Character Creation (Kingsman TTRPG)

First, it is important to know what constitutes a character in the game. There are two major description groupings: Characteristics and Skills (including Abilities)

The measures of a character’s physical and psychological being are called their characteristics. Each character is measured in five areas: Strength, Dexterity, Willpower, Perception, and Intelligence. These areas have values ranging from 1 to 15, with 1 being very poor and 15 being exceptional. These values are used throughout play either in combination with Skill Levels or by themselves to determine a character’s Primary Chance of successfully doing any task.

## Characteristics

* **Strength** (abbreviated STR): The character’s ability to lift heavy weights and exert himself physically for extended periods of time. It is a general indication of his overall physical condition.
* **Dexterity** (abbreviated DEX): The character’s hand-to-eye coordination and his aptitude in manipulating small objects. It also measures the control he is able to maintain over the actions of his entire body while moving.
* **Willpower** (abbreviated WIL): The character’s mental ability to control his bodily reactions to such things as pain, abuse, attacks (whether verbal or physical) and stress. It is also a general measure of discipline.
* **Perception** (abbreviated PER): The character’s consciousness of what is happening around him. It also involves his ability to relate what his senses are now telling him to his previous experiences in the field and then to make correct judgments based on that information.
* **Intelligence** (abbreviated INT): The measure not only of the character’s IQ and education but also of his ability to reason deductively.

For each of these characteristics, a value of 5 is the minimum an agent of Kingsman should have if he is to have a decent chance of surviving in the field. The growth of a character in skills and characteristics is accomplished by the expenditure of Experience Points.

### Skills

While characteristics define a character’s make-up, what makes characters perform as secret agents are their skills. Before selecting skills for your character, skim through the available skills listed here. You will then have a better idea of what your character will be able to do, and the explanation of each skill will affect your choices for your character.

Skills are measured by Skill Levels, ranging from 1 to 15. A character with a low Skill Level is not as adept with that skill as one with a high Skill Level. The lowest Skill Level is 1 and the highest is 15. New skills can be bought and Skill Levels raised by the expenditure of Experience Points.

## Generation Points

When you create a new character, you will be given a number of Generation Points by the GM, which you will use to select your character’s characteristic values, and their skills and Skill Levels. The number of Generation Points you receive will depend on the rank your character will be given. Generation Points represent the experiences your character has undergone before joining Kingsman.

Once you have created your character with the Generation Points, you will use them in various missions. After these missions, you will be given Experience Points which you can use to improve your character by raising their characteristic values, increasing Skill Levels, or obtaining new skills. This explains the use of Experience Points.

Before rushing in to create your own Kingsman agent, you should practice assigning your Generation Points until you have created the character you want. You can use the Character Record found here for a character sheet.

Now ask your GM for the number of Generation Points you will have to use in creating your character. Normally, your GM will allow you to create only Recruit rank characters, especially when you first begin to play (this will give you 3000 Generation Points). After you have gained some experience with the game, your GM may let you create an Agent or even a Senior Agent rank character. Look here for explanations of the character ranks.

Now choose your character’s appearance. Remember, the more distinctive your character’s Physical Aspects, the easier they will be to recognize.

## Characteristics and Skills

Now that you have decided on what your character will look like, you can start determining what your characteristic values and skills will be. Each of the five characteristics for a character begins at 5. If you wish your character to have a higher value for any characteristic, you must expend Generation Points. The Characteristic Value Expenditure Chart to the right indicates how many Generation Points you must spend on these values.

If you look at the formulas for the skills here, you will notice that the Primary Chances are based on the characteristics. Thus, the higher the characteristic values you choose for your character, the better will be the skills that are based on these characteristics. Before deciding on the characteristic values you want for your character, check over the skills to see which ones you want for your character.

You must also expend Generation Points for the skills. Each new skill costs 100 Generation Points. Each new skill begins at a Skill Level of 1, and you can increase the Skill Levels by expending 20 more Generation Points per level.

