brave men and women who serve others in police forces, Protectors are those
who put others well-being in front of their own. Competent fighters,
Protectors also have a number of skills available to them.
Soldier-
trained and proficient warriors in modern armies, these characters are
handy with weapons and can handle themselves in combat. They are
masters of special training, and have a long list of career opportunities.
Tough- generally
an NPC class, the Tough is a self-trained soldier. They are enforcers
or mercenaries, without any formal training, but formidable in combat none
the less. They make poor characters, but good henchmen for enemies.
Unlike in other d20 RPGs, characters
in Call of Duty are not expected to start at 1st level. Novice agents
are rarely sent out into the field, at least not on the type of missions
that make good RPG fodder. That's why it is recommended characters
start at at least 3rd level. This can make character creation a little
more complicated, as you keep track of every level's new skills and abilities.
It's generally best to proceed one level at a time. For each level
in each class, follow steps 5-7 below.
Note that the rules for multi-classing
have changed from those in D&D. Having balanced levels no longer
matters. Every character may multi-class once without suffering any
penalty. Every other time beyond the second that a character multi-classes,
they suffer a 10% penalty to XP. Some STOs allow a character to multi-class,
and have their new class not count against their multi-class total.
Step 5 - Personal Feats, Special Training Oppotunities
and Ability Increases
The system of feats present
in most d20 RPGs has been replaced by two similar systems in Call of Duty.
Personal Feats are most like the old feats. They represent special
skills and attributes that come naturally to a character, or that are a
part of his background. Special Training Opportunities are different.
They indicate unique skills and specialties that characters develop in
their given careers. An example of a Personal Feat would be Alert,
meaning that your character is particularly perceptive, and picks up on
things in his surroundings. Meanwhile, a Special Training Opportunity,
or STO, would be Sharpshooter, which indicates the character has received
training in how to be remarkably accurate with a rifle.
The occasional Personal Feat
and most STOs have requirements to take them. Some are ability score
requirements, such as Dex 14+. This would mean that they would need
a Dexterity score of 14 or more. Others have skill requirements.
If there were a requirement of, say, Bluff 3, this would mean that they
would need at least 3 ranks of Bluff. However, if it said Bluff +3,
than they would need a net Bluff score of 3 or more, including ability
score modifiers and modifiers for other feats/STOs. Some STOs and
Feats have proficiency requirements as well, which mean the character merely
needs to have that proficiency to take it. Finally, some STOs and
Feats have combat requirements. Treat these as skills in terms of
with or without the '+'. With the '+', the character should count
his ability score adjustments, either Strength for melee or Dexterity for
ranged. Without it they should just take the base score.
Note that all STOs and Feats
gained in a single level are assumed to be taken at the same time.
Therefore, no STO's adjustments can be used to meet the requirements for
another STO or Feat in the same level. Also, note that many Feats
and STOs add skills to a class's class skill list. If acquired through
an STO, these only apply to the class which the character has just gained
a level in, and is adding new STOs for. If acquired through a Personal
Feat, they apply to all classes the character possesses.
Personal Feats can be found
here
on this list. As said above, they represent personal traits and
characteristics of the character, or skills acquired by the character on
his own time, not related to his career. All characters acquire personal
feats at the normal rate for feats, as perscribed in the PHB, at 1st, 3rd,
6th, and 9th levels. Note that these refer to character level, i.e.
including all of the different classes which the character might possess.
So a 3rd/4th level Soldier/Operative would have received Personal Feats
when he was a 1st level Soldier (2 at this level, actually, since humans
get an extra Personal Feat at 1st level), a 3rd level Soldier, and a 3rd/3rd
level Soldier/Operative. As well as Personal Feats, these Personal
Feat Slots can also be spent to buy from a limited list of Special Training
Opportunities. These STOs represent skills available to civilians
from the private sector, such as helicopter piloting lessons or a background
with the Boy Scouts. Class skills and adjustments for these STOs
apply to all classes.
