Character Generation

## **Character Creation**

Each player with the system starts with **7 xp points** with which to
generate their beginning skills for their character, players may invest into up to a **maximum of 3 ranks in any skill at initial generation** unless otherwise affected by certain effects during this initial generation e.g. certain unique careers from specific factions may negate this initial cap limit. Alongside this a player may select a career for their character at gen; representing their characters role within their society or general work background, which will have effects on their characters skills through bonuses to certain skills, downtimes or through giving access to certain calls of effects earlier on for the player to utilise.

After each event a player will receive **2 xp points** with which to further invest in their skills, these do not have to be invested in the same skill and players may choose where they invest these experience points, or whether they wish to bank any particular amount.

After this upon completing your character generation, you will have **2 body hits** plus your relevant Rig (armour) hits, which ever skills you have chosen for your character, your career effects and for crafters your initial crafting recipes and some crafting supplies applicable to your crafting skills. Equipment wise all new characters start with two worn level items and a single crude item in your possession; these are chosen based on your skills but can be switched out upon picking up your initial player pack from GOD, 12 credits of in-game currency and a full basic magazine of ammo.

Each character’s bleed count is **180 seconds** in cataclysm, once this hits zero after a player is downed that player character will be dead. During your bleed count you may be ‘executed’ which immediately drops your bleed count from its current count down to zero at which point your character is dead.

## **Skills And Progression**

Below are the skills for the system, broken down into names and relevant In game effects. Some of the skills are plain and simple to understand, others have additional effects or abilities associated with them, and these are listed as to their exact nature in the Skill progression trees.

**A Note on Dual Wielding**

With the Hive cataclysm system, the ability to utilise ambidexterity when fighting e.g. to dual wield weapons, is considered a hard skill. If you can fight with a weapon in one hand then you are capable of fighting with two weapons in either hand, there is both an IC and OC reason behind this. IC this being that if your character can wield his/her weapon in one hand, then they have sufficient training to use the same weapon in both hands simultaneously. OC if you as the player can effectively fight utilising a dual wielding style, than we as the game staff are not going to penalise you for doing so in the IC setting by making its use IC a skill. We aim to be able to allow players to utilise their hard skills to the best of the abilities without penalising them for wanting to do so with the system.

To Weapon Classifications

## Rank Progression and Cost

Below is the Progression cost tree for each skill within the cataclysm system, detailing as to what exact amount of experience is required to be spent on each rank of the skill in order to level it up. More advanced ranks require more xp spent on them in order to progress to that level than others due to the nature of the skill. This represents in game time dedicated towards training in that skill, or spending time learning it from a mentor or training regime. Some general skills may be taken multiple times however with an ever increasing cost each time as IC the human body can only be trained in mind or body so much. For these repeat selection general skills the cost increases by 1xp per selection e.g. starting at 2xp per selection, then 3xp, then 4 xp etc.

## Careers

Careers in game represent a characters chosen role within the warband and in their faction as a whole, from an OC perspective it represents the Characters training and upbringing, as well as their aptitude for a certain way of life. At Gen a player may choose ONE career for their character to have.

## Rigs In Cataclysm

In cataclysm the Rigid Integrated Grid System (Or Rigs for short) are your character's armour against the various forms of danger that may befall them e.g. weapons fire, explosions and mutant creatures. This system is made up of two set ups, Light Rigs and Heavy Rigs, that take up the difference between conventional body armour with retrofitted Rig emitters and Specifically designed Rig armour plating that meshs together with an under-layer to provide protection against direct energy discharges. In game this difference takes the form of Light rigs requiring less coverage over the body but providing lighter protection, whilst the Heavy rig provides much heavier protection in combat but requires more significant body coverage. This has been laid out in the two tables below for your convenience.

  **Crude (Rank 1)**
  **Worn (Rank 2)**
  **Standard (Rank 3)**
  **Prototype (Rank 4)**
  **Arbiter (Rank 5)**

**Special:**

Prototype rigs need the same level of phys-repping as the Rig they were based upon e.g a worn level prototype Heavy Rig requires the same level of phys-repping as the Worn level Heavy rig.

## R.I.G.S And Necessary Phys-repping

Below is a table explaining the phys-rep requirements for HIVE:cataclysm for each level of R.I.G.S armour that needs to be worn by the player in order for them to ascertain the relevant additional hits from said armour.We are happy for players to wear more than the stated requirements below as a route for potential RP whilst IC as some players who have chosen to do so have stated they are  ‘refurbishing an older fully armoured rig set up’ when questioned in game.

  **Crude (Rank 1)**
  **Worn (Rank 2)**
  **Standard (Rank 3)**
  **Prototype (Rank 4)**
  **Arbiter (Rank 5)**

## **An Example Character Gen**

Below is an example of an initial Generation character form with how a starting character with the system may look upon initial creation by a player. The Blocks Marked in black are the chosen starting skill points used within the available skills. The Sections marked in Red are the Bonuses from the chosen career within the system, whilst those marked in Green are any bonuses from the player characters chosen Faction Sub-Class.

In this case the character is a member of the Indentured
subclass of the Cellborn faction, serving as a soldier for their career within their warband, the Oath-Rites. They have Rank 2 in two handed Ranged, with Rank 2 in one handed Melee and Rank 2 in Heavy Rigs. This means that the player would be able to utilise worn level Heavy Rig armour from the start, alongside a Worn One handed melee weapons and a Rail-tec two handed ranged weapon should they be able to procure one, otherwise any worn level two handed ranged weapon from the beginning of their character. They would also be able to utilise grenades from the start, alongside with knowing how to handle Upgrades to their Rig armour. In terms of Hits this build type would start on 6 Hits globally (2 from body hits and 4 from their heavy armour).

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