starrangers:character_creation
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starrangers:character_creation [2015/06/21 17:13] – [Advanced skills] weby | starrangers:character_creation [2019/06/18 09:50] (current) – weby | ||
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They have a [[Roswell-class]] ship (best ship available for rangers) assigned to them. | They have a [[Roswell-class]] ship (best ship available for rangers) assigned to them. | ||
- | Option: You can chose to roll the special background(300), | + | =====Options===== |
+ | You can Select one of the options below: | ||
+ | |||
+ | * The the standard character generation path. | ||
+ | * Select a [[pre-gen character]]. The pre-generated Characters have ready backgrounds, | ||
+ | * Chose to do a [[low power character]] to gain a special character later when they join. This allows shifting to a powerful and fitting role NPC that is not available in the beginning without losing any points. | ||
+ | * Random: You can chose to roll the special background(300), | ||
* Random power balance [-50] | * Random power balance [-50] | ||
* +1 to HT, IQ, DX, ST[60] | * +1 to HT, IQ, DX, ST[60] | ||
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- -1 will | - -1 will | ||
- -1 FP -1 HP | - -1 FP -1 HP | ||
- | + | * Partial random: You can chose to roll the special background(300), | |
- | option: instead of special background and basic training(520 points) you can be [[Ultimate Action Hero]](470) and get 2 extra 25 point training packages. | + | * Partial random power balance [-25] |
+ | * +1 to HT or ST[10] | ||
+ | * +1 to IQ or DX[20] | ||
+ | * Roll once: [-5] | ||
+ | - -0.25 speed | ||
+ | - -0.25 speed | ||
+ | - -0.25 speed | ||
+ | - -1 per | ||
+ | - -1 will | ||
+ | - -1 FP -1 HP | ||
+ | * Action hero: instead of special background and basic training(500 points) you can be [[Ultimate Action Hero]](500) | ||
=====Character planning===== | =====Character planning===== | ||
Things to think about when building the character, in approximate order. | Things to think about when building the character, in approximate order. | ||
- | * Role on group, so that all the basic needs of the group are filled. see :[[#suggested]] | + | * Role on group, so that all the basic needs of the group are filled. see: [[Suggested Characters]] |
- | * The special background, as that defines a lot of how the character will be. see: [[# | + | * The special background, as that defines a lot of how the character will be. see: [[Character special |
- | * Home world type, as this has impact a lot on how the character should "feel like". see: [[#Home world packages | + | * Home world type, as this has impact a lot on how the character should "feel like". see: [[#Home world 8/15]] |
- | * The basic training, as this will define your " | + | * The basic training, as this will define your " |
The other factors are more minor and can be handled as the process goes along, but having the above ready though out before starting the build will likely make it easier. | The other factors are more minor and can be handled as the process goes along, but having the above ready though out before starting the build will likely make it easier. | ||
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Characters created later get: the normal 800 points and higher of: 2/3 of the points over 800 that the player had or 1/2 the points over 800 that the highest party member has. | Characters created later get: the normal 800 points and higher of: 2/3 of the points over 800 that the player had or 1/2 the points over 800 that the highest party member has. | ||
- | Use the extra points as follows: | + | If possible |
* Maximally 1/4 to attributes. | * Maximally 1/4 to attributes. | ||
* Maximally 1/4 to Basic skills/ | * Maximally 1/4 to Basic skills/ | ||
* Maximally 1/4 to raise any known skill by maximum 1 rank each. | * Maximally 1/4 to raise any known skill by maximum 1 rank each. | ||
- | * Maximally 1/2 to get extra training/ | + | * Maximally 1/2 to get extra training/ |
- | | + | * 1-24:buy one training package and reduce any skills in package by one rank each until low enough. Adjust points put to extra training/ |
- | | + | * 25/50/75: Buy 1-3 extra 25 point extra training packages. |
- | | + | * 76-175: Buy one training/ |
- | | + | * 176-250: Buy one edge(150) and then 25 point training packages with rest. Note that any attribute raises in the edge count against the attribute points above. |
- | | + | * 251-375: Buy one edge(150), one training/ |
- | | + | * 376+ points. Buy one edge(150)+two training/ |
