Character sheet

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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

Carousing

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: at one point of status, you have an id card and a file in some dusty computer that says you exist. at 2-3 you are a low-medium level person on some world: you've got a birth certificate, a credit card (which means you can get into a bar with a bouncer), etc. At 4, you're a white-collar level person: your name comes up on an internet search on the first page, you're on international registries, and you can get appointments/reservations/etc. at upscale places. No one will look at you funny walking around the deepest corp-zone, or in a lycurgan city. at 5 you're important to somebody who's got real power, and it shows (even if you don't have any yourself): you'll probably get into clubs without a cover, and low lifes will clear the sidewalk for you. at 6, you're a low level exec, a low level lycurgan, or an Aenean officer. At 7, you're a minor lycurgan aristocrat, a corp exec, or a party member of Aeneas. At 5 or above, nobody but a bat-shit crazy cracked out fringe-pirate from Castor would even try to sell you into slavery (cause there'd probably be more money in turning him over than accepting the deal). At one or below, watch your back: they do occasionally take people off the streets when supply is low... 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