The world of Metalface is mainly comprised of humans. But the focus of the game is on the robotic humans that are referred to as ‘metalface.’ Therefore, there are two types of characters that a player could possibly create; human or metalface. A human character can transfer into a metalface character, but a metalface can never again become human. Some characters are better played as humans since metalface can become complex to maintain. But a metalface will usually have more powerful weapons and unique options available.

Naming a Character

Naming the character is available at any point in the process. Players may want to wait until the end of the process before they decide on a name, but the name may be chosen at the discretion of the player.

Character creation is done in six steps:

1. Decide form

2. Determine values

3. Choose profession

4. Choose skills

5. Determine natures

6. Purchase gear


1. Decide Form

Forms refer to the body type of a character. This is similar to race or ethnicity. Characters can have detailed forms such as “short Asian bald man with scar over left eye” or more simplistic forms such as “human.”

There are four primary forms to choose, three human forms and the metalface form. Creating a metalface character is slightly different than creating a human character. In order to gain a deeper understanding and richer experience out of the game, it is suggested that players create human forms for their first character and later transfer them into metalface characters.

Natural Born Human
This is a normal human, born of a woman without any alterations, abnormalities or unusual conditions.

Spacebred Human

(Modifications: -1 to all Body values, +1 to all Mind values)
Humans born and raised aboard space stations or vessels have a taller, more slender build and much paler skin. Spacebreed are among the more intellectually gifted, but suffer from underdeveloped muscles and agility.

Psyactive Human

(Modifications: -1 to all Mind values, +1 to all Soul values)
Once referred to as psychics, telekenetics or telepaths, these mentally unusual humans are now all grouped as psyactives. Psycs are normal humans with spiritual abilities. Due to radical chaos and burdens presented with psyactive abilities, most psycs are not well endowed in mental abilities.

Geno Human

(Modifications: -1 to all Soul values, +1 to all Body values)
The genetic manipulation of DNA has resulted in a line of humans with incredible physical abilities. Gene manipulations can be done after birth, but have less impressive results than a child born of geno parents. Altered genes prevent and eliminate any psyactive abilities

Metalface

(Modifications vary based on model and class)
If starting out as a metalface character, consult the Metalface Options.


2. Determine Values

Characters are defined by their body, mind and soul as well as by their active, passive and neutral personalities. Combining these definitions provide a series of values that best represents a character for the purposes of the game.

Body Values: STR | END | AGL
Mind Values: COM | INT | PER
Soul Values: PRO | FTH | BLS

Each character has nine base values that determine his/her abilities in certain areas. In game, when called to make an action roll, the player will roll a number of dice (called a dice pool) determined by certain values. Each of these values begin with a base of one (1).

Then, the player distributes an allotment of points among all values as desired. The guide will determine how many points are alloted. For a standard game, an allotment of 9 is recommended. For a challenging game, reduce the allotment to 6. For a more relaxing game, increase the allotment to 12.

Value Range

ValueDice PoolDescription
0 or less2d (take lowest roll)Below Average
1-21dAverage
3-42dAbove Average
5-63dImpressive
7-84dAmazing
9-105dUnbelievable
11 or more6dSuperhuman

Status is calculated by adding STR, END and AGL together and multiplying that sum by 3.

(NOTE: Status is a changing value. Whenever the character takes damage, Status will decrease.)

See Values for more information.


3. Choose Profession

Profession is a one-word description of the character’s function and caste in society. In the Professions table below are the nine professions and the core skills for each profession.

ProfessionsCore Skills
CoderComputers, Programming, SIM Protocol, SOCID Reading
DetectiveTracking, Ranged Energy Weapons, Investigation, Thoroughness, Survival
DiplomatNegotiations, Conversation, Body Language, SOCID Reading
DoctorMedic, Healing, Cybernuerology, SOCID Reading
EngineerMechanical, Construction, Electronics, SOCID Reading
PilotNavigation, Ground Transport, Air Transport, Aerospace Transport, Mechanics
MercenaryBrutal Punch, Power Grip, Thick Skin, Melee Weapons, Power Grip
ScientistSciences (take any 3), SOCID Reading
SoldierHand-to-Hand Combat, Melee Weapon Combat, Ranged Energy Weapons, Melee Combat Analysis, Command Ability

For more information, see Professions.


4. Choose Skills

Skills can be obtained through books, classes or experience. For the purposes of the game, skills are bought with skill points. Skills are bought in one of six levels. The higher a level is attained, the more advantages the skill could yield. In most cases, skills add their level value to the character’s target value when making action rolls. This allows a greater chance of success.

Skill levels are rated from one to six and labeled for ease of reference. The cost of a skill level refers to the number of skill points that must be paid for that level. Every character receives a base of 6 skill points upon creation.

Skill Level Breakdown

LevelLabelCost
1Below Average1
2Average3
3Above Average6
4Impressive10
5Exceptional15
6Amazing21
7Master28
8Elite36
9Unbelievable45
10Superhuman55

For a detailed list, see Skills.


5. Determine Natures

Every character has a good and bad natural tendency. These two nature are always in a state of balance until the character decides to allow them to become unbalanced. These natural tendencies effect a character's personality and disposition and can often result in effecting a NPC's reaction.

Each character must have one good and one bad nature. However, these two cannot contradict each other such as "selfless" and "selfish". To determine these natures, roll 2d6. in the case of doubles, reroll. Then choose which natures to take from the chart below.

RollGood Bad
1Cautious Careless
2Protective Ill-Willed
3Encouraging Mean-Spirited
4Peaceful Short-Tempered
5Selfless Selfish
6Zealous Unmotivated

For more information, see Natures.


6. Purchase Gear

Gear

Gear consists of weapons, armor, equipment, tools, and other devices or objects a character may carry or use. Each of item or weapon takes up a storage bay on the metalface body or stored in a case or bag of some kind... which is the preferred method for humans.

Carrying Weight Equipment and weapons have a weight. A character can carry equipment and weapons so long as the combined total weight does not exceed the character’s carrying weight. Carrying weight is ten times the strength of a character, translated into weight in kilograms [Carrying weight = (10xSTR) kgs.] If a character is carrying more than his/her carrying weight limit, his agility is hindered. (For every two points over the carrying weight, reduce agility by one point.)

For detailed lists, see Gear.