starrangers:character_creation
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
starrangers:character_creation [2015/06/30 11:35] – [Suggested background 0-40] weby | starrangers:character_creation [2019/06/18 09:50] (current) – weby | ||
---|---|---|---|
Line 5: | Line 5: | ||
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] | ||
Line 15: | Line 21: | ||
- -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(500 points) you can be [[Ultimate Action Hero]](470),get an extra 25 point training package and 5 more points for the basics/ | + | * 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===== | ||
Line 22: | Line 38: | ||
* Role on group, so that all the basic needs of the group are filled. see: [[Suggested Characters]] | * 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: [[Character special background]] | * The special background, as that defines a lot of how the character will be. see: [[Character special background]] | ||
- | * 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. | ||
Line 30: | Line 46: | ||
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 " | + | |
Line 55: | Line 69: | ||
See: [[technology# | See: [[technology# | ||
- | =====Basic character package 200===== | + | =====Basic character package 200/350===== |
Select one of the [[character training packages]] as base ranger package. | Select one of the [[character training packages]] as base ranger package. | ||
Line 76: | Line 90: | ||
* 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] | ||
Line 116: | Line 126: | ||
- | ===== 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. | ||
- | ===== Additional, training | + | ===== Additional training |
- | Get 4 additional [[Character extra training|training packages]] of your choice. | + | 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. | + | * One of the training packages can be replaced by [[style training]] if you wish and do not yet have a style. |
* 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) | ||
Line 135: | Line 145: | ||
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===== | ||
Line 147: | Line 157: | ||
- | =====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(radioactive wasteland)[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===== | ||
Line 228: | Line 177: | ||
* 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 " | * 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. | + | |
- | * Unless you have a named home world either due to a background or similar one you can use the following table: roll 2d and round the result to 2 decimals. (Note that approximately the same distribution is true for human colonized worlds) | + | |
- | * 2 microgravity: | + | |
- | * 3 extremely low: (3d-11)/40 +0.2g | + | |
- | * 4 very low (3d-11)/40 +0.4g | + | |
- | * 5 low (3d-11)/40 +0.6g | + | |
- | * 6 low medium (3d-11)/40 +0.8g | + | |
- | * 7 medium (3d-11)/40 +1g | + | |
- | * 8 high medium(3d-11)/ | + | |
- | * 9 high (3d-11)/40 +1.4g | + | |
- | * 10 very high (3d-11)/40 +1.6g | + | |
- | * 11 extremely high (3d-11)/40 +1.8g | + | |
- | * 12: Variable: This may be because of living in a small spin habitat, TL 11 alien world with gravity manipulation in some places, or things like living on a planet but working on a moon or space station. Roll twice and at minimum have g-experience in both, select one as base. | + | |
=====Suggested background 0-60===== | =====Suggested background 0-60===== | ||
Line 278: | Line 215: | ||
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/ | 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/ | =====Basic skills/ | ||
- | Get 42 points total-things used in the suggested background and eventual higher cost home world package. Some earlier options might give extra or fewer points here. You balance the points here. (Typically you have about 10-20 points to use here) | + | Get 34 points total-things used in the suggested background and eventual higher cost home world package. Some earlier options might give extra or fewer points here. You balance the points |
Use the remaining points on [[Basics/ | Use the remaining points on [[Basics/ | ||
Max 2 points/ | Max 2 points/ | ||
+ | |||
+ | =====Final touches===== | ||
+ | Attributes: Any base attributes(ST, | ||
===== Equipment ===== | ===== Equipment ===== | ||
[[Starting equipment]] | [[Starting equipment]] | ||
+ | |||
+ | ====== alt skills ====== | ||
+ | |||
+ | Academic (X)! (IQ): This requires a choice of specialty, about as broad as a college major. Skills include Current Affairs (X), Computer Operation, Expert (anything related to X), Intelligence Analysis (limited to X), Research & Writing. In addition, this includes any relevant skill for the field. So if X is Physics, it includes Physics, Mathematics and other related skills. GMs should be generous in determining related skills. | ||
+ | |||
+ | Analyze! (IQ): Astronomy, Computer Operation, Computer Programming, | ||
+ | |||
+ | Astronautics! (IQ): Artillery (Ship’s weapons), Computer Operations, Electronics Operations (all ship systems), Freight Handling, Navigation, Ship Handling & Spacer. Make a DX based roll for Free Fall, Gunner (Ship’s weapons), NBC Suit, Pilot & Vacc Suit. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Criminal! (IQ): Area Knowledge, Criminology, | ||
+ | |||
+ | Deceive! (IQ): Acting, Disguise (People), Fast Talk, Forgery, Fortune Telling, Mimicry (Speech), Psychology, Savoir Faire and Streetwise. Make a HT based roll for Sex Appeal. Make a Per based roll for Body Language and Detect Lies. Add half of skill levels (rounded down) to default skill use but the bonus cannot exceed +3. | ||
+ | |||
+ | Engineer! (IQ): Armory, Computer Operation, Computer Programming, | ||
+ | |||
+ | Medical! (IQ): Diagnosis, Electronics Operation (Medical Equipment), Expert (Epidemiology), | ||
+ | |||
+ | Personal Combat! (DX): Axe/Mace, Beam Weapons, Boxing, Brawling, Broadsword, Fast Draw, Gunner, Guns, Judo, Karate, Knife, Shortsword, Spear, Staff, Sumo Wrestling, Throwing, Tonfa & Wrestling. +1 to unarmed damage and +1 ST to unarmed techniques with skill at DX+1, bonus is +2 for skill of DX+2 or more. Make a Per based roll for Body Language to detect violent intent. Make an IQ based roll for Tactics for small units. Make a Will based roll for Intimidation. | ||
+ | |||
+ | Scholar! (IQ): Archaeology, | ||
+ | |||
+ | Smooth Operator! (IQ): Acting, Diplomacy Fast Talk, Interrogation, | ||
+ | |||
+ | Space Command! (IQ): Administration, | ||
+ | |||
+ | 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 for the wilderness only. Make a DX based roll for Climbing & Stealth. Make a HT based roll for Hiking and Swimming. Apply large Wild Card bonus to Attribute rolls against wilderness hazards. | ||
+ | |||
+ | Trader! (IQ): Accounting, Administration, | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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.1435664124.txt.gz · Last modified: 2018/07/31 23:23 (external edit)