Xeno

Generating Characters

Attributes, SDC, and Hit Points.

I'm using the standard Palladium system. Roll 4D6 for each of the attributes below, except REF which is calculated, and PERC which is the sum of 3 dice. For each of the attributes unless other wise noted sum the highest 3 dice. If the total is 16 or more add the result of the fourth die. Roll each of the attributes in order. If you roll 23 or 24 for M.E. let me know! For all attributes except PERC if you roll a 1 on the dice re-roll it.

Atrributes :

Some of your attributes may be changed by your skill selections so leave completing your SDC and Hit Points until after you have selected all your skills.

Standard Damage Capacity (SDC) - this is a measure of the non-lethal damage you can sustain. Your ability to absorb bumps, knocks and scratches. It will depend upon your chosen profession and skill selection.
Hit Points (HP) - this is a measure of how much lethal damage you can take, although you need to go greater than minus your PE to die immediately. If you go below zero HP you are in danger of dying and require medical treatment to recover. Roll 1D6 and add your PE.

Education and Skills

Education Level

Either roll on the table below or select. Ensure that you meet the minimum requirements for your selection. In addition to skills gained from skill programs every one has the following skills

Note

The maximum number of skill programs that any character can gain is 5 with the maximum number of secondary skills being 12. Characters selecting Military or Secret Service careers after University or College Education have their Skill program choice modified by their chosen path. For example a character graduates from University with a Masters Degree having spent 2 years in the Sixth Form and 2 Years at College. They then join the Military(Elite). The character gains one program for sixth form, a second program for college, two programs for University and a 30% bonus to academic skills for the Masters Degree (Physical skills don't gain the 10% Masters Degree Bonus). They gain 6 secondary skills from Sixth form and 6 from their combined College/University Education. Their chosen career is Military(Elite) however. This means that 2 of their existing skill programs must be Military(Elite) and either a second Military Program or a Communication Program. They do however gain an additional Program from their career selection.

 
Roll Education Level Minimum Requirements
Street Education # None
Apprenticeship # None
Sixth Form/College IQ 11+
+2 years College IQ 12+ and Sixth Form/College
University Degree IQ 14+ and Sixth Form/College
Masters Degree IQ 15+ and University Degree
PHD IQ 16+ and Masters Degree
Military PP 12+, PE 12+
Military (Elite) IQ 13+, PP 13+, PE 13+
Military (Special Forces) IQ 13+, PP 13+, PE 14+, PS 13+, SPD 14+
Secret Service IQ 15+, University Degree, PP 13+, PE 13+
 

 
Education Level Skill Programs Age (Years)
Street Education # Lose Literacy bonus and History: General Skill! Gains the following skills Streetwise (+20%), Prowl (+15%), Brawling, WP: Knife, WP: Handgun, Range Combat: Basic, 2 Rogue Skills, 2 Domestic Skills, 2 Physical or Technical Skills, and 6 secondary skills (may only select HtoH: Basic). +2D4
Apprenticeship # Two Skill Programs and 8 Secondary Skills 4 +2D4
Sixth Form/College One Skill Program (+5%) and 6 Secondary Skills +2
+2 years College +1 Skill Program (+15%) and +6 Secondary Skills +2
University Degree +2 Skill Programs (+20%) and +6 Secondary Skills +4
Masters Degree +10% Skill bonus (excludes secondary skills) +1
PHD +20% Skill bonus (excludes secondary skills) +1
Military Basic Military Program(+5%), One Military or Communication Program (+5%), one additional Program of choice (+5%), and 6 Secondary skills +2D4
Military (Elite) Elite Military Program(+10%), One Military or Communication Program (+10%), one additional Program of choice (+10%), and 8 Secondary skills +2D4+2
Military (Special Forces) Special Military Program(+15%), One Military or Communication Program (+15%), one additional Program of choice (+10%), and 8 Secondary skills +2D4+5
Secret Service Special Espionage Program (+10%), One Communication or Computer Program (+10%), one additional Program of choice (+10%), and 6 secondary skills +3D4
 