- | If possible the character should be one of the " | ||
- | |||
- | =====Suggested===== | ||
- | It is suggested that each character has some function aboard the starship and some ability to function in combat. The extra training packages are good for fleshing out options. | ||
- | |||
- | The group should have at least someone for following roles: | ||
- | * Tech | ||
- | * Communication tech | ||
- | * Pilot | ||
- | * Space pilot | ||
- | * Driver | ||
- | * Explosive ordnance disposal | ||
- | * Face-someone to interact with others(usually best if it is the highest rank character) | ||
- | * Hacker | ||
- | * Security systems bypass | ||
- | * Detective/ | ||
- | * Space ship gunner | ||
- | |||
- | One possible set of four to cover the roles is: | ||
- | - Face/ | ||
- | - Technician/ | ||
- | - Hacker/ | ||
- | - Pilot/ | ||
- | |||
- | One thing to consider is if everyone has gone though Airborne School or not. If you all have then that allows for additional covert deployment option(HaLo jump) in places where you are not supposed to be. | ||
- | |||
- | You will have two NPCs in the ship that can operate it for short periods without the players. | ||
- | |||
- | One of the characters should be Master ranger(rank 1+2) and one second in command(rank 1+(1->2) ranger), rest can be rank 1+(0->1) rangers. | ||
- | |||
- | Note that the first rank (ranger) is a courtesy rank as it does not mean anything in 99% of the cases as you are the lowest ranked deployed ranger, it only matters in cross service matters. Further ranks are normal ranks. | ||
- | |||
- | If you wish you can be a member of another service instead of ranger that is doing a tour in rangers. | ||
- | |||
- | Skills needed: the two NPCs and the robot have all spaceship repair and operation skills combined at some level, but it is normally a good idea that two people at least have every skill. | ||
- | |||
- | Spaceship Repair: | ||
- | * Armoury (Vehicle Armor) | ||
- | * Electronics Repair (Communications) | ||
- | * Electronics Repair (Sensors) | ||
- | * Electronics Repair (Computers) | ||
- | * Computer Programming | ||
- | * Electrician | ||
- | * Mechanic (Life Support) | ||
- | * Housekeeping | ||
- | * Electronics Repair(Medical) | ||
- | * Armoury (Force Shields) | ||
- | * Electronics Repair (Scientific) | ||
- | * Mechanic (Spaceship) | ||
- | * Electronics Repair (EW) | ||
- | * Mechanic (Reactionless Drive) | ||
- | * Mechanic (Stardrive) | ||
- | * Mechanic (Fusion) | ||
- | |||
- | Spaceship Operation: | ||
- | * Electronics Operation (Communications) | ||
- | * Electronics Operation (Sensors) | ||
- | * Computer Operation | ||
- | * Electronics Operation(Medical) | ||
- | * Electronics Operation (Scientific) | ||
- | * Electronics Operation (EW) | ||
- | * Piloting (Fast Spaceship) | ||
- | * Piloting (Hyperspace) | ||
- | * Piloting (Aerospace) | ||
- | * Navigation(Space) | ||
- | * Navigation(Air) | ||
- | * Navigation(Hyperspace) | ||
- | * Piloting(Remote controlled) | ||
- | * Piloting(Aerospace) | ||
- | * Gunner(Beams) *3 | ||
- | |||
- | Other Equipment maintain: (some of the spaceship maintain skills in addition for other equipment too) | ||
- | * Armoury (Body Armor) | ||
- | * Armoury (Small Arms) | ||
- | * Mechanic(Robots) | ||
- | |||
- | Science skills, these are optional, but someone having a point in most of these and electronics operation(scientific) could come handy at some point. | ||
- | * Archaeology | ||
- | * Biology | ||
- | * Chemistry | ||
- | * Farming | ||
- | * Forensics | ||
- | * Geology | ||
- | * Metallurgy | ||
- | * Paleontology | ||
- | * Pharmacy | ||
=====Technology===== | =====Technology===== | ||
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All basic technology skills are at a base of TL 10 as that is the common TL. If you wish you can freely place any of your skills at a lower TL(8-9). | All basic technology skills are at a base of TL 10 as that is the common TL. If you wish you can freely place any of your skills at a lower TL(8-9). | ||
- | You can however buy single skills at TL 11 by buying advanced skill perks. (see Basic skills/background below). Note that this concentration on the newest things makes it harder to use older gear. | + | You can however buy single skills at TL 11 by buying advanced skill perks. (see Suggested |
- | + | ||
- | You can buy off the penalty as a separate average technique to each skill and TL or buy a second skill at different TL and use the one with highest effective skill. | + | |
- | + | ||
- | Effects of TL 10: | + | |
- | |TL of item|IQ based skill|other based skill| | + | |
- | |11|-5|-1| | + | |
- | |10|0|0| | + | |
