Character Creation

Jan 28, 2022 12:23 pm
The core rulebook is available for free here. Create your characters according to the process laid out on pg.4 with the following exceptions/clarifications:

- All characters are human. No alien, robot or AI characters.

- Attributes are rolled as 3d6 and assigned as you wish. You may then choose a single one and set it to 14.

- You can either pick a Background or roll for one.
Jan 28, 2022 12:31 pm
I'm going to roll Attributes and Background to see where that leads.

Well, there's some 'Average' rolls. - I'll make the 5 a 14 and roll once on Dilettante Growth and twice on Learning.

Strength - 8 and Charisma 14 all others 9.
Connect - 1 , 2 'Any Skills' becomes Talk -0 and Trade-0.
Class - Expert
Foci - Specialist (Talk) Talk is now Talk-1.
- HenchKeeper
Skill pick - Shoot -0
Hit Points - 3

Looks like a 'Face' Character.
Last edited January 28, 2022 12:53 pm

Rolls

Stats - (3d6)

(162) = 9

Stats - (3d6)

(512) = 8

Stats - (3d6)

(261) = 9

Stats - (3d6)

(423) = 9

Stats - (3d6)

(162) = 9

Stats - (3d6)

(311) = 5

Background - (d20)

(5) = 5

Growth - (d6)

(5) = 5

Learning - (d8)

(2) = 2

Learning - (d8)

(1) = 1

Hit points - (d6)

(3) = 3

Jan 28, 2022 12:34 pm
Does anyone have any preferences to role within a crew? I'm thinking either a pilot type or a mechanic type. Though I have nothing settled yet. Let's see what the dice say :)

The dice did not completely agree :P

Going for a big brute that could handle the engines if push comes to shove. A former criminal for some local ganglord somewhere. He was either smart or lucky to live long enough to get off planet.

Background: Thug
Class: Warrior

Strength: 12 [+0]
Dexterity: 11 [+0]
Constitution: 14 [+1]
Intelligence: 11 [+0]
Wisdom: 8 [+0]
Charisma: 11 [+0]

Skills:
Connect-0
Fix-0
Stab-0
Shoot-0
Talk-0

Focuses:
Die Hard 1
Close Combatant 1
Last edited January 28, 2022 1:02 pm

Rolls

Roll 1 - (3d6)

(314) = 8

Roll 2 - (3d6)

(236) = 11

Roll 3 - (3d6)

(156) = 12

Roll 4 - (3d6)

(515) = 11

Roll 5 - (3d6)

(533) = 11

Roll 6 - (3d6)

(455) = 14

Background - (1d20)

(18) = 18

Learning - (1d8)

(6) = 6

Learning - (1d8)

(8) = 8

Growth - (1d6)

(5) = 5

Hit points - (1d6+4)

(5) + 4 = 9

Starting Gear - (2d6)

(34) = 7

Jan 28, 2022 1:02 pm
PS - is there a Character Sheet or do we want to use Custom or a D&D sheet ?
Jan 28, 2022 1:11 pm
I've been unable to find a character sheet that can be imported into GP, so just type your info into a custom character sheet.

@Furmyr you rolled one 14 but seem to have forgotten about the option to then tweak one of your other rolled stats into a 14. Also, don't worry about roles too much, the backgrounds/classes are pretty wide in definition and spaceship combat comes down to some skill checks, but the system doesn't let you raise skills too high anyway so anyone could more or less fill any required roles. Even without the Pilot or Program skills trained, you can still try to fly a spaceship or hack a computer.
Jan 28, 2022 1:18 pm
I can't resist a Traveler vibe. Let's roll and see what I get.

Well, I think I will put my 14 in Intelligence and I'll go for a crochety expert type. Looks like I'm the pilot. Rolling once on Growth and twice on Learning. Putting the plus +2 Physical into Str to bump it to 14.

Strength: 14 [+1]
Dexterity: 8 [+0]
Constitution: 14 [+1]
Intelligence: 14 [+1]
Wisdom: 16 [+1]
Charisma: 7 [-1]

Background: Pilot
Class: Expert

Skills: Pilot - 1, Fix - 1, Trade - 0, Know - 0

Armor Class: 13
Attack Bonus: 0
Hit Points: 2

Focus: Specialist Fix
Focus: Starfarer

Physical Saving Throw 14
Mental Saving Throw 14
Evasion Saving Throw 14

Stuff: Laser Pistol (1d6 damage) 4 type A cells
Armored Undersuit (AC 13) Backpack (TL0)
Monoblade knife (1d6 damage) Dataslab
Postech toolkit Metatool
6 units of spare parts 200 credits
Last edited January 28, 2022 2:13 pm

Rolls

Str - (3d6)

(363) = 12

Dex - (3d6)

(512) = 8

Con - (3d6)

(446) = 14

Int - (3d6)

(153) = 9

Wis - (3d6)

(655) = 16

Cha - (3d6)

(322) = 7

Background - (1d20)

(12) = 12

Growth - (1d6)

(3) = 3

Learning 1 - (1d8)

(3) = 3

Learning 2 - (1d8)

(8) = 8

HP - (1d6+1)

(1) + 1 = 2

Jan 28, 2022 1:23 pm
As a tip for convenience, when writing down your character's foci on their sheet, make sure to mention what level each is at and include the description of how that level makes the focus work.