*EXAMPLE: To give your character a Strength characteristic of 10 would use 500 points; a Strength of 11 would use 650 points. To have your character acquire the skill of Science at level 4 would use 160 points (100 for the skill at level 1 and 3X20=60 for the additional three levels).*

Now refer back at the Character Record. You will notice that every character begins with certain skills and abilities which come free during the training process at Kingsman. The skills of Charisma and Driving are given at a Skill Level of 1 and their levels may be increased by the expenditure of Generation Points (you do not have to expend 100 Generation Points to acquire those skills). The abilities of Connoisseur, First Aid and Photography also come free, but they may never be improved by the use of Generation Points. Charisma and Driving are listed in the skills section of the Character Record, while the others are in the abilities section.

At this point, you can experiment with the distribution of Generation Points for your character’s physical aspects, characteristics, skills and Skill Levels. Once you have completed these selections for your character, you are ready to fill out a Character Record for them.

The first thing to write on the Character Record is the name you want for your character. Then enter your character’s Appearance, Height and Weight.

## Filling out the Character Record

### Determining Fame Points

Now enter the number of Fame Points your character has. If your character is of Agent rank, add 40 Fame Points, and if he is at ‘Senior Agent rank, add 80.

If your character is either an Agent or a Senior Agent they may have received a scar during their service career to date. Roll D100 and check the chart to the right to see if a scar is present. If the dice roll is less than or equal to the Scar Chance number for his rank, your character has at least one scar. Roll D6 and subtract 3 (minimum result of 1). This result is the number of scars your character has received in the line of duty. To determine the nature and location of the scars, refer to this page and note these facts on the Character Record. Each readily apparent scar (on the face, neck and hands) adds 20 Fame Points. Add this number to the Fame Points on your Character Record.

If you are using the optional rules for Fields of Experience, your character will receive additional Fame Points. See this page for these points. Add these points to your total Fame Points.

### Other Information

All newly created characters start with 0 Hero Points regardless of their rank. Leave this section blank on you Character Record sheet.

Note on the Character Record the values of your character’s characteristics (STR, DEX, WIL, PER and INT). These characteristics are used to define your character’s Speed, hand-to-hand combat damage class, stamina, running/ swimming value, and carrying value as outlined below.

**Speed**: Speed measures how fast your character’s reflexes are, and is used during combat to determine who gets off the first shot in a “draw”. Speed is based on your character’s Perception and Dexterity characteristics, so as the values for these characteristics rise during play, so will his Speed. Use the chart to the right to determine your character’s Speed and record it on the Character Record.

**Hand-to-Hand Combat Damage Class**: You can now determine your character’s Hand-to-Hand Combat Damage Class, which is used during combat. The rules for Hand-to-Hand Combat and a detailed explanation of what a Damage Class is will be found in Combat. Consult the chart to the right and enter the proper Damage Class in the space provided.

**Stamina**: A character’s stamina measures how many consecutive hours your character may stay awake without feeling exhausted. Once your character has reached his stamina limit, he will incur a penalty for each task he attempts until he gets some sleep. Stamina is based on your character’s Willpower, so as this characteristic rises so too will your character’s stamina. Use the chart to the right to determine your character’s stamina, and record it on the Character Record.

    **Running/Swimming Value**: Your character’s running and swimming value measures how many consecutive minutes he can spend running or swimming at full speed before becoming exhausted. As with stamina, once your character reaches this limit, they will become exhausted. This value is based on his Willpower and will also rise as his Willpower does. Refer to the chart below to determine this value.

**Carrying Value**: A character’s carrying value measures a maximum amount of weight your character can carry for any length of time. This value is based on your character's Strength characteristic, and the chart to the right gives the weight range that your character can carry for a number of minutes equal to his Willpower characteristic. If your character carries the weight for a longer time, they will become exhausted. A character can carry any weight below his weight-carrying range for an indefinite period, but any weight above their limit cannot be carried for any length of time. As a character’s Strength increases, they may carry more weight, and as their Willpower increases, they may carry weights for a longer time.

