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[Sticky] Character Creation

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jaquin
(@jaquin)
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Joined: 1 year ago
Posts: 68
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Setting
   This campaign will be set in a Solar System referred to as Charley's Eyes.  This is a binary solar system on the edge of where Forbidden Space meets the Unchartered Territories, and as such is far outside the realm of human or similar space.  Here, reason won out.  When it was discovered that gap drives were causing holes in space-time and the eventual imminent destruction of the universe, the locals did not just shrug and continue business is usual.  Here, the technology was tightly controlled and in most cases destroyed entirely, with the consent of the majority.  With gap drives gone, travel between planets was still feasible on a weekly/monthly scale; but not travel between solar systems.  Official envoys still traversed the gap, but only rarely.
   You, the player, are part of one such envoy.  Per trade agreements, a massive command ship would continue to revisit Charley's Eyes every ten years.  Millions of random aliens will take advantage of this opportunity to hitch a ride across the galaxy to a new solar system.  Your reasons for doing so are your own.
   Not much is known about Charley's Eyes in the galaxy at large.  It was only discovered within the last century, and as such had less time for massive exploitation before the end of the gap era.  As a balanced and semi-stable binary system, the habitable range of temperatures was significantly more widespread than a typical solar system.  Eight planets, hundreds of moons, and an asteroid belt all contain some appeal to various beings.  This diversity has led to massive immigration during the last two envoys as well, despite the relative unknown of the destination.

Character Design
   20 attribute points and 50 skill points will be the starting numbers.  Attribute ups will only be at every 100xp mark, but xp earned for adventuring will often be in the 10-20 point range to better represent development during downtime.  Time dilation will already make downtime between IRL adventures a bit fuzzy anyhow, so direct continuity will be by exception.
   Since you are not a local, absolutely any race is acceptable.  However, the following races might not have as much access to the entire solar system and it is recommended that you Not play the following:
gromflomites, humans, cyborgs, artificial intelligence, undead, parasites, shapeshifters, possessed _____, or hiveminds
   Additionally, mutants have a specific stigma in this quadrant.  There are no "natural" x-men style mutants.  Deliberate gene-doping, on the other hand, is extremely common in some circles for even the most cosmetic changes.  It is also extremely looked down upon in other circles, as the range of side effects skyrockets exponentially with multiple gene-tweaks.  Enough so that "melters" has become a derogatory term for individuals who have destabilized their own DNA to the point that they are no longer able to hold solid form, effectively becoming blobby ooze-men who look like they are made of melted wax.

Starting funds are 3d4x10000credits to be saved or spent on whatever equipment is desired.  A standard space onesie is 1000 credits but cheap versions that need regular cleaning are available as cheap as 100 credits.  The weapons and such listed in the Equipment post are not just standard for this solar system, but the entire quadrant.  Anything outside this list might be considerably more expensive and requires DM approval to purchase as starting equipment.
Anything outside of that price range, such as a space ship, power armor, or a robot vehicle, will require background skill points.  A good scale for that is like this:

Background: Transportation
Rank 1: junky stripped down power armor/one-man ship
Rank 2: basic model power armor/one-man ship, quality but weaponless; or a junky 6-crew ship/robot vehicle
Rank3: standard model power armor/one-man ship with built-in weapon; or a basic model 6-crew; or a junky 18-crew vessel
Rank4: advanced model 1-man; or standard model 6-crew; or a basic model 18-crew; or a junky freight hauler/personnel carrier
etc

 


   
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jaquin
(@jaquin)
Member Admin
Joined: 1 year ago
Posts: 68
Topic starter  

Some common Skills to take for the space adventurer:

Personal Combat: Pistols, Rifles, Heavy Weapons, Thrown Weapons, Melee, ZeroG-Movement

Pilot: Hovervehicles, Spacecraft, Power Armor, Robot Vehicles, Navigation

Tech: Scan&Sensory Equipment, Computer Programming, Computer Hacking, Weapons Targeting, Communications, Electronics

Espionage: Listen, Spot, Search, Stealth, Lock Picking, Sleight of Hand, Sabotage, Demolitions

Social: Bluff, Sense Motive, Diplomacy, Gather Information

 

This post was modified 2 months ago by jaquin

   
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jaquin
(@jaquin)
Member Admin
Joined: 1 year ago
Posts: 68
Topic starter  

For those of you that like to make piles of extra characters...  I'd like to get a couple extra ready-to-go characters that new players could just sit down and play without any foreknowledge.  If you have an idea or three to donate, please do so like this:

Post them in their own thread just like you would with your personal character.

Post the Title: Open PC: ________ so that it stands out, and we will mod the title if/when anyone chooses to take the extra character.


   
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