Character Creation.   Posted by GM Joe.Group: 0
GM Joe
 GM, 1 post
Wed 3 Sep 2014
at 19:07
Character Creation
Going to Make a walk through of character creation.

Everyone please use the die roller on this forum for all roll in making your character. please Post the die results in your private thread.

You will be starting with 600 + 10d10 die roll.  This will be your stat pool.  Please make sure you are using the dice roller provided so that I can also track your dice rolls.
If you take Common Man, You get 630+10d10 points for stats. Use those Extras Wisely

Now that you have your stat pool, it is time to assign your stats.
Desired Stat Stat Cost
1-911-91
9294
9399
94106
95115
96126
97139
98154
99171
100190
101211
102234
103259
104286
105315


This Determines your Temporary Stat. ( you must have at least a 20 in each stat to be viable. )

once you have spent your points and determined your Temporaries, Next use the Dice indicated below, based on your temporary stat. to determine the potential of each Stat.

Temp Stat Potential
20-2420+6d12
25-3432+6d10
35-4442+5d10
45-5450+4d12
55-6461+3d12
65-7471+3d9
75-8481+3d6
85-9190+1d10
9291+1d10
9392+1d9
9493+1d8
9594+1d8
9695+1d7
9796+1d6
9897+1d5
9998+1d4
10099+1d4
101100+1d3
102101+1d2
103N/A
104N/A
105N/A


Smoothed Stat Bonus Table
Temp StatBonusDev PtsPower Pts
105+50135.0
104+40124.5
103+35114.0
102+30113.6
101+27103.3
100+25103.0
99+22102.8
98+20102.6
97+18 92.4
96+16 92.2
95+15 92.0
94+14 91.9
93+13 91.8
92+12 91.7
91+11 91.6
90+10 91.5
87-89 +9 81.4
84-86 +8 81.3
81-83 +7 81.2
78-80 +6 71.1
75-77 +5 71.0
72-74 +4 70.8
68-71 +3 70.6
64-67 +2 60.4
60-63 +1 60.2
41-59  0 6  0
37-40 -1 5  0
33-36 -2 5  0
29-32 -3 5  0
26-28 -4 4  0
23-25 -5 4  0
20-22 -6 4  0
17-19 -7 4  0
15-16 -8 3  0
13-14 -9 3  0
11-12-10 3  0
10-11 3  0
9-12 3  0
8-13 3  0
7-14 2  0
6-15 2  0
5-16 2  0
4-18 2  0
3-20 2  0
2-22 1  0
1-25 1  0

This message was last edited by the GM at 22:36, Sun 09 Nov 2014.

GM Joe
 GM, 2 posts
Fri 5 Sep 2014
at 13:37
Re: Character Creation
#2 Choose Race
RACE:  .......    ST QU PR IN EM CO AG SD RE ME AP ESS CHa Mn/TL POI DIS REC ENC EXH HEAT COLD Rads BCK OPTHght M/FBMI M/F
Common Man +5 +0 +0 +0 +0 +0 +0 +5 +0 +0 +0+0 +0 +0 +0 +0 x1.0+0 +0 +0 +0 +0 30/-20-50/-65
Transgenic +10+15 +5+5 -10 +15 +10+10 +0 +0 +10+10 +10 +10 +20 +20x0.5+10 20 +10 +10 +10 1+20/+5-30/-50
Replicant +20+10 -10 0 -15 +15+10 -10 +10 +10+10-20-20 -20 +20 +20x0.7+10 +25 +20 +40 +20 20/-20-30/-50
Fernal Mutant+30 -10 -10 -5 -20 +30 +10 -20 -15-15 -30 +10 +10 -20 +50 +50 x0.5 +30 +30 +25 +30 +80 2+50/+40+70/+60
Murkar +0+30 -10 +10 -20 +10+25 -10 +10 +0-15 +10 +10 -10 +50 +50x0.5+0 +10 +25 +30 +80 1+40/+20-70/-80
Slagger-10+0 -10 +10 +10 -10 -10 +20 +15 +15 -50 -10 +0 +20 +50 +100x1.5 -10 -10 +10+10 +10020/-20-60/-75
Android+15+20-20 +0 +0+0 +20 +20 +20 +20+0 +0 +0 +50 NA +50 x2 +10 +10 -10+10 +20 0+10/0-40/-50
Fenrea -10+25-10 +5 +5-10 +20 +10 -10-5-20 +0 +0 +0 +20 +30 x0.7 -10 +10 +0+10 +10 2-150/-180-80/-100






Common Man
Your Run of The Mill Human... Nothing to special Here. other than the most Back ground options potential. Life span of about 70 to 110 years.

TransGenic
These are Genetically Enhanced/Altered Humans Created for military purposes. Specifically to withstand the Rigors of Wearing MKII Power Armor.
They recover from Injuries faster and Gain a +25 to Stunned Maneuvers,
able to Endure colder or hotter environments, and increased Endurance.
Life span unknown... as they are a recent development in the last 50 years. The Majority are also kept in cryostasis until deployment is needed.
Their Eyesight is slighter better than normal in the dark, reducing penalties by 10.
Transgenics must make a SD check at -30 to attempt to disobey orders or Act against the perceived good of Humanity. They also gain a +30 bonus against any attempts to Influence/Manipulate them.

Replicant
These "Humans", Rather than being Born, are Built. Assembled from vat grown tissues, much like transplant Patients, They are built with the Best Artificially Grown parts money could create. They are built as full adults, but this becomes problematic as they have no real memories that a "real" person would have that aiding them in dealing with Emotions and desires. They are stronger, Faster and more coordinated than normal humans, Built as a slave labor force, canon fodder for the military, and even as Pleasure Dolls. They eventual become a danger to themselves as their memory transplants begin to degrade, or they discover the truth of their nature,  and control of their emotions is unstable even before this.
They were the second attempt at "super humans" after the Mutants were a failure, but due to their Instability they Made Illegal on Earth. it was also discovered that they had Fairly short Lifespans, ranging about 5 to 8 years, as their own tissues began to reject one another.  Soon though production was stopped on them as other options were explored, and they were deemed a failed product. It is rumored that some of the Replicates stole the processes of their creation and "propagate" their own species some where in the verse.
Replicants have all penalties for darkness halved.
One of their Biggest advantages were that they could withstand/ignore greater pain and strain than normal humans. ( they gain a +50 to Stunned maneuvers.)
At age 4 is when they begin to gain mental instabilities. Every month of life from age 4 on, they must make a d100+PR+40-2/per month past 4 years. A roll under 100 indicate some form of mental instability has been gained or worsened. a failure of 1-25 = Trival Flaw or 1 step increase in a flaw
26-50 = Minor Flaw
51 or greater = Major Flaw

Mutants
Mutants were failed attempts to create Genetically enhanced Humans using a combined Chemical and Radioactive methodology. They thrive in Radioactive zones, Unfortunately, attempts to wipe them out seem to fail, Even though they were designed originally to be sterile and die young.

Fernal Mutant
Fernal Mutants were designed to be Extra strong shock troops, low on the mind side but high in strength, constitution and endurance. Unfortunately, these Mutants were the Least easily controlled. The Most Prone to uncontrollable Rages and Mental un-stability.
They also have low light vision. ( Half penalties for darkness )
It is believed they have a life span of 20 to 30 years, They mature fast, within 3-5 years but then die fast as well.
Their Hides are Thick (AT3).
Though their presence is Low, they are stupidly Courageous. Their social rankings are determined by Contests of strength (who every survives the pummeling of a Alpha Male Brawl best).
Fernals Have to Make a SD check at -50 to remain in control and not enter battle rage when entering battle... checks are at -30 if they are angered out side of battle.

Murkars Mutant
Murkars Mutants were an attempt to make a Stealthy, yet deadly, unit of covert ops and assassins. Quick and Agile with the ability to alter their Skin coloring moderately from light browns to black as a semi-camouflage. ( +50 to all Stalk and hide )
Able to see in complete Darkness.
These Mutants suffered from he same fatal flaws as their cousins the Fernal.
20 to 30 year life spans. Prone to Uncontrollable rages, though less so than the Fernal, mental un-stabillity. They exists amongst the Fernal societies, but are fewer in number by 1-20.
THey suffer a -25 to sight and -10 penalty to actions in bright light.
Shephier Have to Make a SD check at -50 to remain in control and not enter battle rage when entering battle... checks are at -30 if they are angered out side of battle.

Slagger Mutant
No one knows where Slaggers really originated. Some say they were mutates from a Nuclear Accident. Some Say they were the first attempts at a super human that utterly failed. However they originated, many agree that they are a tragic creation. Many also fear and Abhor them. Slaggers look Like some one Made sculptures out of wax and then accidentally left them out in the sun on a very hot day. No one is exactly sure how long Slaggers live as Slaggers tend to avoid other societies.
Slaggers can see in low light.
Slaggers never need to sleep.
Slaggers can not be stunned.

Android
Androids were another attempt, by a different company than made the Replicants, to make a "Super Humans" that could be used as a labor/Slave Force. The creators, though, wanted them to be as real as possible, Not just robots, but synthetic Humans, but because they were seen as "robots" to most Human societies, and were programed against harming humans, they were more readily accepted than the Repilcants were. Still, Many found them unsettling in how Human they behaved. The largest Markets for these Androids was found in exploration, Military, and Manufacturers.
Androids can see in several Visual ranges at once, and thus have the ability to see in the dark as well as have enhanced Perception abilities. (+50 to perception)
They Also require no sleep, but tend to try and hide this fact if they are trying to pass as Human, or if it unsettles their employer.
Androids can see in any light conditions as long as some form of light is present.
Some believe that Androids have gained self awareness/Spirits. This belief is found both Amongst the Humans And Androids.
Androids must make a SD check at -50 to Harm a human or to act against good of Humanity.

Fenrea
Fenrea are a humanoid race of creatures that look like furry Humanoid Rodents ( Rats Hamsters, mice or something of that nature). No one is sure where they came from, Whether they we Native to Penal Colony Planet X0486, or some Evolutionary mutation of Earth rodents, or even a Genetic experiment loosed upon this planet.
Where ever they came from, They are kept as slaves by some of the residents of X0486, detested by most as unclean, and their societies tend to stay away from other due to either attempts to exterminate them or enslave them. They remain a low tech culture on their own and as a species, have a penchant for pilfering Cheeses,Seeds and small shiney objects.
Fenrea have low light vision (half penalties in dark conditions). They have a Bonus of +20 to Camouflage, Hide Item, Pick locks, Pick pockets, Stalk/Hide and Trickery. They gain a +30 to smell perception.
Fenrea gain a +10 to Defense

This message was last edited by the GM at 04:39, Wed 15 Oct 2014.

GM Joe
 GM, 4 posts
Sun 7 Sep 2014
at 21:30
Re: Character Creation
#3 Racial size and weights

Next roll for your Height and BMI using the modifiers for each table from the racial table.