Also Furmyr, by my calculations you should have one extra skill. The Thug background gives you a single Combat skill, then you rolled Stab or Shoot (so you got both those), Talk and Connect. Fix appears to be the bonus skill to reflect background interest. So you're still missing one Combat Skill gained from the Close Combatant focus, then you need to roll for hp with the +2 from Die Hard and +1 for Constitution, so +3 total and not the +4 you had in the roll.
Jan 28, 2022 1:29 pm
Thanks. Seemed to have missed that one. I have a view of a kind of big dangerous mechanic, so I'll stick to that. So, I think I'm finished with Topher Colt. Just need to come up with some background.

Name: Topher Colt
Background: Thug
Class: Warrior
Level: 1

Saves:
Physical: 14
Evasion: 15
Mental: 15

AC: 13

Strength: 14 [+1]
Dexterity: 12 [+0]
Constitution: 14 [+1]
Intelligence: 11 [+0]
Wisdom: 8 [+0]
Charisma: 11 [+0]

Skills:
Connect-0
Fix-0
Pucnh-0
Stab-0
Shoot-0
Talk-0

Attack bonus: +1

Focuses:

Die Hard-1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.

Close Combatant-1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.

Class Abilities:
Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.

You gain two extra maximum hit points at each character level.

Gear:
50 credits
Secure Clothing
Shotgun (3d4 damage)
Revolver (1d8 damage)
Monoblade Knife (1d6 damage, 1 shock/AC15)
Combat Rifle (1d12 damage) 80 rounds ammo
Ammo, 100 rounds
Compad
Backpack (TL4)
Jan 28, 2022 1:43 pm
Looks good, Furmyr. I would advise not bothering too much about the background, I'm making the start open enough for you to fill in the blanks about how your character ended up there. I'm also open to players adding their own brush strokes down the line, such as, in your example, going to a prison planet or learning about some crime lord that you might like to jump in and say "that's where my character originally escaped from."

@Verrain still need the bonus skill, foci and gear for your character.
Jan 28, 2022 1:55 pm
DarK_RaideR says:


@Verrain still need the bonus skill, foci and gear for your character.
You will find that all there now. I was editing it as you posted. Still need a name though.
Last edited January 28, 2022 1:56 pm
Jan 28, 2022 7:54 pm
Hi all.. totally new to this.. so fun fun fun..
As a direction, I was hoping to go towards medic. Let's see how this works. First thing I guess I'll do is roll some stats and see what happens. This usually goes badly for me.. lol

Well.. my stat rolls were pretty boring.. and I'm squishy!

I'm thinking Physician could round out the crew nicely. So I'll go with that and I always love to mess with "spells" so I'm going to go Healer/Psychic. I'm thinking I'm an ex-combat medic. I could have gone the obvious route with Biopsionics, but that seemed like throwing everything into one basket (healing) so I went with Telekinesis which seems fun and versatile.

Background: Physician
Class: Adventurer - Partial Expert / Partial Psychic

STR: 10 (+0)
DEX: 11 (+0)
CON: 11 (+0)
INT: 14 (+1)
WIS: 14 (+1)
CHR: 11 (+0)

Saves:
Physical: 15
Evasion: 14
Mental: 14

AC: 13 (16)

Skills:
Heal-2
Trade-0

Focus:
Healer - 1
Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Psychic Training - 1
Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one.

Psychic Ability: Maximum Effort - 3
Telekinetic Manipulation - 1
Telekinetic Armory

Gear (Medic Loudout):
Secure Clothing (AC 13)
Laser Pistol (1d6 damage)
Backpack (TL0)
Medkit
4 Lazarus patches Compad
2 doses of Lift Bioscanner
25 credits
Last edited January 28, 2022 8:55 pm

Rolls

Stats - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (334) = 10

3d6 : (623) = 11

3d6 : (515) = 11

3d6 : (631) = 10

3d6 : (146) = 11

3d6 : (463) = 13

Growth - (1d6)

(1) = 1

Learning - (1d8)

(4) = 4

Learning - (1d8)

(8) = 8

HP - (1d6)

(1) = 1

Jan 28, 2022 9:00 pm
DarK_RaideR says:
I've been unable to find a character sheet that can be imported into GP, so just type your info into a custom character sheet.
I just made a custom one for my Monster of the Week game, so I'll try to throw together one for this today.

Len

Jan 29, 2022 1:17 am
Thanks for the invite! I'm going to randomize much of the background of the character and see what I get! I'll drop these stat and background rolls here and ponder the results before continuing.

