Character Creation Rules

 

 All agents start at 4th level with a 32 point buy and no stat greater than 18 after Origins. There are four required team roles to be filled: Team Commander, Communications/Intelligence, Cultures/Linguistics, and a Dedicated Combat person. The first two are required to be filled with military officers while the last is usually filled by enlisted military personnel. Roles not filled will by filled by NPCs.

All subplots must be cleared first with the GC first. A complete single spaced two page background with a picture is worth an extra feat (including family history, any subplots at the start, and why you would be contacted to join the team). The only Specialty definitely not allowed is Test Subject, although that is subject to change in the future.

Campaign Qualities:

Faction: Everyone works for an organization and deals in Reputation

Gritty: Cost to activate a Critical hit is one less Action Die (minimum 0); the range of damage at which a Fort Save must be made to avoid the Critical Injury is 16-25, and the threshold to avoid dropping to -9 wounds is 26+ damage; the DCs of all Medicine checks are increased by 5 and error ranges increase by 2.

Mercenary: Each time a PC gains a non-Combat feat choice, he may choose a Basic Combat feat.

Quality of Life: Character’s Appearance modifier applies to all Saving Throws

Small Screen: Point buy is 32 and no character may begin play with any attribute score above 18 including any Origin benefits.

Stockpile: All gear picks become Possessions; including mission gear picks (which become bonuses to the Possessions score). 

 

 

Origins are as in the main book plus in those currently listed in the Additional Character Options page.

 

Classes: Currently, although these may change as the team explores more of through the D-Gate Project....

Base: Advocate, Explorer, Intruder, Martial Artist, Pointman, Scientist, Scout, Soldier, Wheelman, Maverick

 

Expert: Counter Terrorist, Edgemaster, Field Analyst, Grunt, Guide, Inventor, Medic, Schemer, Sniper, Stuntman, Tactician, Triggerman, Quartermaster

Languages: Agents initially receive 1 language from each Culture focus with the first being their Native Language and new languages learned as in 1.0 with rolling on the Cultures skill. Two new skills are being made available starting at 5th: Xeno-Cultures & Xeno-Languages. Exposure to other dimensional cultures will unlock these by the time the team members start hitting 5th level.

Gear: Stockpile: Only Possessions, no mission gear (see The Big Score)

 

Team Design

 

Players start at 4th level, Expert classes are available at 5th; new characters always start at 4th level and any Personal Lieutenant starts at 2nd (or 3rd or higher depending on when feat is taken).

Each team is required to have a Team Commander, an intelligence/communications officer (usually the second in command), cultural/linguistic specialist (typically civilian), and a dedicated soldier (additional mission specialists including medical can always be assigned as needed). The Team Commander and second in command are military officers. Any team role unfulfilled gets a NPC supplement that defers to one with those skills or the team leader.

 

As more dimensions get discovered, other character options will open up indicating characters from those dimensions are crossing over. Any character created from another dimension is held to origins, classes, skills and feats that would be available in that dimension and may not select from what it would not naturally have access to.

If a player with a PL dies and the player chooses not to use the PL as a character, the PL becomes stored until it becomes a PC by a player, any player.

 

Military characters may choose to be from the following nations: USA, UK (England, Ireland, Scotland), Canada, Germany, France, Spain, Switzerland, Italy, Denmark, Israel, Australia, New Zealand, Russia, and China.

 

Officers are only selected from USA, UK, Canada, Germany, France, and Russia.

Enlisted are pulled from any of the nations listed above.

Civilian specialists may be selected from any nation but the preference is for those listed. Typically, they are highly skilled in a cultural (diplomacy or linguistics), scientific, or technical area (including engineering of any type).

 

It should be determined which a character is at the outset and afterwards may only be changed through play.

 

Officers start at the rank of Major (O-4)

Enlisted start at the rank of Staff Sergeant (E-5)

Civilian Specialists start at Grade 3

 

Using the 4 main branches of the US military as a template, each branch has Officers, Enlisted grunts, Technicians (enlisted), and a Special Ops aspect (Pararescue, Ranger, Force Recon, or SEAL which may be an Officer or Enlisted personnel).

 

USAF technicians deal with D-Gate technology, any non-weapon foreign technology.

Pararescue is the scout/combat medic arm of the USAF.

US Army technicians cover all machinery and logistics for mission teams.

Rangers serve in high combat zones but are also expert survivalists.

USMC technicians are primarily focused on foreign weapons technology.

Force Recon handle high combat situations but also surveillance & battlefield shaping.

US Navy technicians handle electronic gear and cryptography analysis.

SEAL units are rarely deployed but definitely show their worth in underwater operations or near water operations, even more so with demolitions are needed.

 

  

Standard DG Mission Gear

 

FN P90 (only available to military personnel, not issued to civilians)

FN Five-Seven Handgun W/Rugged & Tactical Holster

Survival Knife w/Rugged & Deadly Precision

3 sets of BDUs (jungle, sand, black)

Baseball caps (matching colors to BDUs)

Combat Boots, steel toed

Load Bearing Harness

Canteen

Flashlight

Tactical Deployment Vest

Tactical Radio

3 Days MREs (used to be 1 but after DG-1’s experience it was increased)

 

 

 

 

 

 

 

 

 

 

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