1d100 RollHght/1d100 RollHght
(-400)-(-391)1'8"/(-10)-05'5"
(-390)-(-381)0'8"/01-105'6"
(-380)-(-371)0'10"/11-205'7"
(-370)-(-361)1'0"/21-305'8"
(-360)-(-346)1'2"/31-405'9"
(-345)-(-331)1'4"/41-505'10"
(-330)-(-316)1'6"/51-605'11"
(-315)-(-301)1'8"/61-706'0"
(-300)-(-286)1'10"/71-806'1"
(-285)-(-271)2'0"/81-906'2"
(-270)-(-256)2'2"/91-1006'3"
(-255)-(-241)2'4"/101-1156'4"
(-240)-(-236)2'6"/116-1306'5"
(-235)-(-221)2'8"/131-1456'6"
(-220)-(-206)2'10"/146-1606'7"
(-205)-(-191)3'0"/161-1756'8"
(-190)-(-176)3'2"/176-1906'9"
(-175)-(-161)3'4"/191-2056'10"
(-160)-(-146)3'6"/206-2206'11"
(-145)-(-131)3'8"/221-2357'0"
(-130)-(-116)3'10"/236-2507'2"
(-115)-(-101)4'0"/251-2657'4"
(-100)-(-91)4'2"/266-2807'6"
(-90)-(-81)4'6"/281-2957'8"
(-80)-(-71)4'8"/296-3107'10"
(-70)-(-21)4'10"/311-3258'0"
(-60)-(-51)5'0"/326-3408'2"
(-50)-(-41)5'1"/341-3558'2"
(-40)-(-31)5'2"/356-3708'4"
(-30)-(-21)5'3"/371-3858'6"
(-20)-(-11)5'4"/386-4008'8"


1d100 RollBMI/1d100 RollBMI
(-100)-(-91)12/81-9033
(-80)-(-71)14/91-10034
(-70)-(-61)16/101-11035
(-60)-(-51)18/111-12036
(-50)-(-41)20/121-13037
(-40)-(-31)21/131-14038
(-30)-(-21)22/141-15039
(-20)-(-11)23/151-16040
(-10)-024/161-17041
1-10)25/171-18042
11-20)26/181-19043
21-30)27/191-20045
31-40)28/201-21047
41-50)29/211-22049
51-60)30/221-23051
61-70)31/231-24053
71-80)32/241-25055


Once you have your Height and BMI, use the following Formula to determine your weight.

weight = BMI x (Height in inches squared) / 703

Example . Lumpy is a common Man and rolls 50 for height and compares that to the height table. This makes him 5'10" or 70" tall. He then rolls 75, on the BMI table, with a -50 from race gives him a 25 on the MBO table. This gives him a BMI of 27.

Running it through the formula. 27 x (70 x 70)= 132,300/703 = 188.19. SO Lump weighs 188 lbs.

This message was last edited by the GM at 16:42, Mon 08 Sept 2014.

GM Joe
 GM, 5 posts
Sun 7 Sep 2014
at 23:39
Re: Character Creation
#4 Skills
Consider this when taking skills.

#1 If you are unsure what a skill does, Please ask And I will enter a description of that skill.

#2 Consider whether a skill has many parts to it. For instance, crafting; Wih Crafting you need to develop each "Craft" separately, Where as with General perception, though you can develop Gen Per as a single general skill, you can break it down to specialties of "Sense".
I am a Big fan of Specializing Knowledge. This is why I provide a "Specific Knowledge Skill".  The Broader your Knowledge skill is, The Less likely, or harder, it is to know something specific on a subject. The more specific a knowledge skill is, The easier it is to know details.
Note that I don't generally "Assume" Knowledge. There is default knowledge, but generally if you don't have the Skill in a subject area, your not going to know much or anything very specific about a subject.


Spending Development Points

You Get Development points for Every Stat.

You can only spend points on a skill with development points from a stat the skill is based on.

There are 3 exceptions.

Strength dev points can be used on Any Hand held Weapon skill (melee, thrown, missile or gun) in addition to any skills that use strength.

Reasoning  and Memory Can be used on Any skill.





Tech Level per Tech Law page 10-20
Tech LvlDescription-Tech LvlDescription-Tech LevlDescription
1Stone Age 2Dawn of Civilization 3 Bronze Age
4Age of Reason 5Iron Age 6Dark Age
7Medieval period 8High Medieval 9Renaissance
10Colonial 11Low Industrial Rev. 12High Industrial Rev.
13Low Indust. Civ. 14Mid. Indust. Civ 15 High Indust. Civ.
16Low Cyber age 17High Cyber Age 18Space-faring Age
19Starfaring Age 20Star Colonial 21Antimatter Age
22Age of Gravity 23Quantum Age 24Age of Force
25AntiGrav Age 26Tera-forming Age 27World Building Age
28Dysonian Age 29Cosmic Age 30Age of Omnipotence


Skills, Costs and stat per profession
Magic/Psions and spell lists Work Different than from the rule Books as well.
You develop a spell Lists as a SKILL with the relevant stats being the Casters Primary magic Stat (Presence, Intuition or Empathy), Reasoning and Memory.
A casters "Casting Level" is equal to the Number of Ranks one has Purchased in the spell list. Your spell list cost is still the same dependent on weather it is a Base, Open or closed lists and so forth.

A note on Two weapon combo: or wielding two weapons at the same time. I left that "skill" out of the list on purpose. You can use two weapons at the same time all you like, but you must develop skill, with the weapon you want use, in the hand you want to use it in or you suffer Both the penalty for using two weapons AND a Penalty for non proficiency(-25).

