Nov 22, 2023 12:38 am
STEPS
1. Roll 4d6H3 four times and choose one result for each of the main attributes, in any order you like:
- STRENGTH: Raw muscle power, resistance and brawn
- AGILITY: Body control, speed, and motor skills
- WITS: Sensory perception, intelligence, and sanity
- CHARISMA: Personal charisma and ability to manipulate others
The character sheet will automatically show you your attribute bonus based on the following table:
Moreover, it will automatically calculate your derived attributes:
HEALTH: 12 + Strength + Agility
2. Roll 3D6 twice for your upbringing attributes, choosing one result for each, in any order you like. These attributes are used only during character generation:
- EDUCATION: A measure of your learning and academic experience so far.
- SOCIAL STANDING: A measure of your nobility, celebrity and networking so far.
3. Choose your character name, pronoums, homeworld and describe your family, your childhood and adolescence. Use your rolled attributes as a reference/guideline.
4. Based on your background, choose your 5 initial skills, at level 0, from the whole skill list, describing how/why you have them.
5. You are now 18 years old. Roll 3d6+20. That's the age that you will start the adventure. Until you reach it, proceed with your character generation by making your career and education choices and tests.
6. If you are between 18 and 23 years old, choose if you want to apply for the University, a Military Academy or neither. Roll the application, as described in the Pre-carrers post below. If you fail during application, you age 1 year and can try again or proceed to a career/attribute focus of your choice. If you succeed, you had a successful entry and need to roll for graduation. See the University and Military Academy entries for more details.
7. Until you reach the maximum age determined at step 5, if you're not already in a career, choose a career path or attribute focus.
7.A If you choose a career, roll your application check (see the available carrers details, in the next post). If you fail during application, your character ages 1 year and can try the step 6 or 7 again. If you succeed, you had a successful entry and should now follow the career instructions.
7.B If you choose an attribute focus, your character will age some years and increase one of their attributes by one. See the table below:
It's not possible to increase your Social standing this way. You can choose this option multiple times, specially as a preparation to join a career.
8. After each career term, successful or failed application roll, the GM can describe a special event, risky situation or discover something relevant about your character. Play this "mini-game" with him, rolling the dice if necessary. You should also decide if you are going to continue in the carrer for another term or leave it and choose another one.
NOTES
Events: Player characters will have the opportunity to acquire additional skills, enhance their attributes, or even experience a slight decrement during events with the GM. These choices contribute not only to the equilibrium of your character within the game mechanics but also play a pivotal role in writing a captivating backstory that unfolds before the main adventure. Players should be ready to engage in collaborative efforts, extending beyond the standard RPG gameplay, to collectively contribute and shape additional details. If that's not your kind of game, please let the GM know.
Skills and training: Skills can be listed with or without an associated level. If a +1 rank is specified, the skill is acquired at level 1 if not already possessed, or its level increases by +1 for those already trained in that domain. If a rank is indicated, the skill is acquired at that level, provided it surpasses the individual's current proficiency in that skill. For instance, "Streetwise Level 1" would mean you get the Streetwise skill at level 1. If your Streetwise skill is already 1 or more, then this is of no benefit to you. If you have no Streetwise skill, or it is only at 0, you jump straight to Streetwise 1.
Assignments: In each career, there are at least three assignments, representing different aspects of the career. Pick one of these assignments when you enter the career. They will be used by the GM for random events and to tell you the available skills for you to increment every couple of years.
Gear and credits: All starting gear and credits will be provided by the GM and will be available in your starship after character generation.
1. Roll 4d6H3 four times and choose one result for each of the main attributes, in any order you like:
- STRENGTH: Raw muscle power, resistance and brawn
- AGILITY: Body control, speed, and motor skills
- WITS: Sensory perception, intelligence, and sanity
- CHARISMA: Personal charisma and ability to manipulate others
The character sheet will automatically show you your attribute bonus based on the following table:
Score | Modifier | Score | Modifier |
01 | -5 | 16-17 | +3 |
02-03 | -4 | 18-19 | +4 |
04-05 | -3 | 20-21 | +5 |
06-07 | -2 | 22-23 | +6 |
08-09 | -1 | 24-25 | +7 |
10-11 | 0 | 26-27 | +8 |
12-13 | +1 | 28-29 | +9 |
14-15 | +2 | 30 | +10 |
Moreover, it will automatically calculate your derived attributes:
HEALTH: 12 + Strength + Agility
2. Roll 3D6 twice for your upbringing attributes, choosing one result for each, in any order you like. These attributes are used only during character generation:
- EDUCATION: A measure of your learning and academic experience so far.
- SOCIAL STANDING: A measure of your nobility, celebrity and networking so far.
3. Choose your character name, pronoums, homeworld and describe your family, your childhood and adolescence. Use your rolled attributes as a reference/guideline.
4. Based on your background, choose your 5 initial skills, at level 0, from the whole skill list, describing how/why you have them.
5. You are now 18 years old. Roll 3d6+20. That's the age that you will start the adventure. Until you reach it, proceed with your character generation by making your career and education choices and tests.
6. If you are between 18 and 23 years old, choose if you want to apply for the University, a Military Academy or neither. Roll the application, as described in the Pre-carrers post below. If you fail during application, you age 1 year and can try again or proceed to a career/attribute focus of your choice. If you succeed, you had a successful entry and need to roll for graduation. See the University and Military Academy entries for more details.
7. Until you reach the maximum age determined at step 5, if you're not already in a career, choose a career path or attribute focus.
7.A If you choose a career, roll your application check (see the available carrers details, in the next post). If you fail during application, your character ages 1 year and can try the step 6 or 7 again. If you succeed, you had a successful entry and should now follow the career instructions.
7.B If you choose an attribute focus, your character will age some years and increase one of their attributes by one. See the table below:
Attribute to increase by 1 | Years aged |
STRENGTH | 2 |
AGILITY | 2 |
WITS | 3 |
EMPATHY | 3 |
EDUCATION | 1 |
It's not possible to increase your Social standing this way. You can choose this option multiple times, specially as a preparation to join a career.
8. After each career term, successful or failed application roll, the GM can describe a special event, risky situation or discover something relevant about your character. Play this "mini-game" with him, rolling the dice if necessary. You should also decide if you are going to continue in the carrer for another term or leave it and choose another one.
NOTES
Events: Player characters will have the opportunity to acquire additional skills, enhance their attributes, or even experience a slight decrement during events with the GM. These choices contribute not only to the equilibrium of your character within the game mechanics but also play a pivotal role in writing a captivating backstory that unfolds before the main adventure. Players should be ready to engage in collaborative efforts, extending beyond the standard RPG gameplay, to collectively contribute and shape additional details. If that's not your kind of game, please let the GM know.
Skills and training: Skills can be listed with or without an associated level. If a +1 rank is specified, the skill is acquired at level 1 if not already possessed, or its level increases by +1 for those already trained in that domain. If a rank is indicated, the skill is acquired at that level, provided it surpasses the individual's current proficiency in that skill. For instance, "Streetwise Level 1" would mean you get the Streetwise skill at level 1. If your Streetwise skill is already 1 or more, then this is of no benefit to you. If you have no Streetwise skill, or it is only at 0, you jump straight to Streetwise 1.
Assignments: In each career, there are at least three assignments, representing different aspects of the career. Pick one of these assignments when you enter the career. They will be used by the GM for random events and to tell you the available skills for you to increment every couple of years.
Gear and credits: All starting gear and credits will be provided by the GM and will be available in your starship after character generation.