The Default Campaign: Terran Free Traders (google docs link)
Character Creation Guidelines
Step 0: Pre-game Prep.
- Familiarize with the Game Setting and Background history.
- Chapter 1 (ISW6), Chapter 2 (ISW17), and Chapter 3 (ISW48)
- Familiarize with the Default Campaign in ISW 229.
Step 1: Go to http://www.pbegames.com/roller/ and scroll down to “The Roller”. On the first blank, follow the instructions by placing your email address. On the second space, place the GM’s email address, my email address ([email protected]; change numbers to letters).
Step 2: On the “Summary of Rolls”, place the player’s name, the word “character” and a number to identify the character submited and date. Ex. justin character 01.
Step 3: Under “Show Results”, select Both.
Step 4: On Roll One, input the following:
under Number of Rolls: 8
under Dice Type: 3d6
under Rolls per Line: 8
under Comment: Roll for ST, DX, IQ, Per, Will, HT, no. of Talents, and Social Status
Step 5: On Roll Two, input the following:
under Number of Rolls: 5
under Dice Type: 1d70
under Rolls per Line: 5
under Comment: Roll for Talents.
Step 6: On Roll Three, input the following:
under Number of Rolls: 5
under Dice Type: 3d6
under Rolls per Line: 5
under Comment: Roll for Talent Levels .
Step 7: Player Perk Roll
On Roll Four, input the following:
under Number of Rolls: 4
under Dice Type: 1d6
under Rolls per Line: 4
under Comment: Roll for Player Perks.
Step 8: Refer to the following:
Step 8.1: On Roll One: the EIGHT 3d6 die rolls are for determining ST, DX, IQ, Per, Will, HT, No. of Talents, and Social Status in the stated order.
3d Roll
|
Ability Scores
|
No. of Talents
|
Levels of Talents
|
Social Status
|
3-7
|
A score of 9
|
One Talent
|
One Level
|
Struggling
|
8-12
|
A score of 10
|
Two Talents
|
Two Levels
|
Average
|
13-15
|
A score of 11
|
Three Talents
|
Three Levels
|
Comfortable
|
16-17
|
A score of 12
|
Four Talents
|
Four Levels
|
Wealthy
|
18
|
A score of 13
|
Five Talents
|
Four Levels
|
Very Wealthy
|
Step 8.2: One Roll Two the 5x 1d70 rolls are for determining what are the talents. The player gets the talents in the order they are rolled and only as many talents as rolled above.
- Academic
- Alien Friend
- Allure
- Animal Friend
- Antiquary
- Artificer
- Bard
- Beast Master
- Born Entertainer
- Born Soldier
- Born Spacer
- Born Tactician
- Born to be Wired
- Born War Leader
- Business Acumen
- Circuit Sense
- Clown
- Computer Wizard
- Cyberneticist
- Evil Computer Talent
- Craftiness
- Cultural Chameleon
- Cunning Folk
- Devotion
- Driver’s Reflex
- Empath
- Explorer
- Forest Guardian
- Gifted Artist
- Goodwife
- Green Thumb
- Healer
- Hot Pilot
- Impersonator
- Intuitive Admiral
- Jack of All Trades
- Intuitive Statesman
- Mariner
- Master Builder
- Mathematical Ability
- Memetics
- Mesmerist
- Mr. Smash
- Musical Ability
- Natural Athlete
- Natural Copper
- Natural Diver
- Natural Scientist
- Seafarer
- Occultist
- Outdoorsman
- Pickaxe Penchant
- Poet
- Pop Cultuer Maven
- Sage
- Smooth Operator
- Social Scientist
- Spirit Talker
- Stalker
- Strangler
- Street-Smart
- Street Smarts
- Super Spy
- Superior Equilibrioception
- Survivor
- Talker
- Tough Guy
- Trivia Sponge
- Truth-Seeker
- Wizkid
Step 8.3: Roll Three determines the level of Talent, this is in the order of valid rolls .
Step 8.4: Roll Four is for the Player Perk rolls
Players gain perks for what they do to help Facilitate the Game.