SKILL Academic SkillsStatisticsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AccountingRe/Me4+3/52/72/62/42/72/42/62/62/42/41/41/44/72/5
AdministrationRe/Pr 3+ 3/83/7 3/5 2 4 2/4 2/6 1/42/4 3/7
AerodynamicsRe/Me12+ 5 3/6 1/4 5   4 1/2 1/33/7
Alchemy/ ChemistryRe/Me4+3/73/72/51/2 3 2/4 2 2/72/51/42/82/4
ArchitectureRe/Me3+3/63/52/6 3 3/63/7 3/52/51/42/5 2/73/82/5
AstronomyRe/Me 4+ 3/8 3/7 2 2 2 2/*  3/71/32/5 3/7
AstrophysicsRe/Me14+3/52/72/41/23/72/71/32/73/71/22/5 2/72/63/7
AtmosphericsRe/In13+  4 3/63/7  3/5   4  3/61/43/63/81/2    3  3/5 3/5 3/8
Autopsy   Re/In4+  8    7    3    8    8  2/4   8  7   7    4    8    6    8    6 
BiochemistryRe/In9+  4    2    2    2    2  2/5   2    2   5  1/4  2  1/4  4    5 
Boat Pilot  Re/In1+ 2/6 2/62/6  2/6 3/83/82/42/62/6 1/4  2/6  3/8 2/3 3/8
Canon SD/Me4+  4    4    5    4    4    4    5  4   4  2/4    4    3  3/9    3 
Ceramics  Re/Ag2+  6    6    6  2/4    6    5   6    6   6  2/44/8    5    4 
Corporate ManagementRe/Em13+   4  3/64/8 2/7  3 3/6  2  3/83/8 2/4  3/6  2/62/7 3/8
Data ProcessingRe/SD4+3/7 3/5 2/4  1/3   3  2/43/73/53/5  1/2/22/62/6 2/7  2/6
DiagnosticsRe/In4+  6  4/8  4/8  2/4    6  2/42/63/83/8 2/4 1/4  4/8   6 
Drafting Re/Me4+ 3/6  2/43/5 1/2 3/72/62/5  3/62/5 1/4  1/4  3/73/5 2/4
Engineering  Re/In4+  5      6    6  1/3   8 4/8  7    8  4/8 2/43/6  5    7
Finance Re/In9+3/5  2/6  2/7  2/6  3/72/62/72/62/6 1/4 2/62/6 2/42/6
Fluid SystemsRe/In12+ 3/5  3   3  1/2   3 3/7  3   3  2/6  1/3  4   4    4
Mapping  Re/Me4+  6      4  3/7 3/7   5 4 3/5   4    6 1/43/9  4  3/6    5
Mathematics Re/Me4+3/9  2/4 2/4 1/1/2 2 4 2/4  2  3/6 1/41/22/4 2/42/6
Machination Re/Ag10+ 3/6  3/92/71/2/23/93/73/53/92/5 2/41/4 3/6 2/5 2/6
Mining Re/In2+3/7    3/7  3/7 3/7   4  4/8 4/7 3/72/42/43/64/8  2/6  4/8
Navigation Re/In4+2/6  2/6 2/5 2/5 2/5  2/6 1/42/4  2/5 2/52/62/6 1/42/6
Proselytism  Em/Pr2+     3    3  3/73/7   3  3/6  3   3   3  2/6 3/7  3/5 3/5 3/6
Research Re/In2+    3     3   2/4 2/4   4  3/6 4/7 3/72/41/32/63/8  2/6  2/4
Scanner AnalysisRe/In13+1/3  2/5 2/6 1/3 2/5  1/3 1/32/5 2/5 2/51/3  3 2/6  6
Siege EngineeringRe/In4+  1/2 4 4/9 5 2/7 5 1/4  1/4 3/7  4/8 2/4
Specific Knldg LoresRe/In0+  4/83/63/6 2/4 3/82/63/73/62/61/32/53/6  3/6  2/4
Teaching  Re/EM2+3/7 2/63/6 2/5 3/5  2/5 3/62/6 2 1/32/51/3 3/81/2
Weather WatchingIn/EM2+3/7 2/72/6 2/5 1/4    3  2/72/7 3/72/53/7 3 2/51/4
Animal SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Animal HandlingEm/Pr2+  2/5 2/6  3/5 2/44/8   4 3 1/4  3/7   4   1/3  1/3   4
Animal Training Em/Pr2+  3/72/63/7 4/8    5 3/63/83/93/63/7 4/8 1/5   2/4    4
Beast MasteryEm/Pr2+  5     6    5    7    5    6    7   6 4   4    7  3/7 3/72/5
Herding Em/Pr2+2/5 2/72/4 2/7 2/7  3/8  3/52/7 1/42/62/72/4 2/42/5
Loading Re/Em2+3/5 2/42/7 2/5 2/6  4/8  2/73/5 1/52/63/5 3 1/3  4
Riding Em/Ag2+2/6 2/62/6   3  2/5  3/8    3  2/6 2/52/72/6 2 2/4  4
Wagoner Em/Ag2+2/5 2/42/6   3  2/5  3/8    3  2/6 1/52/62/6 2 1/3  4
Athletic SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Athletic Games St/Ag/Qu2+  1/3 2/61/4 2/5   2/3 2/51/32/61/5  7 2/5 1/4   2/5    7
Body DevelopmentCo     2+1/4   2/6  3/8    3  2/6  3/92/7 2/62/5   7  3/8  5 2/5  8 
CalisthenicsVaries2+3/6  4/84/8     6  4/8   4/8 6   6    8   6 
ClimbingSt/Ag2+3/7  3/63/7   5  3/7  4/8    3  3/6 3/72/63/7  3 4/7  7
DanceAg/In2+2/6 2/61/5   3  1/4  3/8  2/7  2/6 2/4  3  3/52/5 2/62/6
Distance RunningCo   2+2/4 2/62/5    3    2   2/6  2/5  2/6 2/5  3  2/5 4 2/5  3
Diving Ag/Qu2+ 3/5 /td>2/62/42/52/42/5 1/3 2/6 2/432/42/42/53
EnduranceCo     0+  1/4 2/63/8    3   2/6 3/92/52/62/5   7   3/8 2/6    8
Flying/GlidingAg     10+3/6 2/6  2/5  2/7 3/5  2/61/32/62/6   3  2/52/7 2/6  3 
Hold BreathCo/Sd0+ 2/4  2/63/8     3  2/6   3/92/52/6 2/5   7 3/8 2/6
Rappelling Ag/Sd4+3/7  2/6 2/4     4     3  4/7   3  2/6 3/7  7 3/7  3 3/7  6
Rowing St/Sd2+1/4  2/6  3/5 3/6    3   3/7 2/5 2/6 1/3  3  2/7  3 1/4  3
Sailing Ag/In 3+2/6  2/63/7  2/6    3   3/7 2/6  2/6 2/6  3  2/6 3 2/6  3
Skating Ag/Sd7+ 2/7 2/6  3/7   3  3/8 3/7 2/6  2/6    3 3/6  2/5   3
Skiing Ag/Sd4+ 2/7 2/6  3/7   3  1/5 3/8 3/7 2/6 2/6    3 3/6    3  2/5   3
Sprinting Ag/Qu0+2/4 2/62/5 3/5     2  2/5  2/4  2/6 2/5  3  2/5  3   2/52/6
Surfing  Ag/Sd 2+2/7 2/62/7    3  2/5  3/8  3/7  2/6 2/6  3  3/6  3  2/5  3
Swimming St/Ag1+ 2/6 2/6  2/5   3 2/6  3/8    3  2/6 2/5    3 2/6   3  2/5   3
Combat SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Battle PerceptionIn.Me1+1/23/83/52/73/53/61/32/61/3 1/42/53/73/52/4
Blind Fighting Re/In1+1/5 2/7  2/7 2/7 2/7 2/72/72/72/7 10 2/7 10 2/710
Brawling  St/Ag0+ 2/6 3/8  3/5 3/7 3/9 4/93/52/6 1/5 9 3/7 5 3/5 9
Closing  Ag/Qu0+1/5  2/7 2/7 2/7 2/7 2/72/72/7 2/75 2/7 102/710
Combat Pilot/DriverAg/In3+v3/6  6 3/9 4/94/94/92/4 4 4/84/9 2/7 5 3/710
Crew Member Ag/In3+1/33/9 5 4 10 7 1/2 3/9 3/910 2/4 107 10
Defensive Weaving Ag/In1+ 3 9 5 10 8 104 7 510 9 7 9 8
Demolitions  Ag/Sd8+ 2/4 5 3/73/75 53/73 2/6 53/77 3/97
Disarm Foe, Armed Ag/Qu1+2/5  6  2/72/61/34/82/742/55 2/63 3/76
Disarm, UnarmedAg/Qu 1+3/6 4/83/53/63/543/83/73/6 5 3/7 4 4/79
Distract Foe Varies0+  2/6 3/62/5 3/8 7 3/83/73/63/73/7 3/73/7
Don & Doff ArmourAg/Qu3+MIAmiamiamiamia miamiamiamiamiamiamiamiamia
Electronic WarfareRe/In13+2/483/95 8 6 1/38 7 10 4 7 2/620
Feinting Pr/Qu4+2/5  3/72/5 2/61/34/82/72/62/52/6
Grappling Hook Ag/In3+v2/6 3/72/72/73/54/83/52/6 1/52/43/54/81/4
Heavy Energy Proj. Ag/In17+2    10  6   6   10 10 10
Increase Wound St/Ag1+ 1/4  3/9  3/98   3/93/93/93/910 10 
Instinctive ManueverQu/In0+3/63/73 5 5 7 4 2/63/67 5 5 5 6
Lancing St/Ag6+3/6 3/7  11 2/6 3/610 
Maneuver in Armor                
Soft Leather Varies1+  1/*2/*1/*1/*1/*1/*1/*1/*1/*2/*1/*1/*1/*5
Rigid Leather Ag/Qu3+1/*2/*2/*2/*2/*3/*1/*2/*1/*3/*2/*2/*2/*6
Chain  Re/In5+2/*4/*3/*3 4/*3 2/*4/*2/*4 3/*3 4/*8
Plate  Pr/Qu8+ 3/*6 5 4 10 6 43/87 5 6 6 10
Light Body ArmorAg/In15+1/* 2/*1/*1/*1/*1/*1/*1/*1*2/*1/*1/*1/*4
Pliable Armor Body SuitAg/In16+1/*2/* 2/*2/* 2/*3 1/*2/*1/*3/*2/*2/*2/*5
Mesh Armor Body SuitSt/Ag18+2/*4/*4/*3 3/*3 2/*3/*2/*4 3/*3 4/* 8
Armor ExoskeletonQu/In19+ 3/*6 5 6 6 4 6 3/810 5 5 6 10
Powered ArmorAg/In/Sd20+4/*8 8 8 10 10 6 8 6 10 6 6 10 10
Combat Skills Cont.StatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Martial ArtsAg/In/Qu3+  2/64/82/53/82/63/83/73/63/73/72/72/7
Melee ScuffleAg/Qu2+1/22/71/42/71/42/71/41/41/42/72/7
Missile ArtilleryAg/In4+ 2/610 10 10 10
Mounted Weapon AmbushIn/Sd9+ 2/52/73/72/710 3/710
Mounted Archer/GunneryAg/Em/Sd3+2/54/82/62/72/63/82/73/63/82/73/93/710
Mounted CombatAg/Em/Sd3+2/54/82/62/7 2/63/82/73/63/82/73/93/710
Projectile GunneryAg/In9+ 10 9 10 10 10
Quick DrawQu/Ag3+ 2/62/61/43/6  2/41/42/63/82/52/53/6 
Restricted Area CombatAg/Sd1+1/52/72/72/72/72/7
Reverse StrokeAg/Re1+ 2/74/83/54/84/93/92/63/810 4/84/84/810
Seaborne CombatAg/Ag/In3+1/42/63/53/63/72/52/61/32/71/4
Shield UseSt/Ag2+ 2/44/82/62/73/84/92/73/63/82/73/710
Stunned ManeuverSd/Co0+ 2/53/83/53/53/93/93/72/62/63/71/53/8
SubduingAg/Qu1+2/44/81/43/62/51/42/61/52/52/53/8
TacklingAg/Qu0+2/64/82/53/82/63/83/73/63/73/72/72/7
TumblingAg/Sd0+ 2/64/83/73/62/62/61/43/83/72/5
Unseat/UnhorseSt/Ag2+ 2/63/73/72/63/610
Weapon BrawlAg/Qu/In1+p/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/w
Weapon Cat. #1VariesV+ 1/43/62/52/72/63/82/53/62/54/82/72/64
Weapon Cat. #2VariesV+ 2/44/82/62/73/84/92/73/83/82/73/7
Weapon Cat. #3VariesV+ 2/73/74/83/94/83/94/83/88
Weapon Cat. #4VariesV+ 2/73/94/83/910 4/910
Weapon Cat. #5VariesV+ 2/74/83/910 10
Weapon Cat. #6VariesV+ 10 10 10
Weapon Cat. #7+VariesV+ 101068 109 6 9 8108 107 10
Weapon TrickeryAg/Qu3+1/53/62/52/72/63/82/53/62/54/82/72/6
Whip GrappleAg/Qu2+2/64/82/53/82/63/83/73/63/73/72/72/7
Wrestling Ag/Ag/Sd0+2/64/82/53/82/63/83/73/63/73/72/72/7
Yado Ag/Qu2+3/64/83 5 5 7 4 3/83/77 5 5 5 6
Yado Ag/Qu2+3/64/83/83/6
Zero-G CombatAg/Sd15+2/62/44/83/710 3/8
Concentration SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Adrenal DefenseQu1+ 10 10 10 10 810 10
Adrenal BalancePr/Sd1+ 2/64/82/73/72/62/64/82/53/5
Adrenal LandingPr/Sd 1+ 2/64/82/73/73/72/62/64/82/53/75
Adrenal LeapingPr/Sd 1+ 2/64/82/73/72/62/64/82/53/8
Adrenal Quick DrawPr/Sd 1+ 2/43/62/53/93/74/92/42/42/43/91/43/5
Adrenal SpeedPr/Sd 1+ 2/64/82/73/72/62/64/82/53/7
Adrenal StrengthPr/Sd 1+ 2/64/82/73/72/62/64/82/53/7
Body Damage StablizationSd/Em1+3/83/73/73/72/83/93/62/73/63/72/53/7
Control, SelfSd1+4/84/82/62/63/72/43/81/3
Dowsing In/Em2+3/74/73/53/83/83/73/73/63/63/81/32/71/3
Frenzy Em/Sd1+2/64/83/53/72/73/82/63/71/43/6
Hypnosis Pr/Sd2+ 3/73/62/41/32/4
Meditation Pr/Sd2+ 3/73/73/64/9  3/63/73/83/62/54/81/23/72/5
Mnemonics Sd/Me 1+ 3/63/71/32/5  2/52/52/52/52/71/42/61/2/23/71/4
Spatial Location AwarenessIn  1+ 4/73/74/82/63/81/2/24/81/4
Deadly SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AmbushIn/Re/Me1+ 3/83/93/82/53/94/9
Silent KillIn/Ag1+ 2/64/92/73/72/74/61/44/8
SnipingIn/Re/Me1+ 2/74/83/93/82/64/8
Spell SnipingIn/Re/Me1+4/810   64/82/5
TargetingIn/Ag1+p/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/wp/w
Use Remove PoisonIn/Ag3+2/54/72/52/62/72/42/73/62/41/43/63/82/72/6
Driving/Piloting SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Air/Space Borne Vehicles                
Craft Cat. #1Ag/QuV+ 2/43/82/62/63/63/81/42/62/64/82/62/62/4
Craft Cat. #2Ag/QuV+ 2/64/93/83/64/82/43/63/83/63/82/6
Craft Cat. #3Ag/QuV+ 3/84/84/82/43/63/83/83/8
Craft Cat. #4Ag/QuV+ 4/82/64/84/810  4/84/810
Craft Cat. #5Ag/QuV+ 10 10 10 3/8610 10 10
Craft Cat. #6Ag/QuV+ 10 10 10 10 4/810 10 10
Combat Pilot/Driver Ag/Qu/InV+ p/vp/vp/vp/vp/vp/vp/vp/vp/vp/vp/vp/vp/vp/v
Ground Vehicles                
Craft Cat. #1Ag/QuV+ 2/43/82/62/63/63/81/22/62/63/82/62/62/43/8
Craft Cat. #2Ag/QuV+ 2/44/83/63/63/84/81/43/62/64/83/63/62/6
Craft Cat. #3Ag/QuV+ 2/63/83/84/82/43/63/83/63/82/6
Craft Cat. #4Ag/QuV+ 3/84/84/8  2/64/83/83/83/8
Craft Cat. #5Ag/QuV+ 3/810 9 2/64/84/810 4/8 4/810
Craft Cat. #6Ag/QuV+ 10 8 10 10 3/810 10 10
Craft Cat. #7Ag/QuV+ 10  10 10 10 10 4/810 10 10
Hyperspace AstrogationRe/In/In20+ 1/2
Mecha PilotingAg/Qu17+ 2/64/83/61/43/84/83/810
N-Space AstrogationAg/Qu17+ 1/2
NavigationAg/Qu4+ 2/64/84/83/81/43/62/63/63/63/62/44/8
Water Based Vehicles                
Craft Cat. #1Ag/QuV+ 2/43/83/62/62/63/61/42/62/63/83/63/6 2/43/6
Craft Cat. #2Ag/QuV+ 3/64/94/83/73/84/82/44/83/84/94/84/83/64/8
Craft Cat. #3Ag/QuV+ 4/84/82/64/94/8
Craft Cat. #4Ag/QuV+ 63/87
Craft Cat. #5Ag/QuV+ 10 10 10 4/810  10 10 10 10
Engineering SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Chemical Eng. IndustrialRe/In8+ 10 10 10 1/210 1/4
Chemical Eng. MedicalRe/In6+ 10 10 10 10 2/810 1/4
Civil Eng.Re/In3+ 1/21/4
Computer Eng.Re/In15+1/24/81/4
Crime Eng.Re/In9+ 2/52/62/41/4
Cybernetic Eng.Re/In16+1/22/71/4
Electrical Eng.Re/In11+1/21/4
Environmental Eng.Re/In4+ 10  3/73/710  1/2
Genetic Eng.Re/In17+10 3/71/49   10 1/4
Mechanical Eng.Re/In4+ 4 1/21/41/4
Medical  Eng.Re/In12+7 1/22/61/4
Power systems TheoryRe/In5+ 1/21/410 10
Sanitation Eng.Re/In4+ 1/21/42/710 
Sound Eng.Re/In4+ 1/32/5
Structural Eng.Re/In4+ 1/21/42/5
Undersea Eng.Re/In11+1/21/42/5
Weapon Eng.Re/In8+ 1/21/4
Evaluation SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AppraisalRe/me1+ 2/52/42/52/61/52/62/72/6 2/4 1/42/72/51/33/7
Armor Eval.Re/In3+1/22/42/62/72/83/71/43/61/44/83/63/93/5
Crime Scene Eval.Re/In4+ 3/64/81/43/83/82/63/83/62/43/64/83/6
Damage Eval.Re/In4+ 2/43/62/62/63/63/61/43/62/63/62/43/63/5
Metal Eval.Re/In3+ 3/62/43/62/73/83/82/63/62/51/42/73/61/32/5
Specific Eval.Re/InV+ 3/62/43/62/73/63/83/63/63/62/42/73/62/43/6
Stone Eval.Re/In1+ 3/62/43/52/73/62/62/63/62/51/42/73/61/32/4
Weapon Eval.Re/In1+ 1/42/42/52/73/53/62/42/71/42/62/73/62/5

This message was last edited by the GM at 23:59, Thu 30 Oct 2014.

