Character sheet
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: 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