Character Generation Process
Posted: Sun Nov 01, 2020 7:40 am
A) Generating Stats
Standard Stats: STR, DEX, END, INT, EDU and SOC plus PSI and SAN if needed.
The first 6 are rolled using 3d6 but you get to choose which 2 scores are used for the initial value.
Belters on the float (Not one of the spun habitats) get STR:-1; DEX:+2; END:-1 due to consistent low gravity
Inhabitants of Poseidon get STR:+2; DEX-1; Ageing DM:-1 due to constant high gravity
B) Background Skills by Trade Code
C) Educational Background Skills
D) Universities and Academies
Please feel free to attend if you wish. If you do, I'll add the appropriate institution to the Wiki
E) Careers
Just bear in mind that there is not Jump Drive. So no Engineer(Jump) permitted.
And don't forget the ageing rolls!
And you can be drafted only once.
F) Posting Character Sheets
I'll set up a "PC Character" thread for each of you. These are your public personas
Please make the first post your public summary including
STR, DEX, END, INT,EDU,SOC are readable by people so they are public
Age
Gender
Skills by name but not grade (unless you want to)
Careers by term.
A Picture of how you look (if you can find one)
G) Associations
When you have all posted your sheets, each of you can find links with other players from your histories. Note that none of the characters can have more than 2 links...sort that out between yourselves.
Each link allows you to increase a skill by +1 (or have a new skill at +1) and MAY NOT INCREASE THE SKILL ABOVE +3.
H) Package Skills
Once associations are complete the following skills package is available. Each item in the list may be chosen only once. Each person gets 2 skills. The first is at level 1, the second at level 0. You cannot use this to increase a skill you already have. None of the skills in the list may be allocated to more than one person.
Any cash may be spent on starting equipment at TL10 or less. Note: Firearms may not be purchased with this starting cash. Some of you may have been mustered out with a weapon. This can be a firearm, but beware of the law levels in system.
Higher TL equipment is possible to purchase in the game context - so leave some cash for this.
The party also has the following things and associations at the start: Decide which character has each of these connections/things - one each. And come up with a good excuse of why you have it!
Standard Stats: STR, DEX, END, INT, EDU and SOC plus PSI and SAN if needed.
The first 6 are rolled using 3d6 but you get to choose which 2 scores are used for the initial value.
Belters on the float (Not one of the spun habitats) get STR:-1; DEX:+2; END:-1 due to consistent low gravity
Inhabitants of Poseidon get STR:+2; DEX-1; Ageing DM:-1 due to constant high gravity
B) Background Skills by Trade Code
- As: Athletics(Dexterity):+0
- Cx:Streetwise:+0
- De:Survival:+0
- Ga:Animals:+0
- Ic: Vacc Suit:0
- Oc: Seafarer:+0
- Po: Animals:+0
- Ri: Carouse:+0
- Va: Vacc Suit:+0
C) Educational Background Skills
- Admin:+0
- Animals:+0
- Art:+0
- Athletics:+0
- Carouse:+0
- Drive:+0
- Electronics:+0
- Flyer:+0
- Language:+0
- Mechanic:+0
- Medic:+0
- Profession:+0
- Science:+0
- Seafarer:+0 [Only available if the world has a hydro value of 1+]
- Streetwise+:0
- Survival:+0
- Vacc Suit:+0
D) Universities and Academies
Please feel free to attend if you wish. If you do, I'll add the appropriate institution to the Wiki
E) Careers
Just bear in mind that there is not Jump Drive. So no Engineer(Jump) permitted.
And don't forget the ageing rolls!
And you can be drafted only once.
F) Posting Character Sheets
I'll set up a "PC Character" thread for each of you. These are your public personas
Please make the first post your public summary including
STR, DEX, END, INT,EDU,SOC are readable by people so they are public
Age
Gender
Skills by name but not grade (unless you want to)
Careers by term.
A Picture of how you look (if you can find one)
G) Associations
When you have all posted your sheets, each of you can find links with other players from your histories. Note that none of the characters can have more than 2 links...sort that out between yourselves.
Each link allows you to increase a skill by +1 (or have a new skill at +1) and MAY NOT INCREASE THE SKILL ABOVE +3.
H) Package Skills
Once associations are complete the following skills package is available. Each item in the list may be chosen only once. Each person gets 2 skills. The first is at level 1, the second at level 0. You cannot use this to increase a skill you already have. None of the skills in the list may be allocated to more than one person.
- Admin
- Advocate
- Art(Any)
- Battledress (Experience with the cargo loaders at the docks NOT the fighting gear they are trying to invent)
- Carouse
- Diplomat
- Gun Combat(Any)
- Mechanic
- Melee(Any)
- Navigation
- Recon
- Science(Any)
- Streetwise
- Vacc Suit
Any cash may be spent on starting equipment at TL10 or less. Note: Firearms may not be purchased with this starting cash. Some of you may have been mustered out with a weapon. This can be a firearm, but beware of the law levels in system.
Higher TL equipment is possible to purchase in the game context - so leave some cash for this.
- A mobile phone
- At least one normal clothing outfit per level of SOC
- The uniform of the employer you just left.
The party also has the following things and associations at the start: Decide which character has each of these connections/things - one each. And come up with a good excuse of why you have it!
- Network(Merchant):+1
- Contact(Forensics)
- Contact(Media)
- A locked equipment case (Contents unknown)
- TL12 Vacc Suit (Experimental)
- Deeds to some land on New Earth (Never visited)
- A genuine Fijian War Club - from Old Earth.