GM Joe
 GM, 21 posts
Sat 27 Sep 2014
at 05:50
Re: Character Creation
General SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AdvertisingRe/In4+ 2/72/53/62   2/52/71/43/7
AgricultureRe/Em2+3/861/42/52/5
Art (commercial)In/Ag9+ 2/63/53/651/33/71/44/8
Armor WorkingAg/Re?? 1/32/43/93/54/82/53/72/73/63/66
CookeryAg/Re1+ 2/52/42/62/52/52/52/62/52/52/42/62/42/42/4
CraftingAg/Re/SdV+ 2/52/52/42/42/52/62/62/52/62/62/42/72/52/6
Efficiency ExpertiseIn/Em1+ 3/52/62/53/93/52/51/32/72/53/72/5
Electronics DiagnosticRe/In12+2/72/72/51/23/73/62/52/72/53/51/33/92/64/8
Emergency Env. Suit RepairIn/Ag14+2/42/52/52/42/73/71/22/52/43/72/62/5
FabricationAg/Sd3+ 3/72/43/91/34/84/83/53/53/63/7
Fashion In/Em4+ 2/73/73/71/22/62/72/72/63/71/32/72/6
Fletching Ag/Sd4+2/42/42/63/53/73/72/63/62/43/93/53/62/7
Food Processing Re/Ag9+ 2/63/62/62/72/61/42/72/63/62/42/52/54/8
Gimmickry Re/In4+ 3/72/42/51/22/73/73/53/52/63/71/43/93/52/5
Health Care Re/Me9+ 2/63/72/62/62/61/22/62/63/72/42/62/42/63/6
Heavy Machine OperatorAg/Sd11+1/31/24/91/42/62/53/5
Horticulture Re/Em2+ 3/53/73/52/62/61/43/52/61/42/61/42/72/6
Interior DesignIn/Em9+ 3/53/83/52/62/52/63/62/73/82/52/63/73/53/7
Leather WorkingRe/Ag3+ 2/61/43/52/63/53/73/53/52/43/72/63/92/5
Mechanical DiagnosisRe/In11+ 3/52/42/71/23/82/63/63/61/2/22/7
Music TechnologyIn/Ag2+ 3/72/63/52/41/23/63/63/53/52/62/42/72/62/7
Painting In/Ag0+2/72/62/62/72/42/72/62/72/61/42/71/42/62/4
PhotographyEm/In11+ 2/63/62/42/41/42/52/62/52/62/52/42/62/52/6
Play Inst. Cat. #1Ag/MeV+ 2/62/62/62/61/22/62/62/62/62/42/62/42/52/6
Play Inst. Cat. #2Ag/MeV+ 3/74/82/73/71/33/73/73/73/73/63/73/62/63/7
Play Inst. Cat. #3Ag/MeV+ 1/43/5
Play Inst. Cat. #4Ag/MeV+ 2/44/8
Rope MasteryAg/Me1+ 2/63/83/53/54/73/73/53/61/53/52/4
SculptingIn/Ag1+ 2/72/42/62/62/72/72/72/62/72/72/62/52/62/5
SkinningAg/In1+ 2/52/63/63/73/82/53/73/61/53/73/7
SmithingSt/Ag3+ 3/72/42/71/22/73/74/8
Stone Crafts Sd/Ag1+3/72/43/52/43/83/83/73/53/5
Tactical GamesRe/Me4+ 1/32/52/42/61/43/62/62/52/42/42/62/62/61/2
Teleport OperationsAg/In/Re23+3/51/22/7
Urban DesignIn/Re4+4/83/52/41/33/63/73/61/32/62/62/53/7
Wood CraftsAg/Em1+ 2/62/43/52/61/43/63/53/52/63/52/62/62/5
Gymnastic SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AcrobaticsAg/Qu1+ 1/33/81/32/72/42/51/41/51/43/62/52/72/5
ContortionsAg/Sd1+ 1/33/61/32/64/73/72/42/42/41/52/53/7
JugglingIn/Ag1+ 1/42/42/62/72/61/52/71/33/62/62/62/5
JumpingSt/Ag1+ 1/34/81/52/63/83/51/52/61/33/62/62/72/6
Pole VaultingSt/Ag1+ 2/53/82/62/62/63/62/72/71/42/62/73/5
Stilt WalkingSt/Ag1+2/53/72/62/52/52/62/72/61/42/52/52/5
Tightrope WalkingAg/Sd1+ 3/54/82/72/73/53/83/63/61/42/73/6
TumblingAg/Sd1+ 2/44/72/52/51/33/81/53/51/31/53/8
Zero-G ManueveringAg/Sd15+2/44 3/65 2/65 1/33/52/42/64 3/6
Linguistic SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Acting Pr/Em3+2/53/61/52/71/32/51/52/51/32/52/52/72/43/6
CryptographyIn/Re4+ 3/72/72/54/9
JournalismPr/Re9+ 3/53/81/22/72/62/63/72/72/41/42/72/53/63/6
Language (S or W )  Re/Me1+ 3/*2/*2/*1/*1/*2/*2/*2/*1/*3/*3/*2/*1/*1/*
Lip readingIn/Re1+ 2/73/82/43/52/73/62/73/52/53/73/52/42/52/4
Mimicry In/Sd1+ 2/54/83/52/61/23/62/63/51/53/52/72/72/52/6
Music Ag/Em4+ 2/63/72/62/61/32/52/62/72/62/52/62/52/62/6
Poetic Improvisation In/Re1+2/73/72/62/61/32/62/62/62/51/32/62/42/62/6
Propaganda In/Em1+ 4/62/52/53/73/52/42/32/42/53/6
Public SpeakingEm/Pr2+ 2/63/62/42/61/42/52/62/52/52/52/61/42/42/6
Signaling Sd/Me0+ 1/42/62/62/51/22/61/31/51/41/52/51/52/61/5
Singing Pr/In0+2/63/72/62/61/32/52/62/62/62/52/62/52/62/6
Tale Telling Pr/Me0+ 2/63/62/62/71/32/62/42/52/52/52/61/22/52/6
Trading Re/Me1+ 2/73/62/62/61/52/62/52/52/42/43/53/61/23/5
Ventriloquism Sd/In1+ 3/73/71/33/73/92/53/53/73/53/6
Magical/Psion SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
AttunementEm/InV+ 6 72/61/4
ChannelingIn  V+10 1010 10 10 10 10 10 10 3/510 2/6
Circle Lore Re/MeV+ 3/63/61/4
Directed SpellAg  V+ 12 10 2/610 2/6
DivinationEm/InV+ 3/94/83/53/52/53/63/63/53/62/53/51/42/52/4
Magical LanguagesRe/MeV+5/*6/*3/*3/*2/*
Magic RitualRe/MeV+ 2/71/4
Power perceptionEm  V+ 3/94/83/62/61/2
Power Pt Dev.VariesV+ 10 2/7
Psionic PerceptionIn/MeV+ 5 2/72/6
Psion List MasteryPr   V+10 6 6 6 2/*3/*
RunesIn/EmV+ 3/94/94/83/92/71/4
Spell Lis MasteryPr/Em/InV+ 10 3/*2/*
Symbol LoreRe/MeV+ 4/83/83/61/51/4
Targeting (Spell/Psion)Re/InV+2/52/5
Transcend ArmorVariesV+ 6 3/7
Warding LoreRe/MeV+ 3/53/73/83/61/42/4
Medical SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Abnormal PsychologyIn/Re9+ 4/8
Animal HealingPr/Em2+4 4 1/22/52/53/82/6
CryogenicsSd/Em18+ 3/73/83/72/74/81/23/7  3/84/83/62/72/53/62/6
Cryonics In/Re18+ 2/43/6
Diagnostics (medical)In/Re9+ 2/42/5
Drug TherapyRe/Me/In9+1/31/44/83/53/6
Drug ToleranceCo/Sd2+ 1/33/62/61/31/42/51/32/52/62/42/61/23/53/6
First Aid Sd/Em1+ 1/32/41/31/32/41/2/21/31/32/61/41/41/41/42/6
GeneticsIn/Re16+2/62/6
HypnosisIn/Re3+ 3/62/31/32/4
MidwiferyEm,/In/Me0+ 4/94/73/53/53/91/33/73/62/43/52/72/7
PsychiatryEm/In/Re9+5 6 3/53/62/573/6
Second AidSd/Em/In4+ 1/53/71/42/51/2/22/42/63/72/42/52/52/63/7
SurgerySd/Em/In9+ 2/43/6
Perception SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Detect TrapsIn/Re1+ 2/44/82/42/64/82/63/71/32/42/63/5
Direction SenseRe/In0+1/42/51/41/42/6  2/51/32/51/42/42/41/42/42/4
Electronic SurveilanceSd/Re14+ 1/41/53/71/43/62/5
General PerceptionIn/In/Re0+ 2/53/61/22/42/52/42/62/51/31/32/41/42/6
Lie PerceptionIn/Re1+3/54/62/53/52/62/63/73/52/52/43/51/22/62/5
Locate Secret OpeningIn/Re1+ 2/53/82/52/43/63/62/62/51/42/42/61/42/73/6
Poison PerceptionIn/Re1+2/54/71/43/51/42/73/61/42/63/73/63/5
Read TracksIn/Re0+2/54/71/33/63 3/92/53/61/41/43/71/53/5
Sense AmbushIn/Re0+ 1/42/63/74/82/51/42/53/73/7
Sense Reality WarpIn/Re0+4/94/83/82/74/81/2
SurveillanceIn/Sd1+ 2/53/81/22/53/53/62/62/71/42/32/62/52/52/6
Time SenseIn/Me1+2/53/61/42/42/61/42/62/52/41/42/41/32/51/2
TrackingIn/Re0+ 2/51/43/82/51/42/42/62/6
Social SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
BeggingPr/Em0+ 2/63/62/52/61/42/72/62/52/42/42/62/62/42/6
DiplomacyPr/In0+2/53/52/61/41/41/41/42/42/51/42/51/31/52/4
Duping Pr/Em0+ 2/64/63/52/72/73/62/53/51/42/63/52/42/63/5
Gambling/Bluff In/Pr/Me2+2/53/62/42/61/52/52/52/51/42/52/51/51/42/6
InterrogationPr/Re1+3/64/81/22/62 3/62/73/72/73/63/52/42/7
Labor Relations Pr/Re3+3/64/63/62/72/53/73/52/42/72/61/32/72/7
Leadership Pr/Re0+2/43/73/52/43/53/62/42/62/52/62/52/73/52/4
SeductionPr/Em0+2/63/61/52/71/32/62/52/52/52/62/62/42/42/5
Trading Em/Re1+2/72/42/62/61/52/52/52/52/42/43/53/61/23/5
Subterfuge SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Bribery Pr/Re2+ 2/43/72/52/52/43/72/42/62/42/42/63/52/62/6
Camouflage In/Re0+ 2/54/63/62/72/73/51/33/72/73/7
Computer Hack Sd/Re15+3/74/63/52/44/73/53/52/42/42/63/6
Disarm Trap In/Ag1+ 4/83/64/83/92/53/92/5
DisguisePr/Sd2+3/74/72/72/71/43/72/63/62/43/53/63/6
Electronic CountermeasuresIn/Re12+3/73/72/54/83/54/72/42/6
ForgeryIn/Me3+2/43/9
Hide ItemIn/Re0+2/52/42/52/72/52/62/52/61/32/62/72/42/4
MimeryAg/Sd0+2/63/72/62/61/22/62/62/61/32/62/61/32/43/6
Pick LocksIn/Ag//Re2+4/82/72/62/54/7
Pick PocketsAg/Sd1+4/63/53/91/34/84/8
Safe CrackingIn/Sd4+3/71/32/6
Security OperationsSd/Me2+2/54/81/43/63/53/83/73/71/43/73/64/82/7
Set TrapsAg/Re1+3/83/53/72/53/74/8
Stalk/HideAg/Sd0+2/52/62/51/33/63/7
Trap BuildingRe/Em1+2/63/64/93/73/91/33/73/6
TrickeryPr/Qu0+2/63/52/71/32/51/31/53/5
Survival SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Caving Sd/Re0+1/42/73/82/52/42/62/6
Foraging In/Me0+2/63/53/52/63/72/73/52/52/62/73/72/52/6
Hazard ControlIn/Re3+2/72/63/72/61/43/72/63/73/7
Hostile/Alien EnvironmentsAg/Sd0+1/32/61/41/41/41/41/31/51/42/71/41/41/4
Region LoreRe/Me0+2/62/41/42/52/52/52/42/62/51/42/61/42/52/6
ScroungeIn/Re3+2/63/62/51/43/53/62/42/61/32/52/42/51/42/6
StreetwiseIn/Pr1+1/42/61/22/72/53/52/52/61/31/42/63/51/43/6
SurvivalIn/Pr1+1/32/41/41/41/41/41/31/41/42/41/41/41/42/4
Technical SkillsStatsTech LvlArmsmanCrafterDetect.EngineerEntertainerHealerPilotProfesnlRogueScholarTechTelepathTraderWizard
Computer TechRe/Me15+3/81/22/41/2
Crime TechRe/Me9+2/41/22/53/5
Cyber TechAg/Me17+1/21/21/23/9
Electrical TechRe/ME11+2/71/22/61/23/7
Genetic TechIn/Re16+1/21/210
Mechanical TechAg/Me5+1/22/41/2/2
Medical TechIn/Re9+1/2/24
ProgramingRe/Me15+3/81/21/2
Power Systems TechAg/Me11+1/21/2
Teleport TechIn/Re/Me23+1/22/7
Weapons TechAg/Me9+1/21/2

