Chargen

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:

Score Modifier Score Modifier
01 -516-17+3
02-03-418-19+4
04-05-320-21+5
06-07-222-23+6
08-09-124-25+7
10-11026-27+8
12-13+128-29+9
14-15+230+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.
Nov 22, 2023 12:25 pm
PRE-CARRERS
UNIVERSITY
Universities serve as centers for the development of knowledge and skills. With advanced technology, even inhabitants of the far reaches of the galaxy can participate in advanced education through the use of computer networks and asynchronous interstellar communication systems. Opting for a college education directs the character's focus toward a specialized set of skills, offering a quick path to knowledge that may be difficult to obtain through alternative means.

Application roll: EDUCATION DC10 or SOCIAL STANDING DC12 (choose one before you roll)
Enrollment bonus: If you succeed, you spend 3 years in the University, Increase your Education by 2 and choose 2 level 0 skills and a level 1 skill from the following list. After that, the GM may play with you for a couple of events. For more details in each one of them, see the Skills thread.
Academics (any), Animals, Arts, Bureaucracy, Computers, Electronics, Investigate, Broker, Engineering, Mechanics, Medicine, Navigation, Piloting, Profession (any), Stewardship
Graduation roll: Roll WITS DC10. If you fail, you get 1 year older and can either try again or dropout. If you succeed, receive a +1 to your enrolled skills and increase your Education by an extra 2 points. Either way, the GM may play with you for a couple of events.

Graduation benefits: Besides the skill levels and Education increases, Graduation grants you bonuses during events when trying military comissions and to receive promotions in certain carrers.
MILITARY ACADEMY
For individuals aspiring to commit themselves to a lifelong journey in military service, enrolling in an academy stands out as the optimal choice to complement their education. This path is particularly favored by those hailing from military backgrounds or individuals who, having grown up, never envisioned a life outside the uniform. A stint in a military academy can significantly shape a recruit's future, with the potential for achieving remarkable feats. Consequently, the competition for securing one of the limited student slots is intense.

Before embarking on this path, one must make the crucial decision of whether to enroll in a Planetary defense force military, the ITC Marines, or the prestigious ITC Naval Academy. If you fail, you get 1 year older and can try again - but only if you decide for another service or if you increase one of your attributes.

Application roll:
- Planetary Defense Forces - Strength DC10
- ITC Marines - Strength DC12
- Navy - WITS DC12

Enrollment bonus: If you succeed, you spend the next 4 years in the Academy. The GM may play with you for a couple of events. After that, increase your Education by 1, your Wits and Strength by 1 each and receive all skills from that military carrer starting list at Level 0. You also can automatically enlist in the related military carrer, no need to apply.

Graduation roll: Roll WITS DC10. If you have Strength 12+, receive a +1 bonus. If you have Social Standing 12+, receive a +1 bonus. After you roll, if your result would beat DC15 as well, graduate with honours.

Graduation benefits: Increase your Education by 1 and choose 3 skills from that military career starting list to receive at Level 1. You also receive an automatic comission in it and can start your first tour of duty as an Officer.
Nov 23, 2023 12:30 am
MILITARY CAREERS
Military carreers are divided into Tour of Duties. Each tour takes 1d4 years (including paid leave) and give you a bunch of skills to choose from. To do so, roll 1D20 and ask the GM what skills where relevant during this tour. You will choose two of those skills to receive +1.

Moreover, if that's your first career, you will receive all starting skills at level 0. For any subsequent careers, you may pick any one starting skill at Level 0 as your basic training.

NAVY
Application roll: WITS DC10
Assignments: Choose one of the following or create your own:
- Crew: You serve as a general crewman or officer on a large spaceship.
- Specialist: You serve as a specialist technician on a starship, like a gunner or engineer.
- Flight: You are a pilot of a shuttle, fighter or other light craft.

Starting and frequent skills: Athletics, Piloting, Electronics, Engineering, Gunnery, Ranged weapons, Navigation, Zero G.

Other relevant skills can be learned as part of events

MARINES
Application roll: STRENGTH DC10
Assignments: Choose one of the following or create your own:
Support: You are a quartermaster, engineer or battlefield medic in the marines.
Space Marine: You are trained to fight boarding actions and capture enemy vessels.
Ground Assault: You are kicked out of a spacecraft in high orbit and told to ‘capture that installation’.

