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srb:character_creation [2020/03/27 15:48]
weby
srb:character_creation [2020/07/22 04:40] (current)
weby
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 All campaign start characters are 16-18 year olds from lower class families and neighborhoods on a planet that is not fully terraformed "abandoned colony". All campaign start characters are 16-18 year olds from lower class families and neighborhoods on a planet that is not fully terraformed "abandoned colony".
  
-The technology is mostly about earth year 1990 and the world has just recently regained interplanetary space flight.+The technology is mostly about earth year 1985-1990 and the world has just recently regained interplanetary space flight.
  
 You are all trying to get into [[mardets]] as a way to get adventure and a good career. You are all trying to get into [[mardets]] as a way to get adventure and a good career.
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     * Role on group, so that all the basic needs of the group are filled. This is defined by the [[theme]] you select, but obviously also the [[class]] training, but also [[skills]] and [[feats]] selection. The starting class has less effect as you can easily multi-class.     * Role on group, so that all the basic needs of the group are filled. This is defined by the [[theme]] you select, but obviously also the [[class]] training, but also [[skills]] and [[feats]] selection. The starting class has less effect as you can easily multi-class.
-       * The group should have at least someone for following roles in the long run+       * The group should have at least someone for following roles to start
-            Tech +           * Tech/engineer: Engineering 8+ /recommend 10+   
-            Communications +           * Pilot/space pilot/driver: Piloting minimum 8+/recommend 10+ 
-            Pilot +           Someone to interact with others. Diplomacy, bluff or intimidate minimum 8+/recommend 10+ 
-            Space pilot +           Combat 
-            Driver +           Medical Medicine minimum 8+/recommend 10+ 
-            Explosive ordnance disposal +       * and fairly soon: 
-            Face-someone to interact with others(usually best if it is the highest rank character) +           Electrician: Electronics minimum 8+/recommend 10+ 
-            Hacker +           * Hacker: Computers minimum 8+/recommend 10+ 
-            Security systems bypass +           * Security systems bypass. Electronics minimum 8+/recommend 10+ 
-            Detective/Forensics for crime scene investigations+           Investigator: Investigate minimum 8+/recommend 10+ 
 +           * Scientist: Life science minimum 8+/recommend 10+ 
 +           * Scientist: Physical science minimum 8+/recommend 10+
  
 Most of the characters should likely take the first class as something that helps them survive. Good choices are: Most of the characters should likely take the first class as something that helps them survive. Good choices are:
    * Adept or Sentinel  -> Take the barrier for the DR, That 1 DR is a lot in the early low damage enemy attacks.    * Adept or Sentinel  -> Take the barrier for the DR, That 1 DR is a lot in the early low damage enemy attacks.
-   * Soldier or Vanguard -> Toughness feat is a great help in surviving hits. +   * Soldier or Vanguard -> Toughness feat is a great help in surviving hits and full BAB helps in hitting
-   * Combat Engineer ->ranged attack Incinerate or Cryo Blast and try to stay out of melee+   * Combat Engineer ->ranged attack Incinerate or Cryo Blast and try to stay out of melee
 + 
 + 
 +Note that if you use your level one extra feat for second toughness or take a really high CON, there should be lot less need for the above things and can take the first level as something else. 
 + 
 +It is highly recommended that if you do not have special defenses like the barrier, you should at least have 12-15 hit points at level 1. With such a 8-10 is enough(and that 8 comes automatically as minimum).
  
  
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    * SPLIT: 16, 16, 11, 10, 10, 10    * SPLIT: 16, 16, 11, 10, 10, 10
    * VERSATILE: 14, 14, 14, 11, 10, 10    * VERSATILE: 14, 14, 14, 11, 10, 10
 +   * FLAT: 13, 12, 12, 12, 12, 12
 +   * LOOP SIDED: 17, 16, 16, 8, 8, 8
 +   * HIGHS AND LOWS: 18, 18, 13, 8, 8, 8
  
 Then add racial modifiers. (+2 CON for human) Then add racial modifiers. (+2 CON for human)
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 Do your [[levels]] as normally for the first level. Do your [[levels]] as normally for the first level.
 +
 +It is suggested that the characters have trained for some actual profession, that is have taken one rank in a professional skill. Some possibly useful ones from among hundreds possible below:
 +  * Some professional creative like:  artist,  writer...  
 +  * Someone who knows about corporations like: corporate professional, lawyer, accountant...
 +  * Some management like: general contractor, manager...
 +  * Knowing about society: politician, bureaucrat...
 +  * Know about the seedy side of the society: courtesan,bounty hunter, smuggler...
 +  * Or just some useful skill like: cook, farmer, miner...
 +
 +Alternatives could be some other skill, at least if you have a skill focus or optional specialization in them:
 +  * A perform skill could do well instead to do professions like: actor, video personality, orator, poet, comedian,dancer, musician... 
 +  * Engineering for a technician, electrician, mechanic or similar.
 +  * Sleight of Hand and Bluff for a con man...
 +  * Medicine for a paramedic or nurses assistant.
 +  * Physical Science/Life Science for a research assistant, lab assistant, science teacher or similar.
 +  * Piloting for a driver.
 +  * Intimidate for a bouncer.
 +
 +But most of you will have gone through a vocational training and it would be good for the group to have some coverage of the main areas.
  
