Generated recruits
How a Messalith recruit is rolled: age bands, attributes, psychic potential and the Gift, the rare Awakened, and the dossier that makes each one a person.
Age
Age trades body for experience. An elderly scientist who turns out to be the one the squad can't do without is a real possibility.
| Age band | Ages | Share | Effect |
|---|---|---|---|
| Young | 18-29 | 30% | +1 HP, +1 Mobility, two highest skills -1 |
| Prime | 30-49 | 45% | the baseline |
| Senior | 50-69 | 20% | -1 HP, -1 Mobility, +5 Will, two highest skills +1 |
| Elder | 70-88 | 5% | -2 HP, -1 Mobility, +10 Will, three highest skills +1 |
Body
A recruit's attributes are rolled at Prime, then moved by age, profession and trait. Training adds Aim and HP as they rank up. See experience and ranks.
| Attribute | Rolled at Prime | Possible after age, profession and trait |
|---|---|---|
| HP | 5-7 | 2-9 |
| Aim | 55-70 | 45-80 |
| Mobility | 5-6 | 4-8 |
| Will | 30-60 | 20-95 |
| Sight | 8 | 8-9 |
Psychic potential
Every recruit has a potential in each of the four disciplines, on the same ladder as the ranks, Dormant to Zenith. First the recruit's overall Gift is rolled:
| Gift | Primary discipline starts at | Chance |
|---|---|---|
| 0 | Dormant | 40% |
| 1 | Glimmer | 28% |
| 2 | Spark | 18% |
| 3 | Flare | 9% |
| 4 | Beacon | 4% |
| 5 | Zenith | 1% |
Then:
- The primary discipline gets the full Gift. The profession's affinity counts 2 times in that pick.
- A secondary discipline gets the Gift less 1 or 2, with equal odds.
- The rest are Dormant, or Glimmer on a 25% chance if the Gift is 2 or more.
Potential never changes. It is the ceiling on what a crown and training can bring out.
The Awakened
At a Gift of 3 or more there is a 15% chance the primary discipline is already awake. An Awakened exile can use it without a crown, up to Spark. A crown never makes them worse. They are rare, and worth keeping alive.
The dossier
The rest of the sheet is who they are: gender and pronouns, orientation, height, build and looks, pairs of temperament words, a virtue and a vice, a love life, family and debts left behind in the future, the one keepsake they carried through the Rift, their beliefs, and a short generated biography that ties it together. None of it changes a number in play. It is there so that every exile reads as a person, and it feeds the relationships that grow at camp. All recruits are adults.
| One pole | The other |
|---|---|
| Curious | Conventional |
| Disciplined | Impulsive |
| Outgoing | Reserved |
| Kind | Abrasive |
| Steady | Volatile |
| Virtues | Vices |
|---|---|
| Loyalty | Drink |
| Honesty | Gambling |
| Generosity | Vanity |
| Patience | Jealousy |
| Courage | Incorrigible flirt |
| Humour | Laziness |
| Diligence | Vicious temper |
| Discretion | Recklessness |
| Resourcefulness | Gossip |
| Compassion | Stubbornness |