Once you have determined the values for your character’s Speed, Hand-to-Hand Combat Damage Class, stamina, running/ swimming value, and carrying value, record this information on the Character Record.

Now fill out the skills section. For each skill, fill in the name of the skill, the current level of the skill, the formula for determining the Primary Chance for the skill, and the Primary Chance. The skill formulas here are used to determine the Primary Chances.

Remember that the Primary Chance is multiplied by the Ease Factor your GM assigns to any task using that skill. When using characteristics for tasks not covered by the skills, the characteristic value is the Primary Chance. For your convenience, a Multiplication Table listing the results of all the possible combinations of Primary Chances and Ease Factors is included on the Character Record.

You should now choose a handgun for your character from the list of weapons provided here Copy the characteristics for that weapon (and any other you might carry) from the list onto the record plus the amount of ammunition for each weapon. Space is provided to record any special equipment your character receives from Q Branch for a mission.

If you are using the optional rules for Fields of Experience and Weaknesses, note this information about your character in the spaces provided on the Character Record.

The Character Record lists your character’s three abilities and their Primary Chances (20). It also provides spaces for your character’s current cover and wound status, which are used during the course of an adventure. There is also a space for recording Experience Points your character earns at the end of a mission.

You have now finished creating your own secret agent and are ready to play. If something unfortunate occurs to this individual and he is killed during a mission, you can create another. Some players create more than one character and alternate them. You may play more than one of your characters at once, but your role playing ability will suffer when your attention is divided.

## Money

Your character will never have to worry about money. It is assumed that in their private life he will be paid well enough by Kingsman to assume the same lifestyle as they did before, or better. You may clothe your character in any style you wish, equip them with any normal car (unmodified by Q Branch), and enjoy the life of a well-to-do London single person.

While on assignment, your character will be using an expense account, so Kingsman will be picking up the tab for all expenses. Any incidental money which is needed (cash for bribes, for instance) can be procured through Q Branch before going on a assignment or from a local Kingsman Station House while on assignment.

## Optional Rules

The following two sections are presented as optional additions to the character creation system. Either one or both can be used if your GM agrees. Because either addition creates more work and judgments for the GM during play, they may not wish to bother with them.

### Weaknesses

In order to recreate these type of human failings in the characters you create, you may choose any or all of the following weaknesses. While each weakness gives your character a handicap, it also increases the number of Generation Points you may use during the character creation process. If you Use this rule, you can choose to add any weaknesses at any time while you are creating the character. Listed with the description of each weakness is the number of additional Generation Points received.

Weaknesses generally fall into two categories — those which cause fear in the character and those which cause the character to become distracted. The GM will decide when a weakness is called into play in any situation. Your character will be forced to make a Willpower roll to avoid becoming frightened or distracted; if the character fails the roll, he will be subject either to an Ease Factor penalty for fear or a limitation as to his choice of action for distraction.

Listed on the next page are suggested weaknesses for characters. The list does not cover all possible weaknesses. If you want your character to have a weakness not listed, the GM will tell you how many Generation Points that weakness gives you and also whether the weakness causes fear or distraction in your character.

### Rule Changes with Fields of Experience

1. You gain 20 Generation Points for each year spent in the profession. These points may be spent only on the skills listed with that specific profession.
2. For each year spent in a profession, you may choose one Field of Experience from the list for that profession or from the General Fields listed at the end of this section.
3. For each year spent in the profession, the character gains 6 Fame Points.

#### Using Field Expertise in Play

There are no dice rolls involved when a character uses a Field of Experience in play. They either know the information required or how to perform the task, or he does not. A Field of Experience will always fall into one of two categories, formation or performance.