This message was last edited by the GM at 04:49, Mon 20 Oct 2014.

GM Joe
 GM, 25 posts
Tue 7 Oct 2014
at 19:41
Re: Character Creation
#5 Traits and Flaws
3 Trivial Traits = +1 BO / 2 Minor Trait = +1 BO / 1 Major Trait = +1 BO
A Character May Gain, at most, 5 Additional BO this way. You may Choose the Traits you want or Roll Them, Your choice. This can Includes Social Class.
Suggestions for Traits and Flaws are always Welcome

Trvial Traits
Allergy Trivial: Causes Minor rash and/Or Diarrhea and cramps. -10 to all actions for the day.  see SM comp I page 58
Asthma, Trivial: Character suffers some asthma in high activity or emotional distress. A such times roll Con+d100 on the Routine table or suffers an attack suffering -50 to all actions.
Bloodthirsty, Trivial: See SM comp I page 46 Make a Sd+d100 on the Routine Maneuver Table to resist the urge.
Charitable: 20% of the PC's Income is donated or given away to those in need.
Chivalry, Trivial: See SM comp I page 46 Make a Sd+d100 on the Routine Maneuver Table to resist the urge.
Criminal recored: Pc has a record of crimes committed, in their past, for which they have already paid fines or served their time.
Dependent, Trivial: Character has a Friend or Family Member hat is dependent on them. They are at least 16 years or older and can take care of themselves to some degree but are mostly unskilled and rely on the character.
Disfavor Trivial: Pc has gained the disfavor of some Minor local gang or Group that wants to capture or take something from the PC.
Fainthearted: Pc must make a SD+d100 roll on the Routine Maneuver Table to enter/Stay in a dangerous situation.
Genetic Defect: See SM Comp I page 59
Good Samaritan: Pc has a need to help those in need. Pc must make a SD+d100 roll on the Routine Maneuver Table to resist the need to help.
Limp: Character Suffers from a Limp that hinders movement rate by 25% and character can not Dash.
Mental Addiction: See SM Comp I pg 61
Missing Limb: Character is missing 1 Limb. this can be a Hand, Foot or whole arm or leg.
Neurological Disorder SM Comp I pg 63
Overconfident: Pc must make a SD+d100 roll on the Routine Maneuver Table to back down
Passive, Trivial: See SM comp I page 46 Make a Sd+d100 on the Routine Maneuver Table to participate in violence.
Phobia, Trivial: Character suffers a Trival Phobia, Must roll a SD+d100 on the Routine table to over come Phobia.
Prejudice, Trivial: See SM comp I page 49 Make a Sd+d100 on the Routine Maneuver Table to not act on his prejudice.
Short Attention Span: Character must make a SD+d100 roll on the Medium Maneuver table to continue projects after each time interval is completed.
Slow Reflexes: Base surprise initiative is increased +2 Seconds.


Minor Traits
Allergy Minor: Causes major rashes, Swelling, Major camps and Severe Diarrhea -25 to all actions for up to 2 days. Must make a Con+d100 roll on the easy maneuver table or death in 1 hour. see SM comp I page 58
Asthma, Minor: Character suffers some asthma in high activity or emotional distress. A such times roll Con+d100 on the Light table or suffers an attack suffering -50 to all actions.
Bad Impressions: Character has a Knack for saying the wrong things at the wrong times. Suffers a -20 to Social interaction type skills.
Blind, One eye: Character is Blind in one eye, suffer a -20 to all ranges, -20 to Visual general perc, and loss of field of vision.
Bloodthirsty, Minor: See SM comp I page 46 Make a Sd+d100 on the Routine Maneuver Table to resist the urge.
Chivalry, Minor: See SM comp I page 46 Make a Sd+d100 on the Light Maneuver Table to resist the urge.
Clumsy: Pc is a bit of a Klutz, suffers a -10 to any skill directly involving the hands.
Coward: Pc must make a SD+d100 roll on the Light Maneuver Table to enter/Stay in a dangerous situation.
Day Dreamer: Pc has a Hard Time concentrating due to some distracting thoughts that always pervade their mind. They suffer a -20 to any skill requiring concentration.
Disfavor Minor: Pc has gained the disfavor of a Minor Group/organization, with far reach, that wants to capture, kill and take/Recover something from the PC.
Deaf, One ear: Character is deaf in one ear, -25 to audible perceptions.
Far Sighted: charater has trouble seeing things close by. Can't read without aid, and difficulty with Technical skills -20 penalty and -50 to visual perception up close.
Dependent, Minor: Character has a Friend or Family Member hat is dependent on them. They are 7-12  years of age or have some minor reduced mental capacity of some sort, and rely heavily on the character.
Fumbles: fumble range increased +5
Genetic Disease: See SM Comp I page 59
Good Samaritan: Pc has a need to help those in need. Pc must make a SD+d100 roll on the Light Maneuver Table to resist the need to help.
Low Gravity: character was raised in a Low gravity environment. Suffers a -10 to Strength and Quickness in normal gravity environs.
Mechanically Inept: Character suffers a -15 to all tech and Engineering skills involving repair or design.
Mental Disorder: See Comp I pg 62
Mute: Characters vocal cords can not produce sound.
Near Sighted: Character has difficulty seeing at range, all range penalties doubled and -50 to visual perception at distance.
Neurological Disorder SM Comp I pg 63
Oblivious: Character is a Bit Oblivious to his surroundings, -20 to all perception skills.
Outcast: Pc is an Outcast from his Society and is Not permitted to set foot in Claimed Territory.
Overweight: Character is overweight, add +10 to Base BMI value, For Base Weight Allowance divide weight by 10 instead of 5, Exhaustion rates are increased 1 category.
Paraplegia: Paralysis from the waist down.
Passive, Minor: See SM comp I page 46 Make a Sd+d100 on the Light Maneuver Table to participate in violence.
Phobia, Minor: Character suffers a Minor Phobia, Must roll a SD+d100 on the Light table to over come Phobia.
Physical Addiction: See SM Comp I pg 64
Poor Stamina: All encumbrance penalties are doubled.
Prejudice, Minor: See SM comp I page 49 Make a Sd+d100 on the Light Maneuver Table to not act on his prejudice.
Slow Reflexes: Base surprise initiative is increased +4 Seconds.
Unkempt: Try as he might, character just can't mae himself look presentable. Appearance -50 with a minimum of 1 and a max of 50.
Unlucky: Pc suffers a -10 penalty to any crucial situation where some luck is involved.
Vengeance: For reasons Known only to the character, the character seeks a person or organization for revenge.
Very Overconfident: Pc must make a SD+d100 roll on the Light Maneuver Table to back down.
Wanted Criminal: Character is wanted for a crime he may or may not have committed on a specific Planet.

Major Traits
Allergy Major: Causes anaphylactic Shock. Must Make a Con+d100 roll on the medium maneuver table or death in 5 minutes. see SM comp I page 58
Asthma, Major: Character suffers some asthma in high activity or emotional distress. A such times roll Con+d100 on the Hard table or suffers an attack suffering -50 to all actions.
Berserker: See SM Comp I page 46
Blind, both Eyes: Character is completely Blind.
Bloodthirsty, Major: See SM comp I page 46 Make a Sd+d100 on the Routine Maneuver Table to resist the urge.
Chivalry, Major: See SM comp I page 46 Make a Sd+d100 on the Hard Maneuver Table to resist the urge.
Dark Secret: Character's Family has a deep, dark secret which must not be revealed.
Deaf: Character is completely deaf in both ears.
Dependent, Major: Character has a Friend or Family Member hat is dependent on them. They are new born to 6years of age or have some major reduced mental capacity of some sort, and rely Fully on the character.
Disfavor Major: Pc has gained the disfavor of some Major Organization that wants to capture.
Extremely Overconfident: Pc must make a SD+d100 roll on the Hard Maneuver Table to back down.
Good Samaritan: Pc has a need to help those in need. Pc must make a SD+d100 roll on the Hard Maneuver Table to resist the need to help.
Gutless: Pc must make a SD+d100 roll on the Hard Maneuver Table to enter/Stay in a dangerous situation.
Mental Disorder: See Comp I pg 62
Neurological Disorder SM Comp I pg 63
Obese: Character is Extremely overweight.  add +20 to Base BMI value, For Base Weight Allowance divide weight by 15 instead of 5, Exhaustion rates are increased 2 categories.
Pain Sensitive: See SM Comp I page 46
Passive, Major: See SM comp I page 46 Make a Sd+d100 on the Hard Maneuver Table to participate in violence.
Phobia, Major: Character suffers a Major Phobia, Must roll a SD+d100 on the Hard table to over come Phobia.
Prejudice, Major: See SM comp I page 49 Make a Sd+d100 on the Hard Maneuver Table to not act on his prejudice.
Quadriplegia:  Complete paralysis from the neck down
Slow Reflexes: Base surprise initiative is increased +6 Seconds.
Unlucky, Major: Pc Suffers a -25 to any crucial situation where some luck is involved.
Wanted Criminal: Character is wanted for a crime he may or may not have committed on a By the Alliance.