Starting and frequent skills: Athletics, Will, Medicine, Reflex, Melee, Ranged weapons, Demolition, Resilience.

Other relevant skills can be learned as part of events

PLANETARY DEFENSE FORCES
Application roll: STRENGTH DC8
Assignments: Choose one of the following or create your own:
- Support: You are an engineer, cook, driver, medic or in some other role behind the front lines.
- Infantry: You are one of the Poor Bloody Infantry on the ground.
- Cavalry: You are one of the crew of a gunship or tank.

Starting and frequent skills: Athletics, Driving, Medicine, Reflex, Melee, Ranged weapons, Notice, Intimidation.

Other relevant skills can be learned as part of events
Nov 23, 2023 11:55 am
ITC CAREERS
In all of the ITC divisions, there are interesting career oportunities to be found. This section describes some of them. They are divided into terms. Each term takes 1d4 years and let you increase your skills. To do so, roll 1D20 and ask the GM what skills where relevant during this tour. You will choose two of those skills to receive +1.

Moreover, if that's your first career, you will receive all starting skills at level 0. For any subsequent careers, you may pick any one starting skill at Level 0 as your basic training.

EXPLORER
Application roll: WITS DC10. Receive +2 if you have STRENGTH 12 or more.
Assignments: Choose one of the following or create your own:
- Surveyor: You visit border worlds and assess their worth.
- Galactic Cartographer: You go wherever the map is blank, exploring unknown worlds and uncharted space.
- Archaeologist: Your expertise lies in unraveling the secrets of ancient civilizations and uncovering relics from the past.

Starting and frequent skills: Academics (choose one), Athletics, Animals, Driving, Investigation, Navigation, Notice, Piloting.

Other relevant skills can be learned as part of events


COLONIAL OFFICER
Application roll: SOCIAL STANDING DC10 or Charisma + Persuasion DC12.
Assignments: Choose one of the following or create your own:
- Administrator: You are responsible for managing the logistics and infrastructure of a newly established colony.
- Diplomat: Your role involves building relationships with colonies, conflict resolution, and cultural understanding.
- Pioneer: You are helping people build a new life on a recently settled world that still needs taming.

Starting and frequent skills: Bureaucracy, Leadership, Persuasion, Stewardship, Will, Broker, Deception, Carousing.

Other relevant skills can be learned as part of events
Nov 25, 2023 1:40 pm
CIVILIAN CAREERS
In the corporate or self-employed sector, careers are also divided into terms, each representing a 1d4-year period. At the start of each term, roll 1D20 and consult with the GM. The GM will provide you with a list of skills to choose from based on the nature of your career, including but not limited to your starting skills. Choose two skills from the provided list and increase their levels by +1.

Moreover, if that's your first career, you will receive all starting skills at level 0. For any subsequent careers, you may pick any one starting skill at Level 0 as your basic training.

WARRIOR
Application roll: Agility + Ranged weapons DC10 or Strength + Melee DC10
Assignments: Choose one of the following or create your own:
- Bodyguard: Your primary duty is to protect and ensure the safety of a specific individual, navigating through potential threats and dangers.
- Mercenary: Hired for your combat prowess, you work as a freelance soldier, taking on contracts that range from planetary defense to corporate warfare.
- Enforcer: Operating as the muscle for powerful entities, you are tasked with enforcing order, collecting debts, and eliminating threats through intimidation or force.

Starting and frequent skills: Athletics, Demolition, Driving, Mechanics, Melee, Ranged weapons, Resilience, Streetwise

Other relevant skills can be learned as part of events

CORPORATE WORKER
Application roll: Wits + Bureaucracy DC10 or Charisma + Persuasion DC10 or EDUCATION DC10
Assignments: Choose one of the following or create your own:
- Executive: You climb the corporate ladder, making decisions that shape the direction of your organization.
- Analyst: Your expertise lies in studying markets, trends, and data to provide valuable insights.
- Sales Representative: You are the face of your company, persuading clients and customers to buy your products or services.

Starting and frequent skills: Broker, Bureaucracy, Carousing, Computers, Leadership, Persuasion, Profession (choose one), Stewardship

Other relevant skills can be learned as part of events

ROGUE
Application roll: AGILITY DC12
Assignments: Choose one of the following or create your own:
- Infiltrator: Skilled in stealth and sabotage, you are hired for covert operations and information extraction.
- Smuggler: Your expertise is in transporting and trading illicit goods, navigating through the shadowy fringes of society.
- Bounty Hunter: You track down and apprehend or eliminate targets for various employers, operating in the murky world of contracts and bounties.