    # These career paths cannot be combined with any other.

Skill Programs

 
Business Program Communications Program Computer Program
Business and Finance Electronics: Basic Electronics: Basic
Computer: Operate Radio: Basic Computer: Operate
Law (General) Radio: Scrambler Computer: Programming
Research Laser Computer: Repair (Basic)
History: Electronic Countermeasures Computer: Repair (Advanced)
Language: One Communications skill of choice One Communications skill of choice
Domestic Program Electrical Program Espionage Program
Select 6 Domestic/Cultural Skills Electronics: Basic HtoH: Expert
Engineering: Electrical Detect Ambush
Journalist Program Engineering: Electronics Intelligence
Computer: Operate Mechanics: Basic Surveillance Systems
Research Computer: Operate Tracking
Photography One Electrical skill of choice One Espionage skill of Choice
Writing
TV/Video Language Program Mechanical Program
One Technical skill of choice Select 6 Languages Chemistry: Advanced
Engineering: Mechanical
Science Program Technical Program Electronics: Basic
Select 6 Science Skills Select 6 Technical Skills Computer Operate
Salvage
Paramedic Program Medical Program (IQ14+) One Mechanical skill of choice
Computer: Operate Computer: Operate
Biology Biology Alternative Medical Program &
Paramedic Chemistry Holistic Medicine
Radio: Basic Chemistry - Analytical Holistic Medicine: Sea
Pilot: Motorcycle Pathology Botany
One non-combat Physical skill of choice Medical Doctor Identify Plants and Fruits
Biology: Marine
Criminal Science Program Military Demolitions Program (Basic) *
Biology Electronics: Basic
Chemistry Mechanics: Basic Military Demolitions Program (Elite) *
Chemistry: Analytical Demolitions Swimming
Criminal Science and Forensics Demolitions: Disposal SCUBA
Pathology Computer: Operate Demolitions: Underwater
Salvage: Underwater
Military Program (Basic) * Military Program (Elite) * Electronic Engineering
HtoH:Expert HtoH:Martial Arts Computer: Programming
Range Combat: Infantry Range Combat: Special Forces
Military Etiquette Military Etiquette Military Program (Special Forces) *
Radio: Basic Radio: Basic HtoH: Martial Arts
Running Running Range Combat: Sniper
Climbing Gymnastics Military Etiquette
WP: Rifle WP: Rifle Radio: Basic
Athletics
Military Sapper Program * Military Air Vehicle Pilot * Gymnastics
Military Fortification Fighter Combat Elite WP: Rifle
Demolitions Fighter Combat Basic
Traps & Mines Parachuting Military Ground Vehicle Pilot *
Traps & Mines: Detection Fighters and Aircraft Pilot: Tanks & APCs
Pilot: Tracked Vehicles Read Sensory Equipment Pilot: Truck
Camouflage Navigation Pilot: Hover
Salvage Weapons Systems Camouflage
Read Sensory Equipment
Military Weapons Program * Pilot (Air) Program Navigation
WP: Heavy Weapons Read Sensory Equipment Weapons Systems
WP: Thrown Navigation
WP: Sub-machinegun Pilot: Airplane Pilot (Ground) Program
WP: Pistol Pilot: Jet Aircraft Pilot: Truck
Sniper Pilot: Helicopter Pilot: Tracked Vehicles
Field Armourer Read Sensory Equipment
Law Enforcement Program(Advanced)(IQ12+) Navigation
Law Enforcement Program(Basic) Streetwise: Drugs Mechanics: Automotive
HtoH: Basic Streetwise: Smuggling
Range Combat: Rogue Intelligence Law Enforcement Program(SWAT)(IQ12+,PP12+,PE12+)
WP: Pistol or WP: Revolver Surveillance Systems HtoH: Expert
WP: Blunt Prowl Range Combat: Infantry
Law Interrogation Techniques WP: Rifle
Radio: Basic Pick Locks Demolitions
Streetwise Atheletics
Climbing
Security Program (Computers) $ Security Program (Access) $ Security Program (Surveillance) $
Computer: Operate Electronics: Basic Surveillance Systems
Computer: Programming Mechanics: Basic TV/Video
Computer: Hacking Electronic Engineering Electronics: Basic
Computer: I.C.E Mechanical Engineering Computer: Operate
Computer: I.C.E Breakers Locksmith Tracking
Cryptography Pick locks Read Sensory Equipment
Survival Program Robot Program # Espionage Program (Special) +
Wilderness Survival Mechanical Engineering HtoH: Assassin
Select 5 Wilderness Skills Robot Electronics Sniper
Robot Mechanics Intelligence
Ancient Weapons Program Computer Programming Surveillance Systems
Select 5 Ancient Weapons Artificial Intelligence One Espionage skill of Choice
Optic Systems Range Combat: Sniper
Physical Program
Select 6 Physical Skills ‡ General Program 1 General Program 2
Select 2 from Technical Select 2 from Technical
TA program Select 1 from Pilot Select 1 from Pilot
HtoH: Basic Select 1 from Mechanical or Pilot Related Select 2 from Physical or Pilot Related
Range Combat: Rogue Select 1 from Electrical or Rogue Select 1 from Domestic or Wilderness
WP: Rifle Select 1 from Domestic or Physical
Pilot: Trucks
Criminal Program †
Select 3 from Rogue
Select 2 from Espionage
 
    & Can only be taken after the Medical Program is selected
    + Secret Service agents only
    $ Military Elite, Military Special Forces, or Secret Service Agents only
    # Can only be taken after the Electrical Program is selected * Military Personnel only
    † May not be taken by Military or Secret Service Personnel
    ‡ HtoH: Basic and Range Combat:Rogue are the only combat specific selections available as part of this program. If the character already has HtoH combat as part of another skills package then they may upgrade to the next rank at the cost of 2 skills. If the character already has Range Combat as part of another skills package then may upgrade to the next rank at the cost of 4 skills.


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Page Created 20/06/2002 Last Updated 20/06/2002