- | |9|-1|-1| | + | |
- | |8|-3|-2| | + | |
- | |lower|-2/ | + | |
- | Effects of TL 11: | + | You can buy off the penalty as a separate average technique to each skill and TL or buy a second skill at different |
- | |TL of item|IQ based skill|other based skill| | + | |
- | |11|0|0| | + | |
- | |10|-1|-1| | + | |
- | |9|-3|-2| | + | |
- | |8|-5|-3| | + | |
- | |lower|-2/each|-1/each| | + | |
- | =====Basic character package | + | See: [[technology# |
- | Select one of the [[character training packages]] as base then add ranger package. | + | =====Basic character package |
+ | Select one of the [[character training packages]] as base ranger package. | ||
It is not normally a good idea to focus too much on one thing, so if you are going to be combat based special background you should select something else here. | It is not normally a good idea to focus too much on one thing, so if you are going to be combat based special background you should select something else here. | ||
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* Army: For normal troops select the shooter or sniper package. For special forces select something else and take the special forces background as your special background. Make sure you have at least 4 points in battlesuit skill. if you were in infantry you should have more battle suit skill(The battlesuit trooper extra training is good for this). | * Army: For normal troops select the shooter or sniper package. For special forces select something else and take the special forces background as your special background. Make sure you have at least 4 points in battlesuit skill. if you were in infantry you should have more battle suit skill(The battlesuit trooper extra training is good for this). | ||
* Survey: Either select spaceship crew as navy or specialist scientist. | * Survey: Either select spaceship crew as navy or specialist scientist. | ||
- | * Postal service: Not very common, though a postal investigator might make sense. | + | * Postal service: Not very common, though a postal investigator might make sense, such are similar to marshals below. |
* Marshals: Basically same as rangers, but more at home in civilized settings: Most are investigators. | * Marshals: Basically same as rangers, but more at home in civilized settings: Most are investigators. | ||
* Patrol: As navy above. | * Patrol: As navy above. | ||
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* Palace guard; again not very likely. | * Palace guard; again not very likely. | ||
- | Special note: if you wish, one or two of the characters can something from below instead of a ranger. Such character will not have even the basic ranger training below and instead those points go to the Basic skills/ | + | =====Ranger package |
- | * A Science and Environment field agent(rank 1-2) or a scientist(rank 2) that is assigned to the group. | + | |
- | * Army colonial troop chief(rank 1-2), that will be assigned to the group. | + | |
- | + | ||
- | =====Ranger package | + | |
Advantages: Law enforcement powers(everywhere except Primary and secondary systems -20%)[8], Rank(courtesy) 1[1], Cultural familiarity(colonies)[1] | Advantages: Law enforcement powers(everywhere except Primary and secondary systems -20%)[8], Rank(courtesy) 1[1], Cultural familiarity(colonies)[1] | ||
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Another 9 of:[2 each]Forced Entry, Beam weapons(Rifle, | Another 9 of:[2 each]Forced Entry, Beam weapons(Rifle, | ||
- | Guns (Pistol, Rifle, Shotgun, or Submachine Gun), | + | Guns (Pistol, Rifle), |
or Liquid Projector (Sprayer), all (E) DX+1 [2]; | or Liquid Projector (Sprayer), all (E) DX+1 [2]; | ||
Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First | Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First | ||
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(any), Forward Observer, Leadership, or Scuba, all IQ (A) | (any), Forward Observer, Leadership, or Scuba, all IQ (A) | ||
[2]; Strategy or Tactics, both (H) IQ-1 [2]; Skiing (H) HT-1 [2]; Survival | [2]; Strategy or Tactics, both (H) IQ-1 [2]; Skiing (H) HT-1 [2]; Survival | ||
- | (any other) (A) Per [2];Vac suit[2] | + | (any other) (A) Per [2];Vac suit[2] |
Other services: have had basic ranger training: | Other services: have had basic ranger training: | ||
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- | ===== Ranger bionic package | + | ===== Ranger bionic package |
- | All rangers get basic bionic enchantment unless they have better previously. | + | All rangers get [[basic bionic enchantment]] unless they have better previously. |
