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Cyno's Role-Play: Rule Book

Character Creation

Steps to create a character:

  1. choose a race;
  2. pick a name;
  3. roll and decide on status;
  4. roll up attributes;
  5. determine actions;
  6. calculate damage point;
  7. calculate power point;
  8. pick a profession;
  9. select skills for the character;
  10. calculate experience points;
  11. create personality.

Race

The first step to creating your character is to pick a race. Remember that each race has its own limitations and qualifications. Also, not all professions are available to all races. So look over everything before picking. If you are new to Cyno's Role-Play, you might want to start with the human race to get familiar with the system.

Status

Status is a set of characteristics that might, or will, change during a campaign. Like, the age of the character. The character is going to grow older and older every year.

  1. Age: How old the character is in the game. Depending on the game requirement, the players or the GM could decide on the character's age.
  2. Education: Knowledge or skills gained from training or learning. This value is equivalent to number formal education (school) years. In this game, education effects a character's skill points progression. See each particular race to determine how many dice to roll for this status.
  3. Gender: Male or female for most races. Generally, players and/or GM decide on the character gender. But why not let a dice decide some times?
  4. Height: Measurement of your character in the vertical distance. You and the GM can decide on your character's height.
  5. Name: You choose the name of your character.
  6. Nationality: This is where the character is born.
  7. Race: The type of life form of the character. For example: human, dwarf, elf, or some alien race, etc. You and the GM decide on your character's race. There are tons of alien races in Cyno's Role-Play. Be sure to check them out in the supplements.
  8. Wealth: Determines how wealthy a character or his/her family is. Wealth, times 10, determines the amount carried by the character at the time of creation. See each particular race to see
  9. Weight: The measurement of heaviness based on the gravity of earth. Character's weight changes on different planets. You and the GM decides on the character's weight.

Attributes

Before rolling up the attributes, read the notes for the attributes of the specific race. Thirteen attributes make up a character. Each attribute must be rolled separately; it is far easier to roll 18 once, and apply it to all the attributes, than to roll 18 for each attribute. Game Master: It is common to allow your players to swap attribute value after rolling all of them.

  1. Beauty: The physical attractiveness of a character.
  2. Charisma: Indicates how well people preceives this character.
  3. Coordination: Ability to physically work in a smooth and efficient manner. It is generally used when the character is doing something. Like shooting, piloting, and etc.
  4. Endurance: Physical endurance of a character. Shows the ability to bear up under strain, suffering, fatigue, or hardship. For example, how long a character could run at full speed. This value is the number of minutes the character can continuously run. After running, the character must rest for the same amount of time that it ran.
  5. Health: Indicate how healthy a character is. It provides bonus/penalty to damage points.
  6. Intelligence: This attribute indicates the ability for your character to learn and understand. This attribute is the one that shows how fast a character thinks. It also determines whether a person could understand an abstract concept easily or not.
  7. Luck: Indicate the fortune of a character. GM: Some people believe that luck never change and that some people are always lucky or always unlucky. Other people believe that luck changes more often (everyday maybe). Anyway, it doesn't matter, if you like to change it everyday (in the game) than go ahead and do it.
  8. Power: Power defines a character's spiritual well-being. This number is the starting power point capacity for the character.
  9. Reflex: Reflex shows how fast a character responds to a situation. It diminishes the chances of a foe nailing your character.
  10. Speed: The maximum speed a character can run. Speed, times 20, is the number of yards that the character can run in one minute.
  11. Strength: The most immediate effect of great strength is the ability to cause additional damage to foes in hand-to-hand combat. Strength is also useful for breaking things, lifting heavy objects, and opening stubborn pop bottles. High strength is required to use certain weapons; strength in excess of a hand-to-hand weapon's requirement provides additional damage. Inquiring at a weapons shop will sometimes tell you the strength required using certain weapons. Strength, times 10, is the amount of weight in pounds a character could carry.
  12. Stress: The amount of mental and emotional stress the character can withstand. Stress also reflects the strength of a person's soul. Used for using and defending against magic spells and psy-powers. May also be used to resist evil spirits.
  13. Wisdom: Indicates how good a character's judgement is and the knowledge of what is right and true.

Actions

In the game, the character's reflex represents how many actions the character can perform each turn. Every two points of reflex translates to a single action. Round odd number reflex to an even number, before dividing it by two. Therefore, a character with a reflex of one still receives one action. The following chart shall clarify the calculation:

Reflex

Actions

1 - 2

1

3 - 4

2

5 - 6

3

7 - 8

4

9 - 10

5

11 - 12

6

13 - 14

7

15 - 16

8

17 - 18

9

19 - 20

10

...

...

Damage Points

Damage points of a character determine how much damage a character can take before going into a coma and die. Damage points also apply to non-living things and will be discussed later in the Rules section. You might think that a character is dead when its damage points reach zero. However, that is not the case in Cyno's Role-Play. The character goes into a coma upon reaching zero. Once in a coma, the character needs medical attention. Or else, the damage point will continue to decrease by 1 every hour (game time). Upon reaching -5, the character is dead.

Please refer to the race section to see damage points capacity the character receives from the start. Then use the following chart to calculate the amount to add or subtract from the damage points. The result is the amount the character starts with.

Health below 9

-1D4

Health between 9 and 12

No bonus/penalty

Health above 12

+1D4

Power Points

The maximum power points capacity of a character determines the amount of spiritual power that is within the character. Power points are used for magic spells and psy-powers. The character's starting maximum power points capacity is the same as the power attribute of the character.

Profession

When you create a character, you may wish to decide what the character's occupation is. Or what the character is an expert at. Every character could have one or more professions associated to it. However, a character is not required to have a profession.

A character may have more than one profession. But experience points must be distributed among all of the professions associated with a character. One or two professions for each character are generally enough; not everyone could be an expert in everything in real life. A character need not start with any profession.

Skills

Skills are a character's abilities to do something as a result of training, practice, or experience. The amount of skill percentage a character starts with is based on the age status, the education status, and the intelligence attribute. The higher they are, the more skill percentage points the character receives at the time of character generation. Simply add the education status by the intelligence attribute, divide the total by two, then times the character's age. The result is the amount of skill percentage points the character could spend on skills.

Skill Percentage Points = (Education + Intelligence) 2 Age

Before choosing skills, the player may want to select a profession for the character. Different professions require different skill sets.

Magic Spells and Psy-Powers

Magics spells and psy-powers are supernatural powers. A character will receive spell percentage points to be spent on these supernatural powers. To calculate spell percentage points, simply multiply the intelligence attribute by the power attribute and the result is the starting spell percentage points to be divided among the supernatural powers.

Spell Percentage Points = Intelligence Power

Personality

In Cyno's Role-Play, each player is to describe his or her character, as vividly as possible. It is suggested to write these descriptions down, so it would be possible to refer back to when needed. A player should always play a character based on its personality.