THE CUTUP METHOD

 

"Material from Over the Edge is Copyright 1992, 1997 John A. Nephew.

Reproduced with permission."

 -John Nephew

 President, Atlas Games
(who will have you beaten and tortured if you swipe them, so watch out!)



If you are really stuck for a character design, you can try this method for making one.  It relies on the CUTUP (Causally Unrelated Thoughts Under Pressure) method to give you some raw data that you then proceed to "make sense out of".  Since the data are random, you face creativity puzzles that you might not produce spontaneously, but since you have the final say in what the data means, you retain creative control.

Here's how it works:

Step #1:  roll three times on the catch-words tables to determine random catch words that define your character.  In order to determine which table to roll on, roll a d6 - on a 1-3 make the roll on Table #1, on a 4-6 roll on Table #2.

Step #2:  using these catch-words, try to develop a concept for your character.  If you can, then simply step back to the character creation section and work out your character in the normal way.  If not, or if you want more creative randomness in your life, go on to step #3.

Step #3:  roll two dice on the Central Trait chart, and record your central trait.  You are free to creatively interpret these as you wish.  Please note that these charts are modified from those originally presented in Over the Edge.  This was done to make them more readily fit the overall party composition I want.

Step #4:  roll twice on the Side Trait chart and record your Side traits.  If you roll the same trait twice, reroll.  Again, you have considerable leeway in interpreting these.

Step #5:  Roll once on the Flaw Chart, and record your flaw.

Step #6:  My own addition to the process in Over the Edge - roll for where you come from.  Again, you have some leeway here.

Now, the obvious statement - yes, absolutely you can fudge on your die rolls if you get something you don't want.  If you do that, however, I don't see why you are working up a random character in the first place.

If you want to continue sitting here at the computer instead of getting up and looking for dice, use the Irony Games dice roller for your die rolls.
 


Table #1: Catch-Words (use on a d6 roll of 1-3)

d6 Roll
1
2
3
4
5
6
1
Addict
Blood
Coma
Damage
Drug
Ghost
2
Alien
Brain
Computer
Death
Fear
Grind
3
Ancient
Broken
Contraband
Deep
Fire
Hand(s)
4
Assasin
Brother/sister
Control
Disease
Flesh
Heart
5
Beast
Cancer
Cult
Doubt
Foreign
Holy
6
Book
Car
Current
Dream
Genetic
Insane

Table #2:  Catch-Words (use on a d6 roll of 4-6)

d6 Roll
1
2
3
4
5
6
1
Insect
Money
Overload
Random
Side Effect
UFO
2
Lie
Mother/father
Pain
Religion
Snake
Unconscious
3
Light
Movie
Poem
Reverse
Space
Virus
4
Logic
Music
Poison
Secret
Subterranean
Visitation
5
Love
Mystery
Psychic
Sex
Theft
Vision
6
Mind
Neural
Radiation
Sharp
Training
Warp

Table #3:  Central Trait

2d6 Roll Central Trait
2 Paranormal - Paranormal investigator, fringe scientist, fanatic cultist, were creature, etc.
3 Operative - Industrial, government, or secret society spy; ninja, assassin, front-man, etc.
4 Investigator - Private investigator, investigative reporter, NATO observer, etc.
5 Artist - Author, painter, singer, dancer, poet, sculptor, etc.
6 Professional - Professor, doctor, business executive, investment broker, salesman, etc.
7 Tourist - Dilettante, vacationing laborer, etc.
8 Criminal - scam artist, cat burglar, serial killer, drug runner, leg-breaker, etc.
9 Fighter - Bodyguard, underworld thug, soldier, professional boxer or wrestler, etc.
10 Scientist - psychologist, nutritionist, physicist, wildlife biologist, etc.
11 Mystic - Monk, nun, priest, witch doctor, spiritual healer, cult leader, etc.
12 Weird - Mutant, psychic, alien, android, talking irish cat, loa of Barney, etc.

 
Table #4:  Side Traits (roll twice)
2d6 Roll Side Trait
2 Fringe Power - telepathy, automatic writing, ch'i, etc.
3 Tough - pretty self-explanatory, don't you think?
4 Stealthy - good at sneaking around, etc.
5 Agile - good reflexes, fast, etc.
6 Performance - singing, dancing, acting, etc.
7 Fighting - sword fighting, brawling, scrap fighter, kung-fu, etc.
8 Manipulation - Lying, buffaloing, intimidating, browbeating, bluffing, etc.
9 Technical - Electronics, mechanics, computer programming, etc.
10 Strong-willed - resistant to mundane and paranormal influences
11 Strong - pretty self-explanatory, don't you think?
12 Specialist - some unusual field of knowledge, such as Persian history, government cover-ups, etc.

 
Table #5:  Flaws
1d6 Roll
1 Enemies - choose enemies that fit your character's other traits
2 Mental flaw - one-track mind, gambling compulsion, depression, schizophrenia, etc.
3 Social flaw - body odor, hideous features, outspoken and inflexible beliefs, uncontrollable gas, etc.
4 Achilles heel- sucker for a pretty face, bum leg, vulnerable to magic, etc.
5 Physical flaw - Overweight, weak, clumsy, low stamina, amputee, etc.
6 Weird - allergic to sunlight, eats rust, glows, etc.

 
TABLE #6:  Where You're From
2d6 Roll
2
Unusual - Iceland, Madagascar, New Guinea, etc.
3
United States/Canada
4
Central/South America
5
Western europe
6
Africa
7
Mediterranean - Greece, Sicily, Malta, etc.
8
North Africa
9
Eastern Europe
10
Far East - China, Japan, Korea, etc.
11
Australia/Micronesia
12
Great Britain