Caveat:
These rules require the Aspect Descriptions Resource document, the Skill Descriptions Resource document, and a director-designed Campaign Background document to complete. Email me or Message me and I will forward you a copy if you want to give a HiBRiD/IGE game a go.
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So you wanna play HiBRiD?
OK.
First, get a pencil, a sheet of paper, and a document known as the Campaign Background from your game Director. This will contain all of the values and tools you need to create a character that will adventure in her campaign. These include a list of templates, a number of Attribute Points, a number of Ite' Points, and a Heroic Level.
The list of templates describes a number of types of heroic characters you will find in the game your director will be running. Select one of the templates and write the title of the template on your piece of paper. This paper now becomes your character sheet, which you will use to record all the rest of the details about your character you will select through the rest of the character creation process.
Next you need to write down the names of the six character attributes all characters possess: Strength (STR), Resilience (RSIL), Reflexes (RFLX), Intelligence (INTL), Will (WILL), Perception (PERC). Each of these attributes represents a built-in ability of your character ands starts with a value of 0. Next, you may spend the Attribute pints given to you in the Campaign Background to increase the value of each attribute by +1 for each point you spend. You may also decrease a value below zero, where each point you take makes it a more negative value, and add that point to another attribute. When you are done, each attribute will possess a value ranging from -10 to +10 and the total of all six attributes will equal the number of Attribute Points given in the Campaign Background.
Third, you will need to determine your character's skillsets. The template you select will have six skillsets. Each skillset reflects the amount of time your character has spent learning and practicing certain types of activities. The Academic skillset represents the time your character has spent learning things from books and research. The Athletic skillset represents the time your character has spent performing physical feats and sports. The Combat skillset represents the amount of time your character spends learning how to fight with and without weaponry. The Fringe skillset represents time your character has spent learning to survive either in the wilderness or outside of the law within urban areas. The Social skillset represents time your character has spent learning to meet, interact with, and even manipulate people. The Technology skillset represents time your character has spent learning skills related to tools, vehicles, and technology. The template will rank these skillsets from 0 to +5, where 0 represents little or no time spent learnign a skillset and +5 representing the types of actiivies characters of that template spend the most time doing. List each skillset on your character sheet with its rank next to it.
Fourth, you will need to determine your character's Specialties. Each specialty belongs to a skillset and represents time spend learning a specific task within each skillset. (You can read about the specialites as well as which skillset to which each specialty belongs in the core rulebook) The template you select will list three such specialties. Some of these specialties may be listed with the word (Specific) in parentheses next to it. This means there is more than one type of that specialty that you must choose. The specialties of the template are ranked from +1 to +3. Select and record your character's specialties down on your character sheet as well as their ranks.
Fifth, you need to determine your character's Aspects. Aspects represent the supernatural abilites your character possesses. (You can read about Aspects in the core rulebook. Each Aspect includes a description, an Aspect Point cost, and and indication of whether or not you may upgrade it) The template you select will list the Aspects unique to the template you have chosen as well as a number of Aspect Points you have remaining. These Aspect Points can be used to either upgrade the Aspects listed for your character's template or to buy and upgrade new Aspects. To buy Aspects, you can look up the Aspect cost in the description and spend that many Aspect points to buy the aspect. The Aspect description will also describe if an Aspect can be upgrade an aspect. Each upgrade costs the same amount as it does to buy the aspect. Any points you do not spend will be lost once play begins. (Note for Dungeons and Dragons players: Any effect that creates an effect similar to a spell costs a number of Aspect Points equal to 10 times the level of the spell; You get the spell at Grade 1 and cast it as a 1st level caster; you may increase your level of casting ability for each upgrade. As you can see, it gets prohibitively expensive very quickly!)
Sixth, you will need to determine your character's Action Levels. An Action Level is a number you will use during the game to determine if your character's actions are successful or not. Your character will possess one Action Level for each Skillset and one Action Level for each Specialty. To determine your character's Skillset Action Levels, you will add an Attribute to a Skillset rank as follows:
Academic Action Levels = Intelligence + Academic Skillset Rank
Athletic Action Levels = Strength + Athletic Skillset Rank
Combat Action Levels = Reflexes + Combat Skillset Rank
Fringe Action Levels = Resilience + Fringe Skillset Rank
Social Action Levels = Will + Social Skillset Rank
Technology Action Levels = Perception + Technology Skillset Rank
To determine your character's Specialty Action Levels, you will need to first look in the core rule book and determine which skillset each specialty belongs to. Next, for each Specialty, find the Skillset Action Levels for that skillset you just determined and add the Specialty Rank.
Seventh, you will need to determine your character's Action Values. Action values are used to speed up gameplay, and determine things such as how much your character can lift, how far your character can move, how far your character can see et cetera. The Action Values and how they are calculated are as follows:
Action Range = 10 meters + 1 meter for every point of Perception Attribute
Action Load = 10 kilograms + 1 kilogram for every point of Strength Attribute
Action Move = 20 meters
Ite' = Given in Campaign Background
Eighth, you will need to determine your character's Combat Values. The combat Values and how they are calculated are as follows:
PHYS = 10 + Strength
STUN = (10+ Resilience) x Heroic Factor (from the Campaign Background)
Strength Defense Rating = 10 + Strength
Reflexes Defense Rating = 10 + Reflexes
Resilience Defense Rating = 10 + Resilience
Intelligence Defense Rating = 10 + Intelligence
Will Defense Rating = 10 + Will
Perception Defense Raing = 10 + Perception
Ballistic Armor Value = Dependent on Armor
Nonballistic Armor Value = Dependent on Armor
Ninth, you need to determine your any effects your character's aspects have on any of your character's Action Values and Combat Values
The tenth step is to equip your character. Remember to include two lists: One of trappings on your character's person and those your character has elsewhere. Fr each weapon, you will need to note its damage code on your character sheet. For ranged weapons, you will also need to record the Maximum Effective Range and Extreme Range.
One you have comleted these steps, you will submit the character sheet to your director for approval. She may change certain things on the sheet or require you to redo the whole thing if it is messy and she can not read it or it does not fit in with the campaign background. Once you have her approval, you are ready to play.
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