| Character Sheet Template | |
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| Tweet Topic Started: Jun 6 2014, 10:15 PM (134 Views) | |
| Count Defactimus | Jun 6 2014, 10:15 PM Post #1 |
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Edited by Count Defactimus, Jun 8 2014, 07:15 PM.
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| Count Defactimus | Jun 7 2014, 03:02 PM Post #2 |
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To complete the character sheet you will enter the following information: Affiliation - What group your character belongs to. Be it the Confederate Navy, Core Police Force, Boomers Frontier Pirate Gang, or are a Freelance Trader, etc. Attributes - You have 5 points to round out your character. All stats start at 1, and you can distribute these 5 points however you please. Over the course of the game you will be gaining levels in these stats, so don't worry overly much if they seem low. Skills - You have 4 points to spend on Skills initially, and these will grow faster than Attributes through playing. Skills start at 0, while you are capable of using a skill at 0 it is unlikely to succeed without bonuses from attributes or situational benefits. Traits - Here you can pick your traits. You can have as many as you want. HOWEVER, for each Positive trait you must have a Negative trait. Equipment - Your starting equipment will depend upon your starting affiliation and character biography. I will put it in after you've sent me your character sheet. Ships - Your starting ship will depend entirely upon your affiliation. A Frontier Sheriff might start with a PC-07 "Cutter" and a small crew, while a Pirate has a converted Boeing Rockwell 7007 "Hauler". A Confederate Pilot may start serving aboard a Patrol Destroyer and manning a short range Fighter. But if you really want a challange you can start without a ship. If you do, I will allow you to begin the game with up to 20 minions, and $10,000 to spend on Equipment for you and them. Want to be a small time gang leader trying to get off of a blasted rock? Have fun. Biography - This is where you justify your above choices. If your character is a random asteroid miner, and for some reason has SOV-5000, and a variety of Plasma weapons I'm gonna go ahead and call bullshit, telling you to change your loadout to more properly reflect your character. But if you can write up a compelling reason as to why Johnny the Merchant has an Assault Cannon he lugs around, I will happily allow it. Edited by Count Defactimus, Jun 8 2014, 07:15 PM.
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| Count Defactimus | Jun 8 2014, 07:13 PM Post #3 |
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Positive Traits: Stoic - Persuade chances reduced, but it is harder for people to gauge your true intentions. Relentless - You have an extremely high pain tolerence. Wounds that would fell a lesser man only make you angry. Local Knowledge (Planet) - You've spent years mapping the streets, dunes, and crevices of this world. It is your home, and it would be damned hard to dig you out of it. Local Knowledge (System) - While the surfaces of the planets are as mysterious to you as the Tunnel Gates, but you know every asteroid, moon, station and communications bouy like the back of your hand. Confederate Veteran - You served your time in the Fleet, and have reaped the wonderful rewards. A terrible pension, horrible VA benefits, and the respect of some random civilians. Negative Traits: Uneducated - Any intelligence rolls made on a skill that requires formal education are halved. Wanted Man - You are wanted by Confederate (counts as two negatives) or Corporate security forces. Avoid checkpoints. Debt - While every Human owns a credit card you are heavily in debt to the kind of people that don't accept that the check is in the mail. Regular payments of $1,000 a month need to be made for your kneecaps to remain intact. Jinxed - Chance of critical failure for you and everybody in the general area is tripled. Standards - You can only bring yourself to purchase weapons from one, specific arms manufacturer. |
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6:34 AM Jul 11