Leader and Lieutenant Responsibilities
- Read up on Chapter 4 (ISW69), Chapter 7 (ISW159), Chapter 8 (ISW 169).
- Make the Business Plan, Get the other players support and Lead the team.
- He/She organizes the players.
- Lieutenants fill the role of the Leader when absent, and share in the work to reduce the load.
- The thoughly the book is read the better, feel free to ask the GM any questions.
Chronicler and Lieutenant Chronicler Responsibilities
- Chronicle the adventure. Ideally two voices and point of views reporting on what is happening.
- Take in game notes for the other players.
- Lieutenants Chronicler fill the role of the Leader when absent, and share in the work to reduce the load.
- The thoughly the book is read the better, feel free to ask the GM any questions.
Leader and Lieutenant Perk
- Leader rolls 4d keep the best 3d; Gains 3 ranks of Merchant.
- Lieutenant rolls 4d keep the worse 3d; Gain 2 ranks of Merchant.
Leader and Lieutenant Perk 3-7Increase Wealth level by 1 Step 8-12Increase Wealth level by 2 Steps 13-15Increase Wealth level by 3 Steps 16-17Increase Wealth level by 4 Steps 18Increase Wealth level by 5 Steps Past Filthy Rich, every level increase multiplies wealth by x3.
Chronicler and Lieutenant Chronicler Perk- Chronicler rolls 4d keep the best 3d
Lieutenant Chronicler rolls 4d keep the worse 3d
3d Roll
|
Chronicler and Liutenant Chronicler Perk |
3-7
|
10 cp worth of Signature Gear |
8-12
|
10 cp worth of Non-Mental or Non-Phsyical Advantage |
13-15
|
10 cp worth of Cybernetics |
16-17
|
20 cp worth of Cybernetics |
18
|
10d cp worth of Psionics |
Step 9: the character has -30cp worth of default disadvantages. These advantages may be bought off but cannot be swapped for another disadvantage. Please detail or provide specifics notes to each disadvantage. The character may gain up to -20 more points from disadvantages.
- Sense of Duty: small group B153 [-5]
- Code of Honor B127, Discipline of Faith B132, or Minor Vow B160 [-5]
- Intolerance [-5] B140
- Duty (12) [-10] B133
- Pacifism: Cannot Harm Innocents [-10] B148
Step 10: The player has 80 character points to spend on Basic Attributes, Secondary Abilities, Advantages, Skills and Techniques. There is 100cp if the character has 20cp more disadvantages. Consider the following house rules prior to proceeding.
- Characters default as Terran humans of TL10.
- Average wealth is $50,000, with only 20% or $10,000 being disposable
- Character begin with Area Knoledge appropriate to their background for free at IQ+0.
- Cybernetics. In character creation the character needs only to pay for the point cost, and can only spend up to 5cp, Characer must buy unusual background of 10cp to be able to spend up to 15cp more, for a total of 20cp maximum.
- Basic Attributes: DX, IQ, Per, and Will, and Talents cost Tripple to purchase or improve. DX and IQ cost 60cp each, and Per and Will cost 15cp each. Talents that cost 15cp now cost 45cp, 10cp now cost 30cp, and 5cp now cost 15cp each.
- No supernatural or alien advantages or disadvantages.
- No Signature Gear (except as a Player perk).
- Charisma costs 30cp per level.
- All Character points must be spent, no shrodinger’s advantage.
Step 11: Write up the Character, at least 100words then in the Character for Review. Feel free to submit a filled character sheet using http://www.themook.net/files/rpg/SimpleCharacter-Fillable.pdf and Send in also a “character actor portrait” options to the GM.
- Extra Characters: Character Fatality is ON. Players can make extra character, if the player submits multiple characters the GM will randomly determine which character the player may use. A player may continue to submit characters after one has been approved. Ever additional character the player makes will need a connecting backstory or write up.
- Every approved extra character character point to the Player (not the character) which he or she may float (not spend), use to buy a last minute skill or non-physical or non-mental advantage. On rare instances the GM might allow this point to be used to “Buy” success or negate failure.
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