Character creation (Tomorrow We Die)

From Karriviki

Character creation rules


Character must be a citizen of ...

The Republic of Cayerlon
Cayerlon has a strong Dutch identity that stems from the Kolby Corporation, that created the first settlements on the Cayerlon region. The Kolby Corporation stylized itself as the heir of the ancient "Dutch East India Company". The first settlers included people from UK, Belgium, France, Canada and South Africa - each of the countries have contributed to the cultural mixture that is the Cayerlon of today. Work, trade and politics are the central concerns of most Cayerlonians, who have grown accustomed to high standards of living. Cayerlon has a huge influence on the matters of the Federal Republic of Dalcour, as Cayerlonians are often extroverts and have a talent in politics - and bureaucracy, unfortunately.
(Traits: Connections, Wealth, Property, Reputation)
the Republic of Sacre Cote
Sacre Cote is not part of the FRD, but it is tied with Cayerlon with so many treaties that it cannot be considered as a truly independent state. The Enhanced Defense Cooperation Agreement allows citizens of Sacre Cote to serve in the Cayerlon Defence Forces. The Republic of Sacre Cote has no armed forces other than the Gendarmerie nationale. Sacre Cote is known for the enforcement of French language, which is the main reason why Sacre Cote is not officially part the Republic of Cayerlon.
(Traits: Connections, Exceptional Attribute, Reputation)
The Sultanate of Penegyar
The Sultanate is a cultural fusion of 21st century South-East Asian, Chinese and western culture mixed with a sort of historical vision of Persian Empire. The Sultanate is a feudal state with a fanatical military, notably large police force and an ever-pervasive, all-seeing civilian bureaucracy. Think of Indonesia meets China meets Iran, with the feudal elite living a fairytale from the One Thousand and One Nights, small middle-class living a "modern western life", and the vast poor population... well, not doing so well. Penegyar is the industrial workhorse of the Federal Republic of Dalcour, and with the militant style of life offers a hardcore armed forces to defend the planet.
(Traits: Natural Aptitude, Toughness, Combat Sense)
The Lattimer Collective
The Collective is a hard place to live in. The cold, stormy planet is barely inhabitable, and all the population on Lattimer live in seven dome cities that make up the Collective. Lattimer Collective has only a small number of ground forces; but as with other FRD provinces, the citizens of the Collective are also recruited to the AFD. Lattimer has abundant mineral resources, and even if the public image of Lattimerians is often close to a dirty mine worker, actually the Lattimer is by far the richest of the provinces.
(Traits: Wealth, Extra Income, G-Tolerance, Tech Empathy)

Age and education

Character must be 20-40 years of age. Age will determine the level of character's combat experience, and will be a factor on the choice of mechs available. Young characters are, well, young, strong, fast and have more survival points. Old characters are more experienced and know all sorts of tricks that "kids" have never heard of. Also, old characters will pick first from the list of available mechs.

Character must have passed the AFD MechWarrior training and has been assigned to one of the AFD 'Mech companies. This means that the characters are more akin to Top Gun fighter pilots than to "classic rough ruffy mechwarrior that has never seen a factory new spare part and pilots a mech that has been centuries in his family".


MechWarriors do not pick their own callsigns - the callsigns are given by the MechWarrior community, and more often than not the origin of a callsign is not glorious and flattering even if the callsign itself is "cool".

Family and background

something about family

Motivation to participate in the coup d'état

adventure? combat? political ideologies? patriotism? other?

What 'Mech class is the character's specialty?

Recon? Fire support? Assault? Anti-air? Other?


1 Attributes

Each attribute has a value between 1 and 15. In general, 1 is the lowest possible level of capability that an adult human can have and still function. 6 is human average. Start with a pool of 64 attribute points and distribute them as you see fit (noting the min/max requirements) between the four physical and four mental attributes.

Awareness (AWA) (Min: 7 Max: 12 ) Awareness is a relative measure of the degree to which the character actually pays attention to and understands what his senses are telling him.

Coordination (CDN) (Min: 6 Max: 10 ) Coordination measures a character’s hand-eye coordination and kinesthetic sense.

Fitness (FIT) (Min: 7 Max: 12 ) Fitness measures the character’s endurance and the strength of his immune system.