#6 Social Class
Social Class Can be Considered Either a Trait/Flaw Or a Background option.
1  = 1 Major Trait   = slave No money
2  = 1 Minor Trait +1 trivlial   = Homeless x0.1 Money
3  = 1 Minor Trait   = Poor x0.3 Money
4  = 2 Trivial Trait = Borderline Poor x0.5 money
5  = 1 Trivial Trait = Low Middle income x0.7 money
6  = Standard Character
7  = 1 Background Opt = Upper Middle x2 Money
8  = 2 Background Opt = Prosperous/poor Noble x5 Money
9  = 3 Background opt = Lower Noble x10 money
10 = 5 Background opt = Wealthy/Upper noble x25 Money

This message was last edited by the GM at 18:28, Wed 08 Oct 2014.

GM Joe
 GM, 32 posts
Wed 8 Oct 2014
at 18:20
Re: Character Creation
#7 BackGround Options

There are only 3 Background options one may choose.
    #1 Social Class as Above.
    #2 Magical Aptitude: Cost 2 BO (Without this BO, spell casters only have 1/3rd their normal Power points. ( you may take these for only 1bp but only get 2/3rds pp.
    #3 Psion Aptitude: Cost 2 BO (same as Magical Aptitude, but This is require to Have Psionics Unless you roll it as a BO)

Other than this, you tell me hat table you want to roll on, Roll the indicated die.
if you roll 1-10 re-roll please
Combat (1d100)
Mental (1d1000) re-roll if result is 1-100
Physical (1d100)
Special Status (1d100)
Special Training (1d100)
Special gear (1d100) I am still working on this table so if you select to have a BO on this table bear with me to get your result)
Psions (1d100)
Magic (1d100)

This message was last edited by the GM at 05:01, Thu 09 Oct 2014.

GM Joe
 GM, 34 posts
Thu 9 Oct 2014
at 06:18
Re: Character Creation
#8 Culture

Culture represents the society and tech level from which your character came from. You May only pick 1 Cultural package.
The Number after each skill notes how many free ranks you get in that skill.

Common Man
May be Any profession But Psion

Alliance Core Citizen
Tech Level: Arms=19, Armor=21, Force fields=24, Space Flight/Vehicles=22
Communication=19, Computers and Data Storage=20, Energy Source=22, General Science=24
Crime=17, Law enforcement Forensic=21, Medical=22
Starting Languages: Engchow (Alliance Standard) S7/W7, Wunchoo (Alliance lower class) S6/W4, May pick 1 other Language at S2/W1
EveryMan Skills: Administration 2, Chemistry 1, Data Proc. 2, Mathematics 2, Research 2, Pick 2 Acdemic at 1
Athletic Games 1, pick 1 Athletic skill at 1
Laser Pistol 1, Stunner Pistol 2
Mnemonics 2
Ground car 2, Light Flyer 2
Fashion 2, Pick Painting or play instrument at 2
Pick Music, Poetic Improv or Singing at 1
First Aid 1, Second Aid 1
Computer Tech 2, Pick two Tech Or engineering at 2


Alliance Main Citizen
Tech Level: Arms=17, Amrmor=20, Space Flight/Vehicles=22,Communication=19,
Computers and Data Storage=19, Energy Source=21, General Science=24, Crime=17,
Law enforcement Forensic=21, Medical=21
Starting Languages: Engchow (Alliance Standard)= S6/W4, Wunchoo (Alliance lower class)= S6/W6
Everyman Skills: Admin 1, Data Proc. 2, Mathematics 2, Research 1, Pick 2 Acdemic at 1
Athletic Games 2, pick two Athletic skill at 1
Brawling 1, Stunner Pistol 2, Laser pistol 1
Ground car 2, Light Flyer 2
First Aid 2, Second Aid 2
Gen Per 1
Region Lore 2
Computer Tech 3, Pick 2 tech or Engineering at 2 and 1 at 1 rank.

Alliance Rim Citizen
Tech Level: Arms=17, Amrmor=19, Space Flight/Vehicles=22, Communication=19,
Computers and Data Storage=20, Energy Soruce=20, General Science=24, Crime=17,
Law enforcement Forensic=19, Medical=20
Starting Languages: Engchow (Alliance Standard)= S3/W1, Wunchoo (Alliance lower class)= S6/W3,
Everyman Skills: Data Proc. 3, Mathematics 1, Pick 1 Academic at 1 pick 2 knowledge skils at 2 each
Athletic Games 2, pick two Athletic skill at 2
Brawling 2, Wrestling 2, Stunner Pistol 2, Rifle(Slug) 2
Agriculture 1, pick 1 Craft at 2, Cookery 2
Jumping 1
Ground car 2, Light Flyer 1
First Aid 2, Second Aid 2
Gen Per 2, pick 2 Perception at 1
Region Lore 2
Computer Tech 2, Pick 1 tech at 2 and 1 at 1 rank.

Badlands SpaceTraveler
Tech Level: Arms=16, Amrmor=17, Space Flight/Vehicles=20, Communication=19,
Computers and Data Storage=18, Energy Soruce=20, General Science=24, Crime=17,
Law enforcement Forensic=19, Medical=18
Starting Languages: Engchow (Alliance Standard)= S2/W1, Wunchoo (Alliance lower class)= S6/W1,
Everyman Skills: Data Proc. 1, Mathematics 1, Diagnostics 1 cat at 1, Scanner Analysis 1, pick 2 knowledge skils at 2 each
Athletic Games 2
Brawling 2, Wrestling 2, Pistol(Slug) 2, Rifle(Slug) 2, Crew member 1
Transport Ship 2, Shuttle 2, N-Space Navigation 2
Damage Evaluation 2
Zero-G Manuevering 2
Emergency Env. Suit Repair 2,
Trading 2
First Aid 2, Second Aid 2
Gen Per 2, pick 2 Perception at 1
pick 2 Region Lore at 2
Computer Tech 2, Mechanical Tech 2, Power systems Tech 2

Badlands Dirt Hugger
Tech Level: Arms=16, Amrmor=17, Communication=19, Computers and Data Storage=18, Energy Soruce=18, General Science=20, Crime=17,
Law enforcement Forensic=19, Medical=17
Starting Languages: Engchow (Alliance Standard)= S1/W1, Wunchoo (Alliance lower class)= S6/W1,
Everyman Skills: Data Proc. 1, Pick 1 Academic at 1, pick 3 knowledge skils at 2 each
Athletic Games 2, Climbing 2, pick two Athletic skill at 1
Brawling 2, Wrestling 2, Pistol 2, Rifle(Slug) 2
Agriculture 2, pick 2 Craft at 2, Cookery 2
Jumping 2, Climbing 2
Ground car 2
First Aid 2, Second Aid 2
Gen Per 2, pick 2 Perception at 1
Region Lore 2
Foraging 2, Survival 2
Pick 1 Tech Skill at 1

TransGenics
Can Only Be Armsman, Pilot or Rogues

Tech Level: Arms=19, Armor=21, Force fields=24, Space Flight/Vehicles=22
Communication=19, Computers and Data Storage=20, Energy Source=22, General Science=24
Crime=17, Law enforcement Forensic=21, Medical=22

Starting Languages: Engchow (Alliance Standard)= S6/W4, Wunchoo (Alliance lower class)= S6/W4,
Everyman Skills: Data Proc. 2, pick 1 knowledge skils at 2 each
Body Dev. 1, Climbing 2, pick one Athletic skill at 1
Pick Strikes or sweeps Martial Arts 1, (Pick type for each of these) Pistol 2, Assault Rifle 2, Pick 1 other gun at 1, Pick 1 Melee weapon at 1, Power Armor 2, Pick 1 Maneuver in Armour 1
Jumping 2
Assualt Jeep 2, Fighter ship 2, Pick one other Military vehicle at 2
First Aid 2, Second Aid 2
Gen Per 2, pick 1 Perception at 2
Foraging 2, Survival 2
Weapons Tech 2, Pick 1 Tech Skill at 2


Replicant

Tech Level: Arms=19, Armor=21, Force fields=24, Space Flight/Vehicles=22
Communication=19, Computers and Data Storage=20, Energy Source=22, General Science=24
Crime=17, Law enforcement Forensic=21, Medical=22

Military
May Only Be Armsman

Starting Languages: Engchow (Alliance Standard)= S6/W2, Wunchoo (Alliance lower class)= S4/W2,
Everyman Skills:
Body Dev, 2, Climbing 2, pick 1 Athletic skill at 1
Brawling 2, (Pick type for each of these) Pistol 2, Assault Rifle 2, Pick 2 Melee weapon at 2, Pick 2 Maneuver in Armour 2 (May not be Powered Armor), Stunned Maneuver 1, Mounted Gunnery 1
Jumping 2
Assualt Jeep 2, Pick one other Military ground vehicle at 1( may not be space craft)
First Aid 1
Gen Per 2, pick 1 Perception at 2
Foraging 2, Survival 1
Weapons Tech 2

Laborer
May only be Crafter, Professional or Rogue

Starting Languages: Engchow (Alliance Standard)= S6/W2, Wunchoo (Alliance lower class)= S4/W2,
Everyman Skills:
Body Dev, 2, Climbing 2, pick 2 Athletic skill at 2
Brawling 2, Stunner Pistol 2, Melee Weapon 2, Stunned Maneuver 1
Jumping 2, Zero-G Manuevering 2
Combination/Towing Vehicles 2, Tracked/Construction 2, Vehicles 2, Fork Lifts 2, Ground cars 2,  Loader Mechs 2
Emergency Environmental Suit 2, Heavy Machine Operator 2,
First Aid 1
Gen Per 2, pick 1 Perception at 2
Foraging 2, Survival 1
Electric Tech 2, Mechanical Tech 2, Weapons Tech 2

Fernal Mutant
May only be Armsman

Tech Level: Arms=16, Armor=17, Communication=16, Computers and Data Storage=16, Energy Soruce=15, General Science=15, Crime=17,
Law enforcement =1 , Medical=3
Starting Languages: Gruntar 6S/NA
Everyman Skills:
Body Dev, 2, Climbing 2, pick 2 Athletic skill at 2
Brawling 2, Wrestling 2, Assault Rifle 2, Pick 2 Melee weapon at 2, Pick 2 Maneuver in Armour 2 (May not be Powered Armor), Stunned Maneuver 2, Melee Scuffle 2, Shield Use 2
Adrenal Str 2
Jumping 2
Assualt Jeep 1
First Aid 2
Gen Per 1
Foraging 2, Survival 2 (Pick 2 regions)
Weapons Tech 2

Murkars Mutant
May Only be Rogue or Professional

Tech Level: Arms=16, Armor=17, Communication=16, Computers and Data Storage=16, Energy Soruce=15, General Science=15, Crime=17,
Law enforcement =1 , Medical=3