A player must indicate to the GM that he wishes to use a Field of Experience to find out information. If the player does not ask the right question or is not aware that a question may be asked, the GM performs a Sixth Sense roll for the character and informs the player that information may be gained. It is assumed that the character is sufficiently knowledgeable about the subject of the Field of Experience even if the player is not.

The use of a Field for performance indicates the character can either perform the task or not. If the character does not have the correct Field, they may not attempt to perform that task.

### Fields of Experience

**Biology/Biochemistry**: Having a working knowledge of biology labs and equipment. Being able to understand experiments dealing with everything from bacteriology to heart transplants. (Information Field)

**Board Games**: Being familiar with the rules and strategies of popular board games, such as chess, backgammon, checkers, go, and the like. (Performance Field)

**Botany**: Being familiar with the procedures and equipment of botany labs. Understanding the effects of plants on people, detailing their natural environment, and identifying their various medicinal compounds by diagrams of their chemical make-up. (Information Field)

**Chemistry**: Being familiar with the procedures and equipment of chem labs. Being able to identify chemicals by sight and smell, and accurately predicting the results of their use or combinations. (Information Field)

**Computers**: Understanding the functions and uses of computers. Being well versed in computer languages, programming, software and hardware. (Information Field)

**Cricket**: Understanding the game and its rules, and being able to play. (Performance Field)

**Economics/ Business**: Having a thorough overview of current business affairs regarding major and/or international industries. Being able to interpret a corporate report, accounting books, or office files. (Information Field)

**Fine Arts**: Having a working knowledge of all forms of two- and three-dimensional art. Being able to judge the value of a piece of art to within a few pounds sterling. (Information Field)

**Football**: Understanding the game and its rules, and being able to play. Americans call this game soccer. (Performance Field)

**Forensics**: Having a knowledge of the gathering and scientific interpretation of physical evidence and also the science of ballistics. (Information Field)

**Golf**: Understanding the game and its rules, and being able to play. (Performance Field)

**Ice Hockey**: Understanding the game and its rules, and being able to play. (Performance Field)

**International Law**: Having a knowledge of international law and its effects on intelligence gathering operations. (Information Field)

**Jewelry**: Having knowledge of gems and jewelry such that the real McCoy can be distinguished from phonies. Being able to judge the value of said items to within a few pounds. (Information Field)

**Law**: Having knowledge of the local laws governing citizens and tourists in a country. Also knowing the standard police procedures and legal systems, including crimes and punishments. (Information Field)

**Mechanical Engineering**: Being familiar with the workings of large machinery and factory layouts. Being able to pinpoint the probable locations of large items, such as air conditioners, from observation of an exterior. (Information Field)

**Medicine/Physiology**: Having knowledge of the human anatomy and diseases. (Information Field)

**Microphotography**: Being able to prepare, with the proper equipment, clear and intelligible microdots. (Performance Field)

**Military Science**: Being familiar with military protocol, rules and regulations. Having familiarity with the uniforms, accouterments and hardware of all countries. (Information Field)

**Political Science**: Being familiar with current international relations and important world leaders. Being able to predict international repercussions from incidents and having intimate knowledge of the world’s hot spots. (Information Field)

**Rare Collectibles**: Having knowledge of rare stamps, coins, and the like. Being able to identify such objects and estimate their value to within a few pounds. Included in this category are such items as furs and books. (Information Field)

**Snow Skiing**: Being able to snow ski, from crosscountry to professional slalom. (Performance Field)

**Space Sciences**: Having knowledge of all space programs and the operations of major shuttlecraft, capsules and satellites. (Information Field)

**Squash**: Understanding the games and its rules, and being able to play. (Performance Field)

**Tennis**: Understanding the game and its rules, and being able to play. (Performance Field)

**Toxicology**: Having knowledge of the smell and identification of poisons, the symptoms from ingesting them, and their antidotes. (Information Field)

**Wargaming**: Understanding of board games of a complex and esoteric variety, and being able to play them. (Performance Field)

**Water Skiing**: Being able to water ski. (Performance Field)