Aug 21, 2024 12:39 am
Post your character concepts here.
We'll discuss Aspects and Skills and (if everyone's agreeable) work through a bit of a Session 0/Phase Trio to fully build out the characters here.
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Player Characters start with:
5 Aspects- 1 High Concept, 1 Trouble, 3 Additional)
Their High Concept should be:
1) compatible with being a colonist who ended up on the backwater of Farley's World whether you were born there or went there to hide from the authorities in the galactic core, etc.
2) something that along with your skill set (see below) would reasonably get you selected as a competent member of the first contact team
10 Skills which use the standard rankings: 1 Great (+4), 2 Good (+3), 3 Fair (+2), 4 Average (+1)
But a couple of significant modifications:
1) I'm intentionally limiting stunts to make character's dominant abilities more focused overall-- characters get either: 1 Stunt/2 Refresh or 2 Stunts/1 Refresh
2) There will be a Custom Skill set (open to further editing) which will be somewhat less generalized:
Athletics
Burglary
Deceive
Empathy
Engineering/Repair (i.e. Craft in the rulebook)
Fight (Close/melee combat)
Gunner (Shoot - vehicular weapons)
Information Technology (ability to understand/use/hack computer systems)
Linguistics
Marksman (Shoot - hand weapons)
Medicine
Notice
Physique
Piloting (Ability to fly atmospheric craft and orbital craft)
Provoke
Resources
Science (per field)
Rapport
Stealth
Will
Xeno-anthropology/archaeology (study of alien cultures/structures--the former has focused on the study of certain planetary phenomenon and whether or not they are the result of an alien culture, the latter is a theoretical science).
Xenobiology
I'm going to utilize the Conditions rules from Pg 18 of the Toolkit--in place of Consequences; these (like Consequences in the Core rulebook) are negative Aspects you can take to lessen the shifts of Stress dealt to you. Unlike Consequences, these are static/pre-defined and wear off in a fashion that I think may flow better with PbP:
Fleeting (go away when you have a moment out of conflict to rest)
1 Dizzy / 1 Scared
Sticky (stay until treated or someone succeeds in calming the character down)
2 Injured / 2 Shaken
Lasting (must undergo successful treatment and it persists until recovery is completed)
4 Severely Wounded / 4 Depressed and Demoralized
We'll discuss Aspects and Skills and (if everyone's agreeable) work through a bit of a Session 0/Phase Trio to fully build out the characters here.
-----------------------------------------------------------------
Player Characters start with:
5 Aspects- 1 High Concept, 1 Trouble, 3 Additional)
Their High Concept should be:
1) compatible with being a colonist who ended up on the backwater of Farley's World whether you were born there or went there to hide from the authorities in the galactic core, etc.
2) something that along with your skill set (see below) would reasonably get you selected as a competent member of the first contact team
10 Skills which use the standard rankings: 1 Great (+4), 2 Good (+3), 3 Fair (+2), 4 Average (+1)
But a couple of significant modifications:
1) I'm intentionally limiting stunts to make character's dominant abilities more focused overall-- characters get either: 1 Stunt/2 Refresh or 2 Stunts/1 Refresh
2) There will be a Custom Skill set (open to further editing) which will be somewhat less generalized:
Athletics
Burglary
Deceive
Empathy
Engineering/Repair (i.e. Craft in the rulebook)
Fight (Close/melee combat)
Gunner (Shoot - vehicular weapons)
Information Technology (ability to understand/use/hack computer systems)
Linguistics
Marksman (Shoot - hand weapons)
Medicine
Notice
Physique
Piloting (Ability to fly atmospheric craft and orbital craft)
Provoke
Resources
Science (per field)
Rapport
Stealth
Will
Xeno-anthropology/archaeology (study of alien cultures/structures--the former has focused on the study of certain planetary phenomenon and whether or not they are the result of an alien culture, the latter is a theoretical science).
Xenobiology
I'm going to utilize the Conditions rules from Pg 18 of the Toolkit--in place of Consequences; these (like Consequences in the Core rulebook) are negative Aspects you can take to lessen the shifts of Stress dealt to you. Unlike Consequences, these are static/pre-defined and wear off in a fashion that I think may flow better with PbP:
Fleeting (go away when you have a moment out of conflict to rest)
1 Dizzy / 1 Scared
Sticky (stay until treated or someone succeeds in calming the character down)
2 Injured / 2 Shaken
Lasting (must undergo successful treatment and it persists until recovery is completed)
4 Severely Wounded / 4 Depressed and Demoralized