- | ====Biomonitor Implant (TL9)==== | + | ===== Additional training 125 ===== |
- | This implant monitors vital signs: pulse, heartbeat, | + | |
- | blood pressure, respiration, | + | |
- | alcohol levels, as well as the overall condition of the user’s | + | |
- | other cybernetics. It includes a small wrist display, and can | + | |
- | connect to a neural interface (p. 48) or computer implant | + | |
- | (p. 215). It gives a +2 bonus to any First Aid, Diagnosis or | + | |
- | Physician rolls on the cyborg, as long as the medic can see | + | |
- | the display. Halve the bonus if the user can see it but has to | + | |
- | describe it to the medic. If the medic has a neural interface | + | |
- | or a computer, he can jack it into a port beside the visual | + | |
- | readout and monitor the cyborg directly. | + | |
- | Statistics: | + | Get 5 additional [[Character extra training|training packages]] of your choice. |
- | + | * One of the training packages can be replaced by [[style training]] if you wish and do not yet have a style. | |
- | ====Implant Video Comm (TL9)==== | + | |
- | This implanted radio communicator (p. 44) is spliced | + | |
- | into the recipient’s optic nerves to provide a video display. | + | |
- | It has a range of one mile, and can be used to subscribe to | + | |
- | a cell phone or net service provider. | + | |
- | + | ||
- | Statistics: Radio (Reduced Range, x1/10, -30%; Electrical, -20%; Video, +40%,Secure +20%) | + | |
- | [11]. 11 points | + | |
- | + | ||
- | ====Filter Implant (TL9)==== | + | |
- | A self-regenerating particle-filtration system integrated | + | |
- | into the recipient’s lungs. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ====Bioplastic Skin (TL10)==== | + | |
- | This modification covers the recipient’s body with a | + | |
- | sheath of living smart bioplastic (p. 171). It is thin and sensitive enough that it looks and behaves like normal skin, | + | |
- | and even heals itself. It is invisible armor covering the | + | |
- | entire body. It has DR 15 vs. burning or piercing damage, | + | |
- | DR 5 vs. other types of damage. | + | |
- | + | ||
- | Statistics: | + | |
- | [15]. 35 points | + | |
- | + | ||
- | ====Intestinal Recycler (TL10)==== | + | |
- | The human digestive system is imperfect, so waste matter always contains useful chemicals that could have been | + | |
- | metabolized and used by the body. This implant collects | + | |
- | waste matter and reprocesses it. | + | |
- | + | ||
- | Statistics: | + | |
- | + | ||
- | ====Computer Implant (TL9)==== | + | |
- | Statistics: Accessory (Tiny computer) [1]; Photographic | + | |
- | Memory (Temporary Disadvantage, | + | |
- | Recorded data only, -20%) [6] | + | |
- | ====Neural Jack (TL9)==== | + | |
- | This is a socket implanted in the body (usually the back | + | |
- | of the neck, base of the spine, or skull) with a communications interface. The user can plug an optical cable (p. 43) | + | |
- | into it and connect to a phone line, modem, etc. | + | |
- | Statistics: | + | |
- | + | ||
- | ====Internal Reinforcement(TL10)==== | + | |
- | Implanted bioplastic elements under the skin protect specially vital locations from damage, but are not as durable as armor. | + | |
- | + | ||
- | TL 10: hard to kill 2[4], Damage Resistance 10 - Ablative, -80%; Tough skin, -40%; Hardened 4, +80%; Head and torso vitals only, -60%[10] 14 points | + | |
- | + | ||
- | + | ||
- | ====Other services==== | + | |
- | Other Imperial services normally have same set except army replaces the bioplas armor with: [+21 points]\\ | + | |
- | Monocrys Subdermal Armor\\ | + | |
- | This diamondoid nanocrystal mesh grown under the patient’s skin provides DR 24 vs. piercing and cutting damage and DR 8 vs. other damage. | + | |
- | Statistics: DR 16 (Limited, Piercing and Cutting, -20%; Tough Skin, -40%) [32]; DR 8 (Tough Skin, -40%) [24]. 56 points. | + | |
- | + | ||
- | Some of the less combat survival oriented services do not bother with the intestinal recycler. | + | |
- | ===== Additional, training 100 ===== | + | |
- | + | ||
- | Get 4 additional [[Character extra training|training packages]] of your choice. | + | |
- | * One of the training packages can be replaced by [[style training]] if you wish. | + | |
* One of the packages can be replaced with Extra life if you wish. | * One of the packages can be replaced with Extra life if you wish. | ||
- | * One of the packages can instead be used to buy 25 points of advantages from Basic skills/background if you wish. This is specially useful if you wish to buy the 15 points | + | * One of the packages can instead be used to buy 25 points of advantages from Suggested |