The following is the list of
STOs that may be bought with Personal Feats . Note that the words
in brackets after each feat is an example place where such a skill may
be learned in the civilian sector: Airborne Operations [parachute lessons],
Aquatic Operations [SCUBA certification], Martial Artist [tae kwon do lessons],
Medical Training [first aid classes], Pilot(civilian helicopter, light
aircraft) [pilot lessons], Proficiency(knives, rifles, sidearms, motorcycles,
trucks, hang-gliders, jet-skis, snowmobiles, boats and sailboats) [NRA
membership; frivilous purchases], Unarmed Combat [karate lessons], Unarmed
Strike [kung fu lessons], Vehicle Focus [too many pilot lessons], Weapon
Focus [life-long NRA membership], Wilderness Survival [Boy Scouts].
All of the STOs can be found
here
on this list. As stated above, STOs are fields of special skills
or specialties characters acquire as part of their career. Most,
but not all, classes provide class STOs, i.e. special fields of training
for those in that career. Academics, Civilians, and Toughs have no
class STOs. These are merely members of the civilian sector, and
receive no access to STOs (besides those acquired with Personal Feat Slots),
and no additional STO slots. Other classes, namely the Criminal,
Investigator and Protector, acquire STOs at the normal rate of at 1st,
3rd, 6th, and 9th levels. Note, however, that these refer to class
levels. For each class the character has, the count is separate.
Therefore, a 3rd/2nd level Protector/Investigator would have received a
Protector STO as a 1st level Protector and a 3rd level Protector, and would
have received an Investigator STO as a 3rd/1st level Protector/Investigator.
These are in addition to the Personal Feats they normally receive.
Finally, some classes, namely the Operative and Soldier, receive extra
STOs at given levels, described in the Special Benefits section of the
class description.
Finally, skill increases come
at the normal rate, and affect the character normally. Skill decreases,
such as from aging, also affect the character normally, but they cannot
result in the loss of a Feat, STO, or class.
Step 6 - Skills
After choosing STOs and Feats, it
is generally best to next proceed on to Skill selection. Each class
description described the number of skill points that the character receives
at each level. Also note that since all characters in Call of Duty
are human, they receive an extra skill point every level. As opposed
to in normal d20 where every character receives 4x their normal skill points
at 1st level, in Call of Duty they only receive 2x. However, they
receive this at 1st level in every class, so that when they multi-class,
they once again gain 2x their normal skill points to spend in that class.
Skill points buy a rank in class skills just as in the PHB. Characters
can buy non-class skills, but at 3x the normal cost, as opposed to 2x the
normal cost in the normal d20 rules. No character may have a rank
in a skill higher than his character level +4.
The list of skills for CoD can
be found here. Many are the same from other
d20 games, while some have changed.
Step 7 - Contacts
An important part of any spy
campaign, Contacts are people whom the character knows that he can reach
out to for information, help, resources, or even a place to stay.
Instead of defining everyone a character knows, Call of Duty instead uses
a unique quasi-skill system. Contacts work just like skills, with
the GM setting a DC, and the characters making Contact rolls to try and
reach or beat that DC. Success means that the character has contacts
in the area, and can try and contact them.
There are five Contacts quasi-skills:
Civilian, Criminal, Government, Military, and International. Civilian,
Criminal, Government, and Military are all self-explanatory in their function:
they represent the level of contacts held in that field. Civilian
contacts might be doctors or journalists. Criminal contacts are smugglers,
thieves, and the mafia. Government contacts include not only politicians,
but also law enforcement officers and intelligence officers. Military
contacts might be mere soldiers or specialized army intelligence officers.
International is a different kind of skill, which is paired with one of
the other four skills when making a Contacts check. It represents
to what range, internationally, a character's contacts reach.
When making a Contacts check,
the GM fist decides whether or not a character is in his native area.
Generally this means the character's home country, though not always.