Starting and frequent skills: Computers, Deception, Notice, Palming, Persuasion, Ranged weapons, Stealth, Streetwise

Other relevant skills can be learned as part of events

SCHOLAR
Application roll: WITS DC12 or EDUCATION DC12
Assignments: Choose one of the following or create your own:
- Field Researcher: A versatile explorer and field researcher, you are equally at home in the laboratory or the wilderness, unraveling the mysteries of uncharted territories and alien landscapes.
- Scientist: Engaged in research for a corporation or research institution, or perhaps operating as a mad scientist in an orbiting laboratory, you delve into cutting-edge studies, pushing the boundaries of scientific understanding.
- Physician: Whether a doctor, healer, or medical researcher, your focus is on the well-being of others, providing medical expertise and contributing to advancements in healthcare and life sciences.

Starting and frequent skills: Academics (choose 2) Bureaucracy, Computers, Electronics, Medicine, Investigate, Will

Other relevant skills can be learned as part of events

ENTERTAINER
Application roll: CHARISMA DC10
Assignments: Choose one of the following or create your own:
- Artist: Whether a writer, holographer, or other creative, your talents lie in the realm of creation, bringing forth works of art that captivate and inspire audiences across the galaxy.
- Performer: As an actor, dancer, acrobat, or professional athlete, your skills shine on public stages, entertaining crowds and leaving a lasting impression through your dynamic performances.
- Socialite: Immersed in the world of high society, your charm and presence open doors to exclusive events, where you mingle with influential figures and leave a mark on the social landscape.

Starting and frequent skills: Arts, Carousing, Deception, Notice, Palming, Persuasion, Profession (choose one), Reflex

Other relevant skills can be learned as part of events

MERCHANT
Application roll: CHARISMA DC10 or WITS DC10 or EDUCATION DC10
Assignments: Choose one of the following or create your own:
- Merchant Marine: Operating on the vast cargo haulers managed by the powerful megacorporations, you oversee the transportation of goods on an interstellar scale.
- Free Trader: As a member of a tramp trader's crew, you navigate the independent routes of space, trading goods between distant worlds and adapting to the unpredictability of the cosmos.
- Broker: Stationed in a planetside brokerage or bustling starport, you play a crucial role in facilitating trade negotiations, managing contracts, and ensuring the smooth flow of commerce within a specific location.

Starting and frequent skills: Broker, Bureaucracy, Engineering, Gunnery, Piloting, Stewardship, Streetwise, Zero G

Other relevant skills can be learned as part of events

DRIFTER
Application roll: No need.
Assignments: Choose one of the following or create your own:
- Scavenger: Roaming the outskirts of civilization, you are a resourceful scavenger, extracting valuable materials and salvaging equipment from the remnants of abandoned ships and installations.
- Wanderer: Embracing a life on the move, you navigate the fringes of known space, encountering new cultures, surviving in diverse environments, and experiencing the nomadic essence of the galaxy.
- Freelance Journalist: Operating as an independent observer and chronicler, you document the untold stories of the cosmos, capturing the struggles, triumphs, and mysteries encountered during your unpredictable journey.

Starting and frequent skills: Arts, Carousing, Electronics, Navigation, Persuasion, Palming, Stealth, Streetwise

Other relevant skills can be learned as part of events

AGENT
Application roll: AGILITY DC10 or EDUCATION DC12.
Assignments: Choose one of the following or create your own:
-Police: Serving as a law enforcement agent, you uphold justice and maintain order, patrolling city streets, investigating crimes, and ensuring the safety of the communities you protect.
- Spy: Operating in the shadows, you are a covert operative gathering intelligence, infiltrating enemy installations, and executing clandestine missions to safeguard the interests of your employer or government.
- Undercover Operative: Immersed in various criminal or subversive organizations, you gather crucial intel from within, posing as one of their own to uncover hidden threats.

Starting and frequent skills: Athletics, Bureaucracy, Investigation, Notice, Ranged weapons, Reflex, Stealth, Streetwise

Other relevant skills can be learned as part of events
Dec 18, 2023 4:54 pm
[ +- ] Far Traders

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