Note that you can substitute similar skills (like beam weapons for guns, or different specializations of piloting and so on) | Note that you can substitute similar skills (like beam weapons for guns, or different specializations of piloting and so on) | ||
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This is also a good place to pick up some space ship skills. | This is also a good place to pick up some space ship skills. | ||
- | Non rangers/non army should select | + | Non rangers/non army should select |
=====Special power 25===== | =====Special power 25===== | ||
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- | =====Home world packages | + | =====Home world 8/15===== |
- | These define where you are from | + | Select your [[home world]] or use the one specified by special background |
- | ===Base package[8]=== | ||
- | |||
- | Area Knowledge: empire[1] home town[1], home planet[1], home sector[1] | ||
- | |||
- | Dabbler: History empire, History own planet, applied mathematics, | ||
- | |||
- | From a core world: | ||
- | * Cultural familiarity core worlds[1] | ||
- | * Savoir faire(any)[2] | ||
- | |||
- | From a colony world: | ||
- | * Cultural familiarity colonies [1] | ||
- | * Survival(any)[2] | ||
- | |||
- | Spacer: | ||
- | * Cultural familiarity spacers[1] | ||
- | * Spacer[1] | ||
- | * Vac suit[1] | ||
- | |||
- | ===Additional culture[0/ | ||
- | If your world has standard imperial culture use: | ||
- | * Speak, write imperial native[0], Cultural familiarity(Imperium)[0] | ||
- | |||
- | If your world has different culture than imperial standard then all following +7 points: | ||
- | * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] | ||
- | * Speak, write own native[0], Cultural familiarity(own culture)[0] | ||
- | |||
- | ===Specific[15]=== | ||
- | these are 15 points and replace the normal package for people from these. | ||
- | |||
- | From Haraza: | ||
- | * Speak, write One of the haraza languages native[0], Cultural familiarity(Haraza)[0] | ||
- | * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] | ||
- | * Area Knowledge: empire[1] own area[1], Haraza[1], home sector[1] | ||
- | * Survial Haraza[4] | ||
- | |||
- | From Elvenhome: | ||
- | * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] | ||
- | * Speak, write Elven[0], Cultural familiarity(Elven)[0] | ||
- | * Area Knowledge: empire[1] own area[1], Elvenhome[1], | ||
- | * Survival Woods[2] | ||
- | * Musical Instrument (any)[1] | ||
- | * Dabbler: History empire, History Elvenhome, Hobby skill(Elven lore from fantasy literature), | ||
- | |||
- | From non imperial world: | ||
- | * Area Knowledge: galactic area[1] home town[1], home planet[1], home sector[1] | ||
- | * Dabbler: History galactic area, History own planet, applied mathematics, | ||
- | * Cultural familiarity own world [1] | ||
- | * Survival(any)[2] or Savoir faire(any)[2] | ||
- | * Speak, write imperial native[6], Cultural familiarity(Imperium)[1] | ||
- | * Speak, write own native[0], Cultural familiarity(own culture)[0] | ||
- | * The own world/ | ||
- | |||
- | ===Other races[8]=== | ||
- | Take instead of basic package. | ||
- | |||
- | Area Knowledge: empire[1], own race area[1], home town[1], home planet[1], home sector[1] | ||
- | |||
- | Dabbler: History empire, History own planet, History own race, Computer Operation. (if you buy some of these skills as full skills, replace with suitable scholastic skills that you learned basics of in school)[1] | ||
- | |||
- | +2 points in Basic skills/ | ||
=====Physical attributes===== | =====Physical attributes===== | ||
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* Weight | * Weight | ||
* Age and service length | * Age and service length | ||
- | * Normally you can be a full ranger earliest at about 22(enter service at 18, 2 year service academy and 2 year assistant position) and due to the ability | + | * Normally you can be a full ranger earliest at about 22(enter service at 18, 2 year service academy and 2 year assistant position) and due to the ability |
- | * It takes at least 5 years each to reach additional ranks. If you have 20 year service background you are at least 38 years old. | + | * It normally |
- | * If you want to randomly generate use: 16+2d for entry age, add 2 years service academy, 2d6 years additional service and +2d6/each extra rank over " | + | * If you want to randomly generate use: 16+2d for entry age, add 2 years service academy, 2d6 years additional service and +2d6-1/each extra rank over " |
* Skin color/ | * Skin color/ | ||
- | * Home gravity. | ||
- | =====Basic skills/background | + | |
