Character Generation

The Dawn of Darkness game does not have character “classes” per se, but instead offers players the opportunity to custom-build and create character persona whose abilities are not confined by their game “role”. This generation system has been based on the character generation from the Travellers system, with world-specific modifications.
In general, after essentail details of homeworld and social status are established, the character grows in four-year terms. These terms can be adapted to accommodate the particular experience of the character during that period. For instance, military terms are considered tours of duty and educational terms are considered institutional enrollment. Each term has opportunities to increase the general breadth of the character, as well as focus on specialized skills and knowledge.
Attributes
The core attribute stats for the PC define all aspect of the character, and help determine how the character will grow in the future. They are listed below, along with a brief definition.
Strength (Str) A character’s physical strength, fitness, and forcefulness.
Dexterity (Dex) Physical coordination and agility, reflexes. A character’s Dexterity affects accuracy in ranged combat and reaction speed.
Endurance (End) A character’s ability to sustain damage, stamina, and determination. A character’s resilience is based on the Endurance score, hence a character with a low Endurance score will be vulnerable during conflicts.
Intelligence (Int) A character’s intellect and quickness of mind. Intelligence is used in a great many skills involving complexity and interpolation.
Presence (Prs) A character state of mind, intuition, and the ability to understand-perceive the world around him/her. Presence also extends externally, and affects others in the form of personality and demeanor. The Force potential in a character is primarily gauged by Presence, and Force skills are able to actuate more easily and powerfully with higher Presence stats.
Education (Edu) A measure of the character’s learning and experience. Education is important during character creation, accelerating the amount of learning (or skills) a developing character can amass. Education is critical in checks for highly technical skills, such as astrogation and engineering.
Social Standing (Soc) A character’s place in society. Characters with a high Social Standing can claim noble title in the Galaxy, Planetary Society or Clan. Characters with high Social Standings find life, connection, and negotiatios much easier thanks to their reputation and contacts.
Roll 2d6 to generate the character’s core stats.
A player may elect to roll up to three (3) sets of stats, and after choosing one as the final switch two stats within that final set. For instance, if the final set of stats has Dex(12) and Edu(16), the player may switch these two to create Dex(16) and Edu(12).
Determine the Dice Modifier for each Stat for future reference.
Character stats provide the PC with bonuses (or penalties) for tasks attempted based on these stats for the duration of the game. The bonuses assigned to the rolled stats are listed below:
Attribute Stat Dice Modifier
1 -3
2 -2
3-4 -1
5-6 +0
7-8 +1
9-10 +2
11-12 +3
13-14 +4
15 +5
16 +6
Health
Health measures a characters physical toughness, and capacity to withstand damage. Health points are calculated by rolling either 1d10 per Str attribute, plus Str modifier on each roll or 1d10 per End attribute, plus End modifier on each roll . Thus, a character with a Strength (or Endurance) of 12 would roll 12d10 and add +2 on each die result. Once a characters Health lowers to zero, the character is considered unconscious; unless outright killed, the character has Str attribute number of rounds to be healed or stabilized before dying.
Roll Strength Attribute x d10, + Strength Modifier per roll to determine Health.
OR
Roll Endurance Attribute x d10, + Endurance Modifier per roll to determine Health.
Homeworld and Early Education
The character’s homeworld must be determined by choice of the player. The choice should reflect the personality and background of the player’s character. Having spent time on the planet type, the character receives a free skill (at rank 0) learned by living and growing up on that world type. The list of possible homeworld types are listed below:
Agricultural Animals +0 Ice-Capped Vacc Suit +0
Asteroid Zero-G +0 Industrial Trade +0
Desert Survival +0 Low Technology Survival +0
Fluid Oceans Seafarer +0 Poor Animals +0
Garden Agriculture +0 Rich Negotiations +0
High Technology Computers +0 Water World Seafarer +0
High Population Streetwise +0 Vacuum Vacc Suit +0
Choose a Homeworld Type for the Character, and add the assoicated skill +0.
Once the character’s homeworld has been chosen, the player must choose skills as part of the character’s early life and education. The manner of accumulating this knowledge need not be necessarily via traditional schooling, and could be attained by apprenticeship or family business operations. The player gets to choose 4 skills + the number of skills equal to the Education modifier. So a character with an Education of 12 would choose 6 skills from the list below (4 base skills + 2 skills per the Education modifier). If a chosen skill matches the Homeworld skill, that skill rank elevates to +1.
Admin +0 Flyer +0
Advocate +0 Language +0
Art +0 Medic +0
Comms +0 Physical Science +0
Computer +0 Life Science +0
Drive +0 Social Science +0
Enforcement +0 Space Science +0