If he is not in his native area, a character must first make an International
check, to make sure that his contacts can be reached or will be able to
help him in the area where he currently is. A character having access
to unbidden help can ruin a scenario far too easily, so these rules leave
the GM in charge of the DC for all Contact checks, including International
checks. If the character succeeds at the International check, he
makes another check in the appropriate field, either Civilian, Criminal,
Government or Military. A separate International check is needed
for each different check a character wants to take. If the character
is within his native area, than you can forego the International check.
So, for example, let's say an
American Operative is seeking to gather information on a group of Malaysian
revolutionaries who are funding their operations through illicit heroin
smuggling. He has two fields which he wants to check for contacts:
first, he wants to get information from the Malaysian police service on
possible farm locations; second, he wants to inquire into the criminal
element for possible links between the revolutionaries and the American
market. The character has International +5, Criminal +4, and Government
+6. His GM makes him roll for the Government check first, and sets
a DC of 20 for reaching a member in the Malaysian government. The
character rolls the d20 die and gets a 13 which, added to the character's
+5 International score, still does not reach the needed 20. The character
cannot find anyone he knows or can reach in the local government.
However, on his second International check for the Criminal check, which
the GM also gives a DC 20, the character rolls an 18, successfully passing
the check. He now has to succeed at a Criminal check. Since
he has already determined that the character's field of Criminal contacts
extends to the region, the character sets a DC 15 for the Criminal check.
He rolls a 12, beating the DC. Fortunately for the character, one
of his Criminal contacts hints him off to a possible drug trafficker who
is known to associate with the revolutionaries; the harbor-master in the
closest port city.
Every character starts with
a base rating in each of his Contact quasi-skills equal to his Charisma
modifier. As he increases in level, he gets higher ratings in some
of the skills, as detailed in the class description. A character
also has the ability to increase any of his ratings through a number of
feats and STOs.
Step 8 - Finishing Touches
Like any d20 character, especially
those starting beyond 1st level, CoD characters have a number of little
details that need to be filled out. The process on doing this is
detailed below:
Attack Scores- a character's
attack score is detailed in his Class description, and is described either
as Poor, Average, Good, or Excellent. These mean you advance at the
following rates, by level:
Poor- +0, +1, +1, +2, +2, +3, +3, +4, +4, +5
Average - +0, +1, +2, +3, +3, +4, +5, +6, +6,
+7
Good- +1, +2, +3, +4, +5, +6, +7, +8, +9, +10
Excellent- +2, +3, +4, +5, +6, +7, +8, +9, +10,
+11
Don't forget to add in modifiers for Ability Scores,
Feats, and STOs.
Saving Throws- each Class
description also gives a verbal description of a character's advancement
in each of the three fields of saving throws. The following rates
are the rate at which you advance, by level:
Average- +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
Good- +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
Excellent- +2, +3, +3, +4, +4, +5, +5, +6, +6,
+7
Do not forget to add in modifiers for Ability Scores,
Classes, Feats, and STOs.
Vitality Points- every
character gets a number of Vitality Points equal to his Constitution score
plus a roll of his Hit Die at each level (plus his Constitution modifier
each level). There can be modifiers for Personal Feats.
Wound Points- every character
also gets a number of Wound Points equal to his Constitution score.
This number can get larger due to some Personal Feats.
Initiative- every character's
Initiative is equal to his Dexterity modifier, plus any adjustments for
STOs or Personal Feats.
Defense- equal to character's
Dexterity modifier +10, can be adjusted by armor.
Variant Rule: Alignment-
while not generally used, GMs may include Alignment in their campaign
if they so choose. Use the same rules presented in the PHB.
Step 9 - Equipment
As important as any other part
of a character, his tools define who he is. In Call of Duty, there
is no set amount of equipment to start at, or specific lists of equipment.
Rules for translating real-world equipment into game stats are provided
elsewhere on this page. Your GM should tell you just how much equipment
you get to start with. If you are a GM, be sure to check the Campaign
Options sheet for some guidelines, depending on what kind of campaign
you want to run.
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