The first step to filling out your character sheet is picking a class and assigning the ability scores. Each class has different characteristics that affect your starting abilities. They are only archetypes, however. You can assign your ability points in any combination that you like – the class points are just “free” points you get on top of that.
CLASS ABILITIES
There are 5 classes available in HUMMEL QUEST. They are different in regards of starting scores and what features or defects they can choose. A feature or defect will be marked as only being available to one or certain classes. The descriptions and starting abilities of the individual classes are as follows:
LIGHT TANK
Highly agile, highly active tanks. Their thought process is quick and they are able to learn quickly, whereas other classes may be more stuck in their acquired behaviour patterns. The downside to their fast thinking is their noticeable quirk of talking too fast or getting impatient with others who don't share their hyperactive minds. Sluggish or lazy light tanks are basically unheard of.
Very social individuals, light tanks live for their teams and teammates, and wither away when alone or isolated. They are teamplayers by nature, although like any other class, they are very capable of acting selfishly - especially when it's down to saving their own tailpipe.
A Light Tank adds 1 starting score to the abilities RealityCom, Dexterity, Mobility, Perception, Reflexes.
MEDIUM TANK
A skilled medium tank is an extremely lethal opponent on the battlefield. They should never be underestimated because of lacking armour or armament in comparison to heavy tanks - because of their versatility and exceptional ability to adapt to any given situation, they are just as dangerous.
They often form Platoons and wolfpacks, formations that increase their efficiency and threat considerably.
While heavy tanks consider themselves the kings of the battlefield, the medium tanks are very much fit for that role. They tend to have a talent for strategic thinking, which is why they can be seen as a team's main strategist often.
A Medium Tank adds 2 starting score to the abilities Mentality, Reflexes, and 1 starting score to the ability Buffer.
HEAVY TANK
This class consists of the toughest of the tanks. Often seen as dense and single-minded, they actually possess similar cognitive intelligence as other classes - it is simply centred around their main purpose: brute force warfare.
A heavy tank that seems slow and dense in some contexts may possess a sharp wit when it comes to strategic thinking or even social skills; as it is their nature to observe friend and foe closely in battle, some of them have learned to "weaponize" that talent in their social relations outside of fights.
On the other hand, they may be clumsy and clueless in other fields of expertise, much to the annoyance of their teammates of other classes.
A Heavy Tank adds 2 starting score to the ability Strength, and 1 starting score to the abilities Size, Durability, Insight.
TANK DESTROYER
Some tank destroyers are invisible assassins - too elusive for their designated victims to even spot them before their swift demise, others tough brawlers that rival heavy tanks in terms of firepower and armour.
Tank destroyers tend to have a more feral mindset than other classes - many are cunning killers who don't know mercy or empathy. Their world is clearly divided into allies and prey. After all, a tank destroyer's only purpose is to hunt other vehicles relentlessly, and they have adapted excellently to that role. They strike fear into their enemies and a single skilled tank destroyer can easily turn the tide of a battle.
Some of them may be fragile, but they usually make up for it with agility and ability to perfectly camouflage themselves.
A Tank Destroyer adds 2 starting score to the abilities Perception, RealityCom, and 1 starting score to the ability Reflexes.
SELF-PROPELLED GUN
Self-propelled guns, usually called SPGs, are an unpopular class that many teams only begrudgingly accept in their ranks. Their relationship with other vehicle types has been greatly damaged by the events preceding a genocide knows as the Purge.
SPGs are a diverse class in terms of personality and mentality. Especially older models may act nearly or completely emotionless, whereas newer ones come with vastly different personalities. What they all have in common is an internalized sense of shame - some of them cope by inflating their own ego, while others are meek and submissive.
A Self-Propelled Gun adds 3 starting score to the ability RealityCom, and 1 starting score to the abilities Perception, Buffer.
SPENDING TALENT POINTS
You don’t have to spend all of your talent points on abilities – the rest can be spent on features.
Every ability must have a minimum score of 1. You can only
assign 5 points to each ability score, but the initial score may exceed 5 if your class or features give you a bonus.
Initially, you get 80 talent points that you can spend on your scores and features. The talent point cost for abilities is the following:
Choose wisely, because you cannot change your ability scores once you’ve decided on them. It’s only possible to add additional score through levelling. If you want to completely start over, you’ll have to make a new character. If you have any talent points left after character creation, you can keep them for later to improve ability scores upon levelling up.
Once you have assigned the ability scores, determine your attribute scores as indicated on the character sheet.
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