Clergy, neat! I'll roll skills too.
Last edited January 29, 2022 2:15 am

Rolls

Stats - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (626) = 14

3d6 : (461) = 11

3d6 : (542) = 11

3d6 : (544) = 13

3d6 : (121) = 4

3d6 : (441) = 9

Background - (1d20)

(2) = 2

Skills - (1d8, 1d8, 1d8)

1d8 : (7) = 7

1d8 : (5) = 5

1d8 : (8) = 8

Jan 29, 2022 6:22 am
Len, your first skill roll should have been a d6 for Growth roll.
Jan 29, 2022 6:52 am
As promised.. a custom char sheet for us.
If you think something needs to be added or changed just let me know.

EDIT: I already see a few things I missed like HP and attack.
Last edited January 29, 2022 7:11 am
Jan 29, 2022 10:54 am
That sheet is amazing!

Comments on character (John Killdare) as I cross-check everything with the step by step process detailed on pg. 4

1) Upon choosing the Psychic class: "When you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline."
These seem to be missing from the Skill list. For brevity's sake, Psychic skills are Biopsionics, Metapsionics, Precognition, Telekinesis, Telepathy and Teleportation. Also, as mentioned, if you're going to invest both points in a single skill, you should also pick the free level-1 technique from that discipline.

2) Base Effort: "Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers."
To determine this, you need to first pick the psychic skills in the previous step.

3) Picking Foci: "Psychic Training - 1. Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one."
Again, you need to pick the bonus psychic skill gained thanks to this focus, a free level- 1 technique from that discipline if eligible and increase max Effort, which must be calculated during previous steps

4) "Now pick one non-psychic skill of your choice to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal focus."
Just to be sure I get this right, this is how he ended up having the Shoot skill, right?

Len

Jan 29, 2022 5:22 pm
Ganesh says:
Len, your first skill roll should have been a d6 for Growth roll.
Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.

To summarize thus far:

Name: John Wood
Concept: A wandering warrior-monk with striking eyes, travelling the stars on a sojourn to earn his True Name, a rite of passage in his religion. A "Have gun, will travel" attitude, motivated by his religion rather than mercenary appetites.

Stats
Str: 13 (+0)
Dex: 14 (+1)
Con: 11 (+0)
Int: 9 (+0)
Wis: 11 (+0)
Cha: 14 (+1)

Saving Throws
Physical: 15
Evasion: 14
Mental: 14

Background: Clergy
Skills: Fix 0, Notice 0, Talk 1

Class: Warrior
Foci: Close Combatant Level 1(Shoot 0), Gunslinger (Shoot 1)
[ +- ] Close Combatant Level 1
[ +- ] Gun Slinger Level 1
Hobby Skill: Stab 0
HP: 1d6+2 = 4
BAB: +1

Equipment: Gunslinger equipment package.
Laser Pistol (1d6 damage)
8 type A Cells
Armored Undersuit (AC 13)
Backpack (TL0)
Monoblade Knife (1d6 damage)
Compad
100 credits
Last edited January 31, 2022 11:14 pm

Rolls

growth - (1d6)

(5) = 5

HP - (1d6+2)

(2) + 2 = 4

Names - (1d100, 1d100)

1d100 : (77) = 77

1d100 : (93) = 93

Jan 29, 2022 5:57 pm
Len says:
Ganesh says:
Len, your first skill roll should have been a d6 for Growth roll.
Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.
According to the rule book you can do a 0/3 split. "If you choose to roll for your skills, you can roll up to three times, dividing up your rolls between the Growth and Learning tables as you wish." Am I missing something that says otherwise?
Jan 29, 2022 5:59 pm
Ganesh says:

CHARACTER INFO

Name: John Killdare
Background: Physician
Class: Adventurer - Expert / Psychic

LOOK

Gender: Male
Appearance:
Clothing:

FOCUS

Healer 1
Notes
Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Psychic Training 1
Notes
Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one.

SKILLS

Skill Level
Heal 2
Trade 0
Shoot 0


PSYCHIC ABILITIES

Maximum Effort: 3
Telekinetic Manipulation - 1
Notes
The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.
Telekinetic Armory
Notes
The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.
Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.

STATS

Ability Score Bonus
STR 10 +0
DEX 11 +0
CON 11 +0
INT 14 +1
WIS 14 +1
CHR 11 +0


SAVES & AC

Save/AC Roll
Physical 15
Evasion 14
Mental 14
AC 13 (16)


GEAR

Secure Clothing (AC 13)
Laser Pistol (1d6 damage)
Backpack (TL0)
Medkit
4 Lazarus patches Compad
2 doses of Lift
Bioscanner
25 credits

NOTES


Very nice. How do I access this custom sheet?
Jan 29, 2022 7:23 pm
Verrain says:
Very nice. How do I access this custom sheet?
You just did. LOL. All you need to do is "quote" my post and cut and paste the sheet to a blank custom character sheet and edit it to fit your character.

NOTE: I significantly improved the character sheet, deleted the old post and added a new one.
Verrain says:

Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.
Of course, you are right. Why are you listening to me? I don't know what I'm doing.. Heh heh.
Last edited January 29, 2022 8:02 pm
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