Muscle (MUS) (Min: 5 Max: 10 ) Muscle defines the aspects of a character’s musculoskeletal system, including physical strength, muscletone, and flexibility.

Cognition (COG) (Min: 5 Max: 12 ) Cognition describes the character’s capacity for logical reasoning, abstract thought, and creativity.

Education (EDU) (Min: 6 Max: 10 ) Education measures the extent of the character’s learning as defined by modern education standards of the early 31st century.

Personality (PER) (Min: 4 Max: 10 ) Personality is a two-way street, measuring not only the character’s ability to affect others but also his sensitivity to subtle social cues.

Resolve (RES) (Min: 5 Max: 12 ) Resolvedefinesa character’s psychological stability and mental endurance.

Starting CUF and OODA Your character’s initial CUF value is equal to one-half his Resolve. His initial OODA value is equal to one-half his Awareness. Once these starting values are established, they increase (and decrease) independently of Resolve and Awareness.

2 Background skills

Before starting your character’s life path, you must choose his background skills. These skill choices describe his experiences prior to adulthood (age 18). Distribute (10 + Cognition) skill points among the following skills, with no more than 3 points in any skill.

  • Agriculture
  • Aquatics
  • Archery
  • Artisan (any cascade)
  • Aviation
  • Climbing
  • Command
  • Computing
  • Construction
  • Deception
  • Driving/Heavy, /Motorcycle
  • Electronics
  • Fieldcraft
  • Hand-to-Hand
  • Hand Weapons
  • Instruction
  • Intimidation
  • Longarm
  • Mechanics
  • Medicine
  • Mounts
  • Performance (any cascade)
  • Persuasion
  • Security
  • Sidearm
  • Streetcraft


Allocate 3 points to one Language cascade of your native province. Distribute (Cognition) skill points among any Language cascades. All points placed in any Language cascade of your native province count double during this step (and only this step). The highest value Language cascade (or two highest value Language cascades) is the native language.

  • Sultanate of Penegyar: Indonesian, English
  • Republic of Cayerlon: English, Dutch, French
  • Lattimer Collective: English, German

3 Life Paths

The character’s life path after his 18th birthday is divided into phases. Each phase describes a particular activity to which he dedicates one or more years of his life. From the character’s perspective, the act of entering a life path phase represents career change or other major turning point in his life. Accordingly, some sort of logical progression between phases may help you in describing your character’s history.

It’s perfectly acceptable for a character to pass through the same life path phase multiple times. In the real world, many people stay in the same career (though not necessarily with the same employer) for decades. Unless otherwise stated in an individual life path phase’s description, a character may repeat any phase indefinitely, so long as he continues to satisfy its prerequisites.

Your character continues to gain the benefits of a phase in each pass through it.

4 Skills

  • Agriculture
  • Aquatics
  • Artillery: (cascade)
  • Artisan: (cascade)
  • Aviation, /Heavy, /Performance, /Rotary
  • Career: (cascade)
  • Climbing
  • Command
  • Computing
  • Construction. /Demolition
  • Deception
  • Driving, /Heavy, /Hover, /Motorcycle, /Tracked
  • Electronics
  • Fieldcraft
  • Flight Engineer: (cascade)
  • Forensics
  • Freefall, /Tactical, /Orbital
  • Gunnery: (cascade)
  • Hand Weapons
  • Hand-to-Hand
  • Instruction
  • Intimidation
  • Language:(cascade)
  • Longarm
  • Mechanics, /Aviation , /Industrial , /Mech, /Shuttle
  • Medicine, /Surgery , /Veterinary
  • Mounts
  • Performance: (cascade)
  • Persuasion
  • Piloting: (cascade)
  • Seamanship: (cascade)
  • Security
  • Sidearm
  • Streetcraft
  • Support Weapons: (cascade)
  • Tactics
  • Zero-G operations

5 Advantages and Disadvantages

6 Derived values

7 Experience


Opening a new skill to level 1 costs 3 points of experience.

Each level costs as many experience points as the skills current rating (numeral)

Example: A skill is Competent (2d20L) with the level of 7. One level will cost 2 experience points.