Starting Languages: Gruntar 6S/NA
Everyman Skills:
Body Dev, 1, Climbing 2, pick 2 Athletic skill at 2
MA Strikes 2, MA Sweeps 2, Pistol(Slug) 2, Pick 2 Melee weapon at 2, Pick 1 Maneuver in Armour 2 (May not be Powered Armor), Stunned Maneuver 2
Adrenal Quickness 2, Adrenal Speed 2, Adrenal Balance 2
Acrobatics 2, Jumping 2, Tumbling 2,
First Aid 2
Gen Per 2, Tracking 1
Pick Locks 2, Stalk/Hide 2
Foraging 2, Survival 2 (Pick 2 regions)
Weapons Tech 2

Slagger Mutant
If you want to Play a Slagger, Speak privately With the GM

Android
Can Only Be Crafter, Engineer, Healer, Pilot, Technician and Scholar

Tech Level: Arms=19, Armor=21, Force fields=24, Space Flight/Vehicles=22
Communication=19, Computers and Data Storage=20, Energy Source=22, General Science=24
Crime=17, Law enforcement Forensic=21, Medical=22

Starting Languages: Engchow (Alliance Standard) S7/W7, Wunchoo (Alliance lower class) S7/W7, May pick 1 other Language at S4/W4
EveryMan Skills: Biochemistry 2, Chemistry 2, Data Proc. 2, Mathematics 2, Research 2, Pick 2 Acdemic at 2
Athletic Games 1
Stunner Pistol 2
Mnemonics 2
Ground car 2, Light Flyer 2
First Aid 2, Second Aid 2
Computer Tech 2, Pick two Tech Or engineering at 2

Fenrea
May be Any But Pilot, Psion or Technician

Tech Level: Arms=7(16), Armor=7, Force fields=NA, Space Flight/Vehicles=NA
Communication=6(19), Computers and Data Storage=NA, Energy Source=11, General Science=7, Crime=17, Law enforcement Forensic=17, Medical=9

Starting Languages: Fengchu S6/W2, Wunchoo (Alliance lower class) S2/W0
Everyman Skills: Mining 2, Weather Watching 2,  pick 2 knowledge skils at 2 each
Athletic Games 2, Pick 2 Athletic Skills at 2
Brawling 1, Wrestling 1, Spear 2, Bow 1
Pick 2 General Skills of Appropriate tech level at 2
Jumping 2, Tight Rope Walking 2, Tumbling 2
Trading 1
First Aid 2, Second Aid 2
Gen Per 2, pick 2 Perception at 1
Camouflage 2, Hide Item 1, Pick Pockets 2, Stalk/Hide 2
pick 2 Region Lore at 2, Scrounge 1, Streetwise 1, Survival 2 Areas at 2

This message was last edited by the GM at 21:54, Sun 16 Nov 2014.

GM Joe
 GM, 39 posts
Thu 16 Oct 2014
at 19:38
Re: Character Creation
#9 Training Package

A training package is not necessary unless you want a Profession that is slightly different than one of the base professions.
A training package May be used for any profession listed in it's description.
It will show how much to reduce the skill cost in this manner. If it says 1/-2 and your skill is 3/7 it changes to 2/5. If the reduction is to 2 values but you only have 1 cost value then treat the second value to be reduced as 10. So if you had a skill that cost just 6 and a reduction of -1/-2 then the skill cost would now be 5/8.
No skill can be reduced more to more than 1/2 by any package.

In development.

This message was last edited by the GM at 19:17, Thu 23 Oct 2014.

GM Joe
 GM, 40 posts
Thu 16 Oct 2014
at 19:42
Re: Character Creation
#10 Record Stats, Bonuses and Development Points

Record your Base and Potential Stats. To determine your base stat bonus, look up your base stat on page 49 of Companion I and reference it for your Stat bonus. Record your Racial and Miscellaneous(those gained from Background options) and add all bonuses together to determine your total Bonus.

Also Reference the same table to determine your Development points for Each Stat. Not just the First 5 but for all Stats. Do not total these together, keep them separate.

#11 Skill Development

To determine your Skills Stat bonus, add the Stat bonuses, from the stats the skill is based on, together and then divide by the number of stats involved.
Example.
Long Sword is based on Str/Str/Agil, you add strength twice and Agility bonus once then divide by 3. If your total strength bonus was +5 and agility was +15  then your Skills stat bonus would be +8(8.3).

To develop the skill you spend your development points to Buy "ranks". The first 10 ranks are worth +5 each(there are some exceptions to this rule such as Ambush). The cost of a Rank in a skill i dependent upon your professions skill listing for that skill.
If you have a 1/5 listed for your skill cost, you can buy the first rank for 1dp and the second box for 5dp. With this cost you can only buy 2 boxes a level.
If you have a skill cost of a single Number (ie. 5) you can only buy 1 rank at that cost per level.
If you have a skill cost list with a /* (ie 4/*) then you can buy as many ranks as you like at a cost of 4dp per rank.

You can Only spend Development Points on a skill from a Stat that skill has as it's relative stats. (If your long sword is Str/str/Agil then you can only spend points on it from strength and Agility.) The exception to this is Reason and Memory DPs which can be used to develop any skill.
GM Joe
 GM, 41 posts
Thu 16 Oct 2014
at 19:59
Re: Character Creation
#12 Weapon Skills
A Note on Weapons and Their Associated stats.

You will note in the class Skill Costs that there are 7 Skill costs for weapons.
This represents the fact that there are 6 Categories of weapons;

Weapon Categories: 1-Handed Projectile • Bows • 1 -Handed Edged • Support Projectile
• 2-Handed Projectile • Support Energy • 1-Handed Crushing • Thrown Weapons • 1-Handed Energy • Pole Arms • 2-Handed Weapons • Portable Launchers • 2-Handed Energy • Pole Arms

You must First assign a Skill cost to each “category” of weapon types from your 7 Weapon skill costs. This determines how much it will cost you to develop a single weapon from that weapon category. Yes, there are more than 7 categories of Weapons. once you assign the 6 lesser cost weapon categories, all others default to the 7th cost.

You develop Weapons as small groups, ( like "Slug Pistols" or "Single Edge swords" or "Energy Pistols" ) You are "familiar" with 1 specific Weapon from that small group +1 weapon for every 5 Ranks you develop. Other weapons from that group, that you are not familiar with, you are at a -25 to using that weapon with your skill.

Example: Puke Skyflocker has Skill In Energy Pistols and has Familiarity with the M6 Mercer Las Pistol and the Hardner IV Mini Balster. He can use both of these weapons at full skill. During a fight he loses his gun and Picks up an Enemies Azer III Hand cannon. He doesn't have familiarity with this weapon, so he is at -25 to shoot with this weapon.

The Stats for a weapon are based on it's Type.

Small/Light Melee = Ag/Qu/In
Medium Melee = Ag/Re/In
Large/Two-Handed Melee = Ag/Ag/In
Heavy Melee = Ag

Thrown = Ag/Sd/In
Missile(bows) = Ag/Sd/In

1 Handed Projectile/Energy = Ag/Sd/In
2 handed Projectile/Energy = Ag/Sd/In
Heavy Projectile/Launchers = Ag/Sd

Strength and Weapons

Strength plays a special roll with Weapons.

For Melee and Thrown weapons, If the Strength bonus exceeds the Minimum required to wield the weapon, it increases the damage dealt. If it is less than required, it may decrease damage dealt.  Missile weapons generally don't get strength damage bonuses, though a Bow designed for a specific strength can do so.

For Guns, if you don't have a high enough strength, it will increase Recoil shot time and recoil penalty. Excessive strength, likewise, can reduce Recoil shot time and penalties.

To gain the benefit, the Min Req Strength value must be exceeded by 2 categories.

For every Category strength Higher:
Melee and Thrown weapons do X.25 (IE 1.25, 1.5, 1.75) extra Concussion hits.
Guns have a reduced recoil Penalties by 1 second and +5 to the shot.

For every Category below that which is needed:
Melee and thrown weapons reduce damage by dividing by .25 (IE 1.25, 1.5, 1.75) and increase speed 1 second.
For Guns Increase recoil penalty by 1 second and -5 to the shot.

Strength Value

Strength value is a Character relative strength for being able to handle weapons.

This is Based of off Base Weight Allowance.

Base weight Allowance (BWA) or base Encumbrance
To determine your Base Weight Allowance: (body weight /5) x( 1+(Str bonus%+ Race Enc Bonus%)/3)
Divide your Characters body Weight by 5 and Multiply that by 1+ your Strength Bonus Plus your racial Encumbrance Bonus, as a Decimal or percentage, Divided by 3.

Example: John Has a weight of 150. divided by 5 = 30. He has a Strength bonus of 15 and no racial modifiers  to encumbrance, so 15 divided by 3 = .05 as a decimal and adds that to 1 = 1.05. He then Multiplies 30 x 1.05 = 31.5. So Johns Base Weight Allowance(BWA) = 31.5 pounds before any skills.

Strength Value
Strength value is different than just your Strength Stat of Bonus. You Strength stat represents How well you have developed your strength for your Body type, height and weight. Even though a Character who is Slender and weighs 120lbs may have a 90 strength does not mean he is as strong as a Character that is Stout and weighs 200lbs.
So Strength Value represents just how Strong you are compared to other characters. This is important in knowing what weapons your character might use most effectively. If a Weapon has a Minimum strength Requirement that is higher than your Strength Value, then you suffer a Penalty equal to the difference between the minimum strength requirement and your strength penalty in using that weapon. To Find your Strength Value. Find your BWA in the Chart below.

Str Category  BWA Str Value Weapon wght
Frail 0.1-2# -30 0.1-0.5#
Feeble 3-5# -25 0.6-0.9#
Delicate  6-9# -20 1-1.9#
Very Weak 10-14# -15 2-2.9#
Weak 15-20# -10 3-4#
Able 21-27# -5 4.1-5.5#
Average 28-35# +0 5.6-7#
Capable 36-44# +5 7.1-8.9#
Hardy 45-54# +10 9-10.9#
Stout 55-65# +15 11-13#
Stalwart 66-85# +20 13.1-17#
Formidable 86-110# +25 17.1-22#
Powerful 111+# +30 22.1+

This message was last edited by the GM at 04:38, Mon 29 Dec 2014.

GM Joe
 GM, 45 posts
Sun 19 Oct 2014
at 21:38
Re: Character Creation
Weapon Minimum strength requirement, Init Mods, Parry Value and Defensive Bonus

Min Str Value
If a Character has Less than the minimum Str value to wield a weapon, he suffers a penalty to OB and Initiative equal to the difference. If the character is Half the size of a Normal man, he suffers twice the penalty. If the character is 1/4 the size of a Man, he suffers 3x the penalty.

Initiative Modification
This will modify your base initiative with a weapon making you slower or faster to attack with it.

Parry Value
Parry value represents how much of your Offensive bonus, Shifted to defense, applies t the defense. If the value is 1/1, then every point shifted to defense will apply to defense. If the Value is 1/2% then only 1 point per 2 points shifted applies to defense.

Defense Modifier
This is a Bonus or Penalty applied to Defense when wielding this weapon. These values can not apply against missile.

Weapon vs Weapon Size Modifier
This won't be in the tables but is being mentioned as it will be applied in the rules. If you are using a Smaller weapon with a reach/lentgh less than Half the Opponents weapon, Your parry value will be half that listed. For instance, If Joe fighter Had a Long sword and Bent eh thief was wielding a dagger, Ben the thief would receive only +1DB for every 2 OB moved. If Ben was wielding a Cat-onine Tails, he would recieve only +1DB for every 4 OB moved.

Weapon legality
Note that Some weapons will be considered Illegal in society, generally making some one as a Thief of Assassin to authorities.