- | Get 17 points total(10 if you had a 15 point home world package), in following to give your background | + | =====Suggested background 0-60===== |
+ | ===Suggested background advantages=== | ||
+ | It it suggested that you buy the following: | ||
+ | * Legal immunity ranger[4] | ||
+ | * G-experience[10] | ||
+ | * 1-10 [[advantages# | ||
+ | * Note that: | ||
+ | * Driving License is required if you want to operate vehicles in any non colony world(and some colony worlds). Note that in the core worlds most people use public transportation. | ||
+ | * All rangers should be qualified for space ship operations. (Spacehsip crew/ | ||
+ | * Rangers tend to carry heavy weapons outside combat zones way often. This requires weapon License to carry LC2 weapons without the Legal immunity and LC1 weapons with it. | ||
+ | * The captain if the ship does not need the ship captain License as the scout ships are small enough, but most have it as the service pays for the training and the exam. | ||
+ | * If you have medical training the Doctor License is good to have. | ||
+ | * Improved G-Tolerance 0.3G/0.5G[5/10]. These are definitely useful: [[starrangers: | ||
+ | * If you do not have at least 10 points in wealth it usually makes sense to buy 10 to 20 points of wealth as you are supposed to be a respected member of a prestigious organization. | ||
+ | |||
+ | ===Advanced skills=== | ||
+ | You can buy up to 2 " | ||
+ | |||
+ | Each level of wealth(10/ | ||
+ | |||
+ | It is suggested that you buy as many as possible and upgrade to base TL 11 when possible. | ||
+ | |||
+ | As the spaceship the group has is TL 11, it is a good idea that the primary operators at least buy the skill for their main spaceship skills(pilot, | ||
+ | |||
+ | In game: Buying an " | ||
+ | |||
+ | ===Potential and actual 20 year benefits=== | ||
+ | If you have served for 15-19 years of your current 20 year hitch, you should buy following | ||
+ | * Independent income 1-2(potential -50%)[1]: represents both the higher pay for 20 year men and the retirement money you would get. | ||
+ | * Optional: Better gear(potential, | ||
+ | * Optional: | ||
+ | If you have served 20 years without having that as your edge, buy independent income as non potential version and can buy the better gear if you wish. | ||
+ | * Independent income 1-2[1-2]: represents both the higher pay for 20 year men and the retirement money you would get. | ||
+ | * Optional: | ||
+ | |||
+ | The level of the independent income depends on your rank and wealth. The 20 year benefit is 20% of the monthly pay, the 40 year benefit is 40%. Calculate the independent income based on the wealth level. Example a normal 20 year ranger would have a retirement/ | ||
+ | |||
+ | =====Basic skills/background | ||
+ | Get 34 points total-things | ||
+ | |||
+ | Use the remaining | ||
Max 2 points/ | Max 2 points/ | ||
- | ==== Background Skills | + | =====Final touches===== |
- | “lacking more than one or two of these items would likely get you marked as a weirdo by most people, and missing three or more would probably suggest an exceptionally abnormal psychology.” | + | Attributes: Any base attributes(ST,IQ,DX,HT) and some sub attributes(per,will) can raised up to 20. You can raise an attribute by lowering skills based on that attribute by the same number of total points. None of the skills can go down in the conversion. If some sub attribute would be over 20 after this you must reduce it as part of the conversion. |
- | * Area Knowledge; | + | |
- | * Current Affairs; | + | |
- | * Housekeeping; | + | |
- | * At least one of Carousing, Connoisseur (any), Games (any), Hobby Skill (any), Musical Instrument (any), Singing, or Sports (any). | + | |
- | ==== Everyman Skills | + | ===== Equipment ===== |
- | Relying on defaults is rarely fun. In GURPS, certain skills are necessary for adventurers, | + | [[Starting equipment]] |
- | * Carousing, Diplomacy, Fast-Talk, or Interrogation -- Eventually, everybody wants to interrogate/ | + | |
- | * Climbing, Hiking, and Stealth -- The party is only as good at these things as its worst party member, and nearly every party has to move around as a unit at some point. | + | |
- | * Hiking, Driving or Riding -- Travel is vital to adventure | + | |
- | * First Aid -- Effective bandaging isn't an unskilled activity | + | |
- | * Gesture -- Sooner or later, communication without making a sound will be vital to almost any party' | + | |
- | * Observation, | + | |
- | * Savoir-Faire or Streetwise -- Everybody came from somewhere. It's passing annoying when a player just assumes that her PC would "get on with folks in her element" | + | |
