Characters

Man's main task in life is to give birth to himself, to become what he potentially is. The most important product of his effort is his own personality.

Erich Fromm, Man for Himself



Attributes
Traits
Gifts
Deficiencies
Adaptations and Modifications
Contacts, Fame, and Reputation
Wealth and Lifestyle


Character Attributes
Attributes describe the physical and mental characteristics of a person. Each attribute is a number from 0 to 10, with 10 representing nearly the highest point of human development. Human average is 5-6, although most individuals actually vary over the 4-7 range. One-half of each score, rounded down, is the number of dice rolled for skills based on that attribute. For example, a score of 7 gives 3 dice for skill rolls based on that attribute. Please note that this means that individuals with a score of 1 effectively receive 0 dice for skill rolls. The Rules page has information on how to deal with this when it occurs.

There are 10 attributes: Strength, Constitution, Endurance, Dexterity, Agility, Intelligence, Memory, Perception, Charisma, Will.

Traits

Gifts
A gift is a special characteristic that is usually only available at character creation. It can come from the character's parents, early childhood, some odd experience, or simply be something unique to the individual. Gifts are purchased with advantage points. In some cases, a gift may be awarded to a character due to events in the game; in other cases, the GM may allow one or more gifts to be purchased after character creation.

Gift Cost Requirements Effect
Aptitude Skill rank 1+ Select a skill; any roll with that skill receives +1 dice. May be purchased multiple times.
Employed Wealth 1+ You have a job which provides one-fourth of your starting income per week. For each additional point, you receive one-quarter more (so four points means you receive your starting income each week). Every two points spent here gives you +1 Fame.
Extra Contacts 2 None +1 Contact Point; may be purchased multiple times.
Extra Skills 2 None +1 Skill Rank; may be purchased multiple times.
Higher Attribute 2 None +1 to one attribute; may be purchased multiple times.
Mentor None This is a close contact, usually older, who will teach the character in either a profession or in life skills. The mentor may be fleshed out, or simply given a profession.

Handicaps
A handicap is the opposite of a gift: a unique characteristic that is detrimental to the character. As with gifts, these are normally chosen during character creation. In this case, they provide the listed number of points to be spent on gifts. It is possible to gain handicaps without also gaining the points; for example, if a particular step in character creation calls for it, or if events during play cause the condition. The GM may allow characters to remove handicaps during play; this may or may not also require the character to spend experience.

Handicap Points Requirements Effect
Allergy V None Pick a substance to be allergic to, and decide on the severity of the reaction. Points are received as follows: 0 for rare exposure, 1 for uncommon, 2 for common; 0 for irritating reaction, 1 for incapacitating, 2 for lethal.
Fewer Skills 1 None Give up one skill rank for an extra advantage point. May be taken multiple times.
Freefall Intolerant Planet-side Origin You have trouble dealing with microgravity. You become ill and disoriented easily.
Loner 2 Contact Points Give up one contact point for one advantage point. You also have difficulty making contacts in the future.
Lower Attribute 1 None -1 to any attribute. May be taken multiple times.

Adaptations and Modifications
These are "large-scale" changes in the character away from the human baseline. An adaptation (or mutation) is a normally natural change, with either a genetic or developmental basis, that helps the character survive in their enviroment. In a few cases, these changes are actually from intentional manipulation of an ancestor's genome; in this case, however, the genetic engineering must have occurred several generations ago; otherwise, the character should buy a modification package. Modifications represent more recent genetic or developmental work on the character; this is always artificial. Both adaptations and modifications may have an advantage point cost associated with the package, or they may simply be open. In most cases, only one package of each type may be taken, unless an individual package's description notes otherwise.

Adaptations

Contacts, Fame, and Reputation
Contacts represent people the character can call upon for favors and assistance. Each contact point buys only so much loyalty; to have a particularly devoted friend many contact points must be spent. Contact points can be purchased with advantage points: 2 advantage points buys one contact point.

Contact Type Cost Loyalty Effect
Ally 2 Willing to help you as long as it doesn't look to cause trouble for him.
Informant 1 Willing to sell you information; not willing to take risks for you.
Confidant 3 Will seek you out to provide information. Doesn't require payment, although he expects you to help him out similarly and may depend on your generosity to keep him solvent.

Fame is a measure of how well-known the character is. Each character has a Fame score; Fame points are awarded when characters are featured in mass media, or if characters do something distinctive enough for their exploits to spread by word-of-mouth. Roughly speaking, a character's Fame is the percentage that a given person will have heard of him. Obviously, a high Fame can be both a blessing and a curse. At a high enough Fame, it is impossible to avoid being recognized, unless in disguise.

Reputation is a measure of what the average person thinks of the character. Naturally, this person has to know of the character (i.e. the character's Fame must allow the person to have heard of them), but not know the PC personally - in this case they will form their own judgement. Obviously, Reputations can be falsely inflated or disparaged; this is the job of PR, marketing, and campaign professionals.

Wealth and Lifestyle
Each character will have a Wealth score after finishing character creation. This roughly represents how many resources the character can command, including property, investments, family allowance and assistance, and actual money. Much of this score is therefore potential wealth; the character may not actually have immediate access to it. Note that certain life path choices, gifts, and mods require some level of Wealth. Characters add one-half their Wealth score to their Fame (round down). A score of zero wealth means that the character has no money and effectively no possessions other than clothing, unless gifts are taken. Each point of Wealth provides a certain level of starting income. If a character takes an Employed gift, this is also the maximum amount he may earn. In addition, Wealth provides the following for startng characters:

  1. Dirt Poor. No savings or other sources of income other than working. The character may not carry any debt to official institutions, but may owe money to criminal elements or contacts. 100 starting.
  2. Poor. The character has some possessions, but no valuable property or investments. The character may have some debt (equal to starting). 200 starting.
  3. Working Poor. The character may have debt equal to twice starting money. In addition, the character has savings equal to his starting funds tucked away. 400 starting.
  4. Lower Middle Class. The character may actually own a car or similar property. The character also has some long-term investments, and may have an amount equal to his starting funds in a savings account or similar. 600 starting.
  5. Middle Class. The character has a fairly respectable living enviroment, some middle and long-term investments, and twice starting funds in savings. 1000 starting.
  6. Supported Middle Class. The character lives as per Middle Class, but also draws funds from family sources. These are sufficient to maintain the character's lifestyle, so the character does not have to work for this purpose. 1400 starting.
  7. Upper Middle Class. As rank 6, but the character also receives various pricey gifts, such as a vehicle, a condo, or similar. 2000 starting.

Character Creation The Dream of the Stars Skills