 ==== Starting Additional Feats ==== ==== Starting Additional Feats ====
 In the beginning you get following [[feats]] in addition to the level feats above. In the beginning you get following [[feats]] in addition to the level feats above.
-   * Culture: Bayaran +   * Culture: Own culture: Start: Bayaran 
-   * Language: Ameringlish+   * Language: Own Language: Start: Ameringlish
    * Armor: Light armor    * Armor: Light armor
    * Weapons: Pistol, Basic melee    * Weapons: Pistol, Basic melee
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 ==== Gear ==== ==== Gear ====
 Everyone gets: Everyone gets:
-   * One set of normal clothes 2lb +   * One set of normal clothes 1kg 
-   * personal grooming equipment 1lb+   * personal grooming equipment 0.5kg
    * Buy Gear for $100*Starting level^2. Thus $100 for starting characters.    * Buy Gear for $100*Starting level^2. Thus $100 for starting characters.
    * Class specific items:    * Class specific items:
-     * Adept,Sentinel,Mystic  Organizer + amp module and wires +     * Adept,Sentinel,Mystic Organizer + amp module, one 2 kb eeprom cartridge with 1 level 1 Biotic control program and 1kb free space. 
-     * Combat Engineer,Infiltrator,Scientist: Organizer + Remote control module.+     * Combat Engineer,Infiltrator,Scientist: Organizer + Remote control module, one 2 kb eeprom cartridge with 1 level 1 Tech control program and 1kb free space.
      * Envoy: Derringer (5mm), 50 ammo 5mm, Cellular Phone      * Envoy: Derringer (5mm), 50 ammo 5mm, Cellular Phone
      * Soldier: Pathfinder (5mm revolver), 50 ammo 5mm, Knife      * Soldier: Pathfinder (5mm revolver), 50 ammo 5mm, Knife
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    * 225: Pathfinder (5mm revolver)+125 ammo 5mm    * 225: Pathfinder (5mm revolver)+125 ammo 5mm
    * 50: Small First Aid Kit + 2 Hemostatic Bandages    * 50: Small First Aid Kit + 2 Hemostatic Bandages
-   * 100: Cellular Phone(if none) +   * 100: Cellular Phone(if none in the group
-   * 200: Mini-Tool Kit+   * 200: Mini-Tool Kit(any and all)
    * 25: Multi-Function Knife    * 25: Multi-Function Knife
    * 50: Multi-Tool    * 50: Multi-Tool
-   * 100: Walkie-Talkie +   * 100: Walkie-Talkie (likely need 2 to be useful) 
-   + 
 + 
 +Other useful things: 
 +    * Rope 
 +    * hatchet 
 +    * Shovel, Folding 
 + 
 + 
 +In addition it is suggested that everyone get a simple melee weapon if they do not get one of above and winter clothes. 
 + 
 +Also for hobbies and similar: That is any skill 8+ at level 1 
 +   * Acrobatics: Starting money: skill*5 cr from performing 
 +   * Athletics: skiis and small climbing kit. 
 +   * Biotics: one biotic skill program 
 +   * Bluff: Starting money: (skill-1)*5 cr from gambling winnings+ pack of playing cards. 
 +   * Computers: a Home computer with modem. 
 +   * Culture: Research material: Small library culture(mostly old magazines) 
 +   * Diplomacy: contacts: +2 to gather information in home town. 
 +   * Disguise: Mini Disguise toolkit 
 +   * Electronics: Mini toolkit Electronics 
 +   * Engineering: Mini toolkit Tech 
 +   * Investigate: Mini toolkit Forensics 
 +   * Intimidate: Starting money: skill*5 cr from school bullying 
 +   * Life Science: Research material: Small library Life science(mostly old magazines) 
 +   * Medicine: Large first aid kit 
 +   * Perception Starting money: skill*5 cr from sold found things 
 +   * Perform Starting money: skill*5 cr from performing 
 +   * Physical Science:  Research material: Small library Physical science(mostly old magazines) 
 +   * Piloting:Starting money: skill*5 cr from working  
 +   * Profession: Starting money: skill*5 cr from working 
 +   * Sense Motive  Starting money: skill*5 cr from gambling 
 +   * Sleight of Hand: Starting money: skill*5 cr from dishonest things. 
 +   * Stealth: Reversible camouflage suit: +1 stealth snow/forest 
 +   Survival: Camping equipment: sleeping bag, 2 man tent, camping basics.
  
-In addition it is suggested that everyone get a simple melee weapon if they do not get one of above 
  
  
srb/character_creation.1585349298.txt.gz · Last modified: 2020/03/27 15:48 by weby