- | ==== Action ==== | ||
- | I further suggest -- strongly -- that action heroes have most of this list as well: | ||
- | * Melee Weapon {Axe/Mace, Knife or Staff} -- Wielding a stick, knife, or heavy tool to any real effect requires practice. These common improvised weapons are not idiot-proof, | ||
- | * Missile Weapon {Guns, beam weapons} -- However easy "point and shoot" looks, it's quite tough in reality. No credible action hero lacks competency at all ranged combat. | ||
- | * Unarmed Melee {Karate, | ||
- | * Forced Entry -- No, it isn't easy to kick in a door. Actually, unless you know how, you'll hurt yourself. | ||
- | * Holdout -- " | ||
- | * Grappling {Judo,Sumo Wrestling, or Wrestling} -- The number of people who think they should be able to grab others automatically is astounding. In fact, this is a difficult feat, trickier than hitting people, and absolutely requires training. | ||
- | * Throwing -- Whether you're tossing things to friends or grenades at enemies, this is a trained skill, so it pays to know it. | ||
- | * Spacer, Vac suit and different gravity maneuvers(it is just boring to be totally incompetent in such situations) | ||
- | * Acrobatics(Astrobatics, | ||
- | * Breath control and autohypnosis: | ||
- | * Assess enemy skills: Tactics, | ||
- | * Using a battlesuit: Battlesuit and Battlesuit (Skill) Training, if you want the extra power of battlesuits. | ||
- | ====Group skills==== | + | ====== alt skills ====== |
- | Note [[Maintaining technology]] as it is usually a good idea to have one point in the repair skills of items that you use that require maintenance and skill. This is often the case for any large electronics/ | + | |
- | Spaceship Repair: | + | Academic |
- | * Armoury | + | |
- | * Electronics Repair | + | |
- | * Electronics Repair | + | |
- | * Electronics Repair (Computers) | + | |
- | | + | |
- | * Electrician | + | |
- | * Mechanic (Life Support) | + | |
- | * Housekeeping | + | |
- | * Electronics Repair(Medical) | + | |
- | * Armoury (Force Shields) | + | |
- | * Electronics Repair (Scientific) | + | |
- | * Mechanic (Spaceship) | + | |
- | * Electronics Repair (EW) | + | |
- | * Mechanic (Reactionless Drive) | + | |
- | * Mechanic | + | |
- | * Mechanic | + | |
- | Spaceship Operation: | + | Analyze! |
- | * Electronics Operation | + | |
- | * Electronics | + | |
- | | + | |
- | | + | |
- | * Electronics Operation (Scientific) | + | |
- | * Electronics Operation (EW) | + | |
- | * Piloting (Fast Spaceship) | + | |
- | * Piloting (Hyperspace) | + | |
- | * Navigation(Space) | + | |
- | * Navigation(Hyperspace) | + | |
- | * Piloting(Remote controlled) | + | |
- | * Piloting(Aerospace) | + | |
- | * Gunner(Beams) *3 | + | |
- | Other Equipment maintain: | + | Astronautics! |
- | * Armoury | + | |
- | * Armoury | + | |
- | * Mechanic(Robots) | + | |
- | Science skills, these are optional, but someone having | + | Athlete! (DX): Acrobatics, Climbing, Escape, Free Fall, Jumping, Parachuting & Stealth. Make a HT based roll for Hiking, Lifting, Running, Skating, Skiing & Swimming. Make an IQ based roll for Scuba. |
- | * Archaeology | + | |
- | * Biology | + | |
- | * Chemistry | + | |
- | * Farming | + | |
- | * Forensics | + | |
- | * Geology | + | |
- | * Metallurgy | + | |
- | * Paleontology | + | |
- | * Pharmacy | + | |
- | ====Background/ | + | Criminal! (IQ): Area Knowledge, Criminology, |
- | Suggested: Legal immunity ranger[5] and g-experience[10] and at least some Licenses. | + | |
- | * Many/most rangers effectively have limited legal immunity: Legal immunity(Ranger) [5] | + | Deceive! (IQ): Acting, Disguise |
- | * Wealth [10/20] | + | |
- | * Status 1[5] | + | |
- | * Appearance [4/12] | + | |
- | * Fit[5/15] | + | |
- | * Charisma 1[5] | + | |
- | * One level of any acute sense[2 each] | + | |
- | * Absolute Direction[5] | + | |
- | * Eidetic memory[5] | + | |
- | * Flexibility[5] | + | |
- | * Languages[1-6] each | + | |
- | * Less sleep 1-2[2-4] | + | |
- | * Lighting calculator [2] | + | |
- | * Metabolic control [2] | + | |
- | * Night vision 1[1] | + | |
- | * Rapid healing[5] | + | |
- | * Reputation 1-3 levels [1-5/ | + | |
- | * Social chameleon[5] | + | |
- | * Versatile[5] | + | |
- | * Visualization[10] | + | |
- | * Voice[10] | + | |
- | * Cultural familiarities 1 each | + | |
- | * Points for money[1-10] each gives $5,000*wealth multiple freely usable money | + | |
- | * Drifter [1-3], each allows you to use $10,000*wealth multiple more over the 20% base of your starting wealth on adventurer equipment up to a total of 80% starting wealth. | + | |
