Difference between revisions of "Character sheet"
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Revision as of 02:01, 14 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 1-7 you get (level)*100 credits a month. at 8 or above you are actually rich.
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.
Advantages/Disadvantages