Engineer +0 Trade +0
Choose 4 + Edu Modifier number of skills at +0.
Force Potential
If the character will be Force-sensitive, or be attuned to the Force, that character’s Force Potential needs to be rolled. The Force Potential roll determines a number that will signify the highest amount of Force Points a character can wield and attain. The number is determined by rolling d10 for every point of Presence, plus the Prs Modifier, per roll.
Roll Presence Attribute x d10, plus Prs Modifier, per roll to determine Force Potential.
Career and Term Creation
With the character’s stats and homeworld in place, the next step will be to create the character’s history to determine increased experience, abilities, advancements in rank, or mishaps. Each four-year phase of a character’s history is called a “term,” can should be seen as a block of time the character voluntary enters. The purpose of a term is to imbue the character with specific knowledge and skills only found in these unique experiences. Often the term will be generous, but there is a possibility that the term will result in injury or the creation of a negative social contact.
The first term a character enters should be considered primary focus of that character. To reflect the importance of this first bundle of experience, the character may choose a number of skills equal to their Edu attribute number. Some professions require mandatory admission during this first term, such as Naval and Army Academy for Imperial Military, and Jedi Training for admission into the Jedi Order.
Once admitted into that track, the character must achieve further admission rolls to gain access to more ambitious and selective training. Even if rejected, the character can remain in the chosen track until choosing an alternate track. It is encouraged to follow different tracks in making a more well-rounded character.
There are five tracks that a player can choose from in forming the history of the character’s past. The five tracks are: Military, Monastic, Education, Trade, & Criminal. Each of these branches have terms within them, offering skills and access to contacts specific to the life path. The below link reference each of the five tracks in greater detail.
Criminal Enforcement Military Monastic Trade
The player needs to determine how many terms, in which tracks, the character will endure before beginning the adventure. We must reiterate, the number of terms is voluntary, additional terms can result in both more skills, wealth, and contacts, as well as injury, ruin, and enemies.
Each term will focus on a selected skill, and the character will gain +2 with that particular skill. In addition, the character may allot four (4) ranks plus Edu modifier number of discretionary ranks to be allocated in eligible skills. Eligible skills are any major skills, any sub-skills within the focus skill, or any sub-skills within major skill with at least +o rank. Players have the option of increasing one attribute by +1 at a cost of 2 ranks from the allotted Edu attribute ranks, during the first Term only.
After skill selection portion of the term, the character MUST roll on the Life Event Table. The Life Event Chart adds a dimension of random interest into otherwise predictable lives, and can serve as a spring-board for more rich character generation. These table have been customized to relate more closely with any career or term choice the character makes. Simply roll 2d6 and verify the results from the roll. Mishap and Injury charts are not typically rolled for, unless directed by the Life Event Chart roll.
Determine Term focus, allot secondary skills and roll for Life Events.
Benefit Rolls
Once the character has completed his/her Terms and prepares for the adventuring world, the character experience a summarization of the past four years. Each epoch in a charcter’s life brings with it a closure of the situations and emotions, endured and overcome. The mechanics of the game codify the condensing of past experience and gained material wealth in the form of Benefits.
Benefit Rolls are taken at the end of a Term, and rolled on the chart corresponding with the character’s rank during that Term. Benefit Rolls cannot be obtained during the resolution of a Term. Events from the Term Events Chart or the Life Event Chart may increase or decrease the number of rolls for each term. The chart below identifies the base nubmer of Benefit Rolls per career track.
Career Track Number of Benefit Rolls, per Term
Criminal 4
Education 2
Military 2
Monastic 1
Trade 3
Once a Benefit Roll is elected to be taken (a process also known as Mustering), the player must roll 1d6 against the chart provided for that career. The number correlates to a number of awarded Prestige Points and equipment/monetary options. The Prestige Points are added to the character’s Total Prestige Point tally, and become avaiable for spending on whatever the player wishes. If a character loses their Benefit Roll, Prestige Points gained during Term or Life Events are not lost.
The player must then choose whether to take the monetary award or the listed equipment piece. Money can be collected if the player is blessed with multiple Benefit Rolls, and may purchase items with adequate savings. If the character sustains debilitating injuries from rolling on the Injury Table, money from Mustering can be spent on cybernetic and robotic replacements.
Roll number of Benefit Rolls, per career Track.

Character Generation

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