- | * Improved G-Tolerance 0.3G/ | + | |
- | * G-Experience[1-10] | + | |
- | * Background Knowledge[1] each | + | |
- | * [[advantages# | + | |
- | Attributes: | + | |
- | * Strength: Can buy +1 in one of: strength[10], | + | |
- | * Extra hit points: Humans and Mandril can have up to 100% of strength as extra hitpoints. Other races up to 50% | + | |
- | ====Potential and actual 20 year benefits==== | + | Engineer! |
- | If you have served for 15-19 years of your current 20 year hitch, you should buy following potential advantages that you get when you get to 20 years. | + | |
- | * Independent income 2(potential -50%)[1]: represents both the higher pay for 20 year men and the retirement money you would get. | + | |
- | * Optional: Better gear(potential, -50%) [3] | + | |
- | * Optional: | + | |
- | If you have served 20 years without having that as your edge, buy independent income as non potential version and can buy the better gear if you wish. | + | |
- | * Independent income 2[2]: represents both the higher pay for 20 year men and the retirement money you would get. | + | |
- | * Optional: | + | |
- | ====Advanced skills==== | + | Medical! (IQ): Diagnosis, Electronics Operation (Medical Equipment), Expert (Epidemiology), |
- | You can buy up to 2 " | + | |
- | Each level of wealth(10/ | + | Personal Combat! |
- | As the spaceship the group has is TL 11, it is a good idea that the primary operators at least buy the skill for their main spaceship skills(pilot, navigator, sensors, gunners, techs). | + | Scholar! (IQ): Archaeology, Connoisseur |
- | In game: Buying an " | + | Smooth Operator! |
- | ====Bionics==== | + | Space Command! (IQ): Administration, Diplomacy, Expert(Military Science), Intelligence Analysis, Law (Space), Leadership, Psychology, Public Speaking, Savoir-Faire (Military), Ship Handling, Strategy & Tactics. Make Will based roll for Intimidation. Add large Wildcard bonus to Will rolls to resist efforts to sway the character from his duty or to persist in carrying out his duty. Add the small Wildcard bonus to Will rolls by subordinates to resist efforts to sway them from their duty or to persist in carrying out their duty. Add the small Wildcard bonus to HT and similar rolls for the character to persist in carrying out his duty. |
- | You can buy additional bionics, but they cost both points | + | |
- | ====Optional style things==== | + | Survivor! (IQ): Animal Handling (defensive only), Armory (TL 0), Camouflage, Disguise (Animals), Mimicry (Bird & Animal Sounds), Naturalist, Navigation & Weather Sense. Make a Per based roll for Fishing, Search, Survival & Tracking as well as Observation |
- | If you selected | + | |
+ | Trader! (IQ): Accounting, Administration, | ||
- | ===== Equipment ===== | + | For Star Trek TOS fans, Astronautics! & Space Command! are the gold shirt skills, Analyze! & Medical! are the blue shirt skills, and Engineer! and Personal Combat! are the red shirt skills. |
- | [[Starting equipment]] | + | |
+ | Optional Skills: | ||
+ | |||
+ | This is heavily Star Trek inspired. However some Space Opera plays up ground combat and some may prefer more than one personal combat skill. So here are some options for those who believe ST means Starship Troopers: | ||
+ | |||
+ | Hand to Hand! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Flail, Forced Entry, Judo, Karate, Knife, Kusari, Polearm, Shortsword, Spear, Staff, Sumo Wrestling, Two Handed Axe/Mace, Two Handed Flail, Two Handed Sword, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX, bonus is +2 for skill of DX+1 or more. Make a Per based roll for Body Language to detect violent intent. Make a Will based roll for Intimidation. Optionally, grant two points in Perks or Techniques for every point of Wild Card bonus. | ||
+ | Shooting! (DX): Beam Weapons, Bow, Crossbow, Fast Draw, Gunner, Guns, Innate Attack, Liquid Projector, Stealth, Throwing & Thrown Weapon. Make a HT based roll for Breath Control for shooting purposes. Make an IQ based roll for Camouflage. Make an IQ based roll for Holdout with weapons or Tactics for small arms. Make a Per roll for Observation of ambushes and other related fire combat issues and for Search for concealed weapons. Add the small Wild Card bonus to Accuracy. Optionally, grant one point in Perks or Techniques for every point of Wild Card bonus. Raise this to two points if using Tactical Shooting. | ||
+ | Surface Command! (IQ): Administration, | ||
+ | Trooper! (IQ): Artillery, Electronics Operation (Military systems), Engineer(Combat), |
starrangers/character_creation.1434906815.txt.gz · Last modified: 2018/07/31 23:23 (external edit)