Difference between revisions of "Character sheet"

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Resources: at 1-5 you get (level)*100 credits a month.  at 6-7 you get (level)*1000 credits a month.
  
 
Reputation
 
Reputation

Revision as of 18:46, 11 March 2007

Gemini

Character Creation:

Attributes:

Strength: Physical Brawn: important in lifting/carrying things, breaking things, and doing damage

Dexterity: Coordination and Precision of Movement

Toughness: Ability to resist pain or exhaustion

Charm: Leadership, tact, friendliness

Attractiveness: Physical Appearance

Empathy: Ability to understand/read and manipulate other living things

Tech: Empathy, except for machines

Intelligence: Understanding of Facts and the ability to process them

Cool: how well you operate under fire

Fate: How lucky you are. This stat cannot be purchased, it is determined by Fortune Points.

Attributes cost 3/level. Average human attribute is 4.

Skills are typically linked to an attribute: this does not mean that a given skill cannot be combined with a different attribute at GM discretion. Furthermore, a player may petition to have a given skill moved to a different attribute based on their background. Starred skills are advanced, and cost more points (See below)
Strength

Brawling

Strength Feat

Dexterity

Martial Arts

Personal Weapon Skills

Type A Ship Weapon Skills (ie human controlled)

Acrobatics

Climbing

Stealth

Driving/Piloting Skills

  • Autofire

Dodge/Escape

Dance

Zero G movement

Contortionist

Toughness:

Resist Torture/Drugs

Recovery (how fast you get up after getting knocked down)

Stamina

Charm:

Social (like a broader form of “conversation from Hero)

Leadership

Perform

Oratory

Etiquette (specific to a given type of social group)

Trading

Attractiveness:

Style

Seduction

Empathy:

Human Perception

Interview

Mimicry

Lipreading

Teaching

Animal Handler

Persuasion

Bribery

Bureaucratics

Tech:

Lockpicking

  • Interface (necessary for very advanced programs, such as navigation computers, also useful for searching the Internet, etc.)

Computer Programming

  • Computer Hacking

Security Systems

Mechanics: (basic, engines, structural, weapons, etc.)

  • Inventor (choose a specific discipline: examples: structural (for engineering), ship design, weapons, etc.)

Jury Rig

Electronics: (Macro/Micro)

Cybertech

Operate Heavy Machinery (choose a discipline)

Intelligence:

Composition

Survival

Tracking

Paramedic

  • Doctor (choose specialty)

Navigation (Land, Space, Urban)

  • Psycho-Navigation

Forgery

Demolitions

Heavy Weapons (Artillery, etc.)

Deduction

Cryptography

Criminology

  • Strategy
  • Cosmography

Mathematics

Science (choose discipline: physics, chemistry, biology, geology, archeology)

Cooking

Cool:

Fast Draw

Initiative

Interrogation

  • Streetwise

Shadow/Evade

  • Tactics

Intimidate

Disguise

Gambling

Sleight of Hand

  • Teamwork

Storytelling:

None


normal skills cost one point per level. Average Human skill level is 3-4. Advanced Skills cost 2 points per level. No more than one skill at 8 without GM permission. No skills at 9-10 without GM permission. In order to make a roll, a character must have at least a “familiarity” (zero level in the skill, costs 1/2 point). Characters get certain “everyman” skills for free, at familiarity level.

Backgrounds: two points per dot. For a value of 8 or above, speak with the Gm about specifics. Allies

Contacts

Followers

Resources: at 1-5 you get (level)*100 credits a month. at 6-7 you get (level)*1000 credits a month.

Reputation

Influence

Organization

Equipment: at 1-3, you can have that number of items worth up to 1000 credits each. at 4-6 you can have that number of items worth 1-3000 credits, or a single item worth 8-12000 credits. at seven you can have 7 items worth up to 4000 credits each, 2 items worth up to 14000 each, or one item worth 21000.

Mentor

Languages

Status No more than one at 8 without GM permission. None at 9 or above without GM permission.

Focus: This is the Grit of the Character: it represents how much they can push themselves in the pursuit of their beliefs. Based on the Prologue and the background you subsequently write, the GM will assign you a focus rating, with a 10 level hierarchy of focus that determines in what sorts of actions you may use your focus. If you fail on Focused actions, you may lose Focus and/or Path. Path: The Gemini is a strange place, and not everyone values the same things. Based on the Prologue and the background you subsequently write, the GM will assign you a path and a level along that path, with a 10 level hierarchy of sins that you must adhere to. If you fail to do so, you may lose path and/or focus.

Advantages/Disadvantages: Natural abilities/traits that are not easily characterized as above.