Difference between revisions of "Online character sheet"
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+ | [[User:Dieterthebold]]<br> | ||
+ | [[Orentes of The Golden Fleece]]<br> | ||
+ | [[Gemini Crew Members]]<br> | ||
+ | <br> | ||
'''Orentes of The Golden Fleece''' | '''Orentes of The Golden Fleece''' | ||
<br> | <br> |
Latest revision as of 00:05, 14 April 2007
User:Dieterthebold
Orentes of The Golden Fleece
Gemini Crew Members
Orentes of The Golden Fleece
ATTRIBUTES
STR: 4
DEX: 6
TOUGH: 4
CHARM: 6
ATT: 4
EMP: 4
TECH: 8
INT: 8
COOL: 6
STORY: 2
Total- 200
Skills
STR-4 (2 pts)
Brawling: 2
DEX-6 (18 pts)
Personal Weapon (Handgun): 5
Personal Weapon (Rifle): 5
Driving: 3
Dodge/Escape: 5
Zero-G Movement: 4
TOUGH-4
CHARM-6 (13 pts)
Social: 3
Etiquette (Street): 5
Trading: 5
ATT-4
EMP-4 (8 pts)
Human Perception: 5
Lipreading: 1
TECH- 8 (73 pts)
Computer Programming: 5
Mechanics (Armorer): 8
Mechanics (Basic): 8
Mechanics (Engines): 8
Mechanics (Structural): 8
Jury Rig: 9
Electronics (Macro): 8
Electronics (Micro): 8
Operate Heavy Machinery (Cranes & Loading): 4
Scrounging: 7
INT- 8 (21 pts)
Navigation (Land): 5
Mathematics: 6
Science (Chemistry): 5
Science (Physics): 5
COOL- 6 (19 pts)
Fast Draw: 2
Initiative: 5
- Streetwise: 5
STORY- 2/2
Total- 154 pts.
Perks
Contacts: 4
Equipment: 3 (+1 tech kit for mechanics & electronics w/ scanners)
Language: 0 (Glaucus lingo [native])
Status: 3
Total- 10 pts.
Advantages
Steady Hand: 4 pts. (+1 to skill / 2 slots faster)
Pit Mechanic: 5 pts. (One slot faster w/out penalty)
Eidetic Memory: 3 pts. (near photographic memory)
Unperturbable: 3 pts. (Sleep under any circumstance)
Shipborn: 2 pts. (+1 to ship movement skills)
Total- 17 pts.
Disadvantages
Mad Scientist: -10 pts. (failed Tech roles= fumble, fumbled Tech roles=catastrophe)
Hunted: -8 pts. (crime syndicate on Patroclus)
Loyal: -11 pts. (Preacher on crew)
Superstitious: -5 pts. (Off-the-shelf is designed to fail)
Identity Theft: -2
Culture Shock: -3 (just does things his way)
Laughable: -6 (-2 to impress people)
Cowardly: -4 (-2 morale checks)
Curious: -2 (rp only)
Electromagnetically Unstable: -5 (no cyber implants)
Outed Assassin: -8 (negarep)
Favor: -2 ()
Unique Style: -4 (others at -2 to repair systems I have, only I can operate ship tech systems that are 'mine')
Wasteful: -7 (purchases random equipment at port for future use/later trade, never has any liquid savings)
Total- -77
CHARACTER TOTAL- 381 (+304, -77)
>> Path of Archimedes:
1.) Contributing to chaos or disunity.
2.) Failing to fulfill your function on the ship/crew (what this function is is up to your interpretation, but it may be influenced based on #8).
3.) Failing to actively seek out broken systems (technical or otherwise, up to you) and return them to their best possible level of function.
4.) Allowing arguments/problems in the ship/crew to go unresolved.
5.) Failing to pursue ultimate (as opposed to proximal) causes of problems: ie, treat the disease, not the symptom (this doesn't mean you can't "jury rig", it just means that this requirement is not satisfied unless you later go back and actually fix it proper.)
6.) Trusting in someone not in the crew.
7.) Allowing a crew member to lapse in their function on the ship/crew.
8.) Failing to understand/respect and/or better social hierarchies.
9.) Failing to understand the history and motivations of your crew and your ship.
10.) Failing to anticipate/pre-empt problems in the systems under your care.
>> Focus Hierarchy:
1.) Focus times per campaign/story arc, gain the "Lovin' Care", "Technical Intuition" advantage for the rest of the scene.
2.) +Focus to Cool in order to fulfill the function that you serve on the ship/crew.
3.) +Focus to Awareness/Notice, Human Perception, or technical skills to diagnose a problem in the ship, amongst the crew, or with the crew's gear
4.) +Focus to Scrounging, Trading, or Streetwise to find equipment *needed* by the crew/ship (not wanted, mind you).
5.) +Focus to repair the ship or the gear of your crew. (does not help if you do not know what the problem is.)
6.) +Focus to Toughness when fulfilling your duty.
7.) Focus times per campaing/story arc, gain +Focus to any technical skill or paramedics (even if you do not have the skill).
8.) Focus times per campaign/story arc, you may ask the GM one structure/function question (ie in regards to a piece of equipment, a part of the ship, the relationship between two people, the hierarchy of a corp, whatever) that the GM must answer truthfully (and not ambiguous truth either: although if it harms "the story" the GM may refuse to let you use this ability).
9.) All gear maintained by you gains the "Attunement" advantage for the rest of the crew. This type of attunement does not have a "ceiling" (ie, it can take best to custom, and so forth.)
10.) At the cost of a permanent storytelling point, you may increase the path or focus rating of the ship by one point.
>> Path Rating: 7
>> Focus Rating: 3