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srb:character_creation

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Character creation

Character background

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 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.

Character planning

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. 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:
      • Tech
      • Communications
      • 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/Forensics for crime scene investigations

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.
  • Soldier or Vanguard → Toughness feat is a great help in surviving hits.
  • Combat Engineer →ranged attack Incinerate or Cryo Blast and try to stay out of melee

Character creation steps

Ability scores

Select one of the options below and assign them to your ability scores

  • FOCUSED: 18, 14, 11, 10, 10, 10
  • SPLIT: 16, 16, 11, 10, 10, 10
  • VERSATILE: 14, 14, 14, 11, 10, 10

Then add racial modifiers. (+2 CON for human)

Theme

Select your theme. This is a basic focus for your character regardless of the class choices.

First level

Select your starting class

Do your levels as normally for the first level.

Starting Additional Feats

In the beginning you get following feats in addition to the level feats above.

  • Culture: Bayaran
  • Language: Ameringlish
  • Armor: Light armor
  • Weapons: Pistol, Basic melee
  • One skill focus feat of your choice
  • One Toughness feat for being human if human. For other races the racial starting things.

Replacement Characters

If you change characters the new character gets 80% of the XP of the previous character or 60% the XP of the highest XP character in the group whichever is higher.

If you change to an existing NPC who is along you get a 10% bonus xp, thus higher of 90% own xp or 70% group XP.

For such characters do the levels that you can get for that XP.

Gear

Everyone gets:

  • One set of normal clothes 2lb
  • personal grooming equipment 1lb
  • Buy Gear for $100*Starting level^2. Thus $100 for starting characters.
  • Class specific items:
    • 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, one 2 kb eeprom cartridge with 1 level 1 Tech control program and 1kb free space.
    • Envoy: Derringer (5mm), 50 ammo 5mm, Cellular Phone
    • Soldier: Pathfinder (5mm revolver), 50 ammo 5mm, Knife
    • Vanguard,Operative: Leather armor, Cleaver, Metal baton

Suggested things/packages to think about: (pooling group money is a good idea to get some of these)

  • 150: Derringer (5mm) + 50 ammo 5mm
  • 225: Pathfinder (5mm revolver)+125 ammo 5mm
  • 50: Small First Aid Kit + 2 Hemostatic Bandages
  • 100: Cellular Phone(if none)
  • 200: Mini-Tool Kit
  • 25: Multi-Function Knife
  • 50: Multi-Tool
  • 100: Walkie-Talkie

In addition it is suggested that everyone get a simple melee weapon if they do not get one of above

srb/character_creation.1585416856.txt.gz · Last modified: 2020/03/28 10:34 by weby