Melee and Thrown Weapon  Weight Min. Str. Value Init Mod Parry Value Def. Mod
Bastard Sword 1H 5#   -5   -10   1/1   +0
Bastard Sword 2H 5#   -10   +0   1/2
  +0
Battle Adze 3.5#   -10   -5   1/2   -5
Battle Axe 2H  8#   +5   -10   1/2   +0
Battle Hammer 2H 10#   +10   -40   1/2   +0
Black Jack  0.5# -30   +40   1/2   -10
Blowpipe  2# -20   +0   N/A   N/A
Boar Spear  4# -10   +10   1/1   +0
Boar Spear Thrown  4# -5   +0   N/A   N/A
Bola Thrown  4# -10   -10   N/A   N/A
Boomarang Thrown  0.5# -30   +40   N/A   N/A
Broadsword  3.5# -10   +5   1/1   +0
Brodrack 4#   -10   +5   1/1   +0
Bulbova 1H(Dwarf) 4.5#   -10   -5   1/2   +0
Bulbova 2H(Dwarf) 4.5#   -15 +0    1/2   +0
Cat-o-Nine Tails  5# -5   -10   1/2   -20
Cazingal (Dwarf) 2.5# -15   +30   1/1   +0
Cazingal thrown(Dwarf) 2.5#   -10 +15   N/A N/A
Claymore 2H    7.5# +5   -10   1/2   +0
Club    6# +0   -10   1/1   -10
Composite Bow    3# Varies   +0   N/A   N/A
Correlledge (Elf) 4# -10   +0   1/1   +0
Corris (Elf) 1.5#   -20   +0   1/1 -5
Crossbow HVY    10# +0   +0   N/A   N/A
Crossbow Lght    6# -10   +0   N/A   N/A
Cudgel 1H  4# -10   +0   1/1   -10
Cudgel 2H  4# -20   -10   1/2   -10
Cutlass  3# -10   +10   1/1   +0
Dagger  0.75# -25   +40   1/1   +0
Dagger thrown  0.75# -20   +20   N/A   N/A
Dalwal 2H (Dark Tr) 9#   +10   -40   1/2   -10
Darts  1# -25   -20   N/A N/A
Dirk  0.75# -25   +40   1/1   +0
Dragonblade (eastern) 4#   -10   +0   1/1   +0
Estock 1H  5#   -5   -10   1/1   +0
Estock 2H 5#   -10   -5   1/2   +10
Executioner's Sword 1H 4#   -10   -5   1/1   +0
Executioner's Sword 2H 4#   -15   +0   1/2   +0
Falchion  3# -10   +0   1/1   +0
Flail 1H  6# +0   -10   1/2   -10
Flail 2H  6# -5   +0   1/2   -20
Foil  1.5# -20 +20   1/1   +10
Gauntlet  0.75# -25   +25   1/2   +0
Great Sword 2H 20# +25 -50   1/2   -10
Goodar (Orex) 3# -10 -5   1/1 +0
Halbard    8# +5   -15   1/1   +0
Hand Axe    3# -10   +25   1/1 -10
Hand Axe thrown    3# -5   +10   N/A N/A
Harpoon (melee) 8# +5   -15   1/1 -20
Harpoon (Thrown) 8# +10   -25   N/A N/A
Jambiva (Dark Tr) 1.7# -20   +20   1/1 +0
Javelin Melee 3# -10   +20   1/1 +0
Javelin Throw 3# -5   +10   N/A N/A
Jo Staff 1H 2.5# -15   +10 1/1 +0
Jo Staff 2H 2.5# -20   +20 1/1 +20
Katana 1H 3# -10   +10 1/1 0
Katana 2H 3# -15   +20 1/1 0
Katari (Eastrn +Drk Tr) 1.5# -20   +30   1/1 +10
Killaj (Dark Tr) 5.5# -5   +0   1/1 +0
Lance melee  12# +15   -40 1/2 -10
Lance mounted 12# +10   +0 N/A N/A
Lasso 2# -15   -30 1/2 -20
Long Bow  2.5# Varries   +0 N/A N/A
Long Sword 3# -10   +0 1/1 +0
Mace 4# -10   +0 1/1 -10
Main Gauche 1.5# -20   +25 1/1 +15
Morning Star (ball and Chain) 5# -5   -15 1/2 -20
Net, Fishing 4# -10 -30 1/2 +10
Net, Gladiator 3# -10 -20 1/2 +10
NoDachi 2H 7.5# +5 -5 1/1 +0
NunChaku 1H/2H 1.5# -20/-25 +20/+30 1/1 -10/+10
Pick 2H 6.5# +0   -20 1/2 -20
Pilum Melee 6# +0   +5 1/1 -10
Pilum Thrown 6# +5   +0 N/A N/A
QuarterStaff 3.5# -10   +20 1/1 +10
Rapier 2.5# -15   +15 1/1 +10
Saber 2.5# -15   +10 1/1 +10
Sai 2# -15   +20 1/1 +20
Scimitar 3# -10   +5 1/1 +10
Short Bow 2# Varies   +0 N/A N/A
Short Sword 2.5# -15   +5 1/1 +0
Shuriken Thrown 0.5# -30   +40 N/A N/A
Sling 0.75# -25   +30(as Lxbow) N/A N/A
Spear 1H 8# +0   +0 1/1 +0
Spear 2H 8# -5   +0 1/1 +10
Tomahawk melee 3# -10   +20 1/1 -10
Tomahawk Thrown 3# -5   +10 N/A N/A
Tonfa 2# -15   +30 1/1 +20
Trident 5# -5   +0 1/1 -10
Two-Handed Sword 10# +10   -40 1/2 +0
War Hammer 1H 6# +0   -20 1/1 -10
War Mattock 2H 8# +5   -40 1/2 -10
Whip 2# -10   +10 1/2 -20

This message was last edited by the GM at 21:51, Sun 19 Oct 2014.

GM Joe
 GM, 47 posts
Mon 20 Oct 2014
at 05:09
Re: Character Creation
Guns Strength Chart

Guns will tend to be several categories higher than their weight would generally indicate due to recoil, not just weight.

Recoil Penalties apply to the second and subsequent shot.
The Time added for recoil is added to the base time between shots should the character wish to not have any additional penalties to OB.
The OB penalty is applied should the character wish to Ignore the Recoil Recovery Penalty.

Note the Fire rate Includes/Assumes Aiming time. You can reduce the time by trading OB for Initiative bonus at 1/1 trade.

Manufacturers

Kaiser
Weylund
Holunger
Kyber
G-Strug
Wolber

Codes
SA = Single Action
DA = Dual Action
SAT = Semi-Auto
AT = Auto
Bo = Bolt
BE = Breech
Pu = Pump
LE = Lever

:OOC: Yes I have Simplified things a Bit for The moment, I will Detail them back out a Bit more for the Universe as I go, being less Historical and more future oriented. If your Looking For Something Special, Talk to me privately.

Gun WeaponGun TypeWeightMin. Str. ValueRecoil TimeRecoil PenaltyTableFire RateReload TimeMax Ammo
Pistol, LightPistol (SAT Slug)1.1#-10+1-15ME 36sec6sec/Clip or 3sec/rnd10
Pistol, MedPistol (SAT Slug)2.1#-5+2-15ME 56sec6sec/Clip or 3sec/rnd8
Pistol, HvyPistol (SAT Slug)2.4#-5+3-20ME 76sec6sec/Clip or 3sec/rnd6
Pistol, BPPistol (SAT Slug)4.6#5+3-30ME 96sec6sec/Clip or 3sec/rnd6
Revolver, LightRevolver (DA Slug)1.8#-15+1-15ME 46sec3sec/rnd6
Revolver, MedRevolver (DA Slug)2.3#-5+2-25ME 66sec3sec/rnd6
Revolver, HvyRevolver (DA Slug)2.8#0+3-25ME 96sec3sec/rnd5
Revolver, BRRevolver (DA Slug)3.3#+5+3-30ME 126sec3sec/rnd4
Rifle, LightRifle (Bo Slug)7.3#+10+2-20ME 124sec4sec/rnd1
Rifle, MedRifle (SAT Slug)7.5#+10+2-25ME 164sec6sec/Clip or 3sec/rnd4
Rifle, HvyRifle (SAT Slug)8#+10+2-30ME 184sec6sec/Clip or 3sec/rnd4
Rifle, SniperRifle (SAT Slug)9##+15+3-25ME 224sec6sec/Clip or 3sec/rnd4
Assault Rifle, LightRifle (AT Slug)8.1#+10+2-10ME 94sec6sec/Clip or 3sec/rnd30
Assault Rifle, MedRifle (AT Slug)8.7#+10+2-20ME 124sec6sec/Clip or 3sec/rnd25
Assault Rifle, HvyRifle (AT Slug)9.3#+15+3-20ME 154sec6sec/Clip or 3sec/rnd25
Assault Rifle, CmbtRifle (AT Slug)9.6#+15+3-25ME 184sec6sec/Clip or 3sec/rnd50

This message was last edited by the GM at 04:54, Tue 24 Nov 2015.

GM Joe
 GM, 54 posts
Thu 30 Oct 2014
at 20:54
Re: Character Creation
#13 Character Hobbies

Each Character gets 8 ranks of Hobbies. These are Free Ranks in any skill. You can put no More than 2 ranks in any one skill save for 1 Exception. You may choose 1 Skill that you may put 4 ranks in. It Can not Be a Melee or Missile Weapon unless it is Staff or throw rock, and it can not be a Martial arts skill, though Brawling and wrestling are viable Options. It Also may not be used in a Magical skill. I recommend spreading them out a Bit, but please indicate, for booking purposes, where you put them.
GM Joe
 GM, 107 posts
Thu 4 Dec 2014
at 20:10
Re: Character Creation
For those Who may need it, (I.e. are Not attached to an organization and are independent operators) You may notice a New Thread titled Game Resources. You can acquire the Equipment Guide there where you can Purchase your starting Equipment.

Base starting Finds are $2000 Alliance Credits. I may review this value further. But I think it should be sufficient. Note you could take Social status to Either Increase or Decrease your Starting Funds.

SHIPS and or Vehicles are Not in this Guide. IF your are seeking such, you needs to discuss this with me Privately.

A Few Side Notes
#1 When in Doubt use the AVERAGE COST Column

#2 Keep Tech levels for your Culture In Mind When Purchasing gear. The Tech level Of Gear is Listed. The Tech level for Weapons is Indicated in their Descriptions not on the price lists. Blasters, Plasma and Lasers are All Restricted Access Save for Laser Hold-out Laser, Light Laser pistol And the Light Hunting Laser But All of these Cost x5 Cost.

#3 You may Only Purchase NORMAL and Professional Gear. Military Gear Is Off Limits unless I have indicated otherwise to you privately.

#4 Remember that in the Alliance Firearms are Illegal to own without a permit, and even then illegal to carry unless you are an officer of the law or military. Discuss with me for details for permits.
Personal Stunners are, of course, permissible to carry as long as your permits are in order.

Any Questions Talk to me :-)
GM Joe
 GM, 109 posts
Fri 5 Dec 2014
at 18:40
Re: Character Creation
Okay More details

For Anyone taking a Character from a Culture outside the alliance
Weapon Costs For For Regular Slug Firearms Are Normal Price(Average).

EVERYTHING ELSE Cost Double, Medical Supplies Cost triple.


For Anyone Making a Character Starting from an Alliance Culture.
Weapons Still Cost the Average, But you Have to buy the "permit" to Bu the Firearm at Character creation. This Permit is an Annual Fee per Firearm registered to the serial number of the Firearm.
ASS. Rifle 1000C
Laser Pistol 2500C
Pistols  200C
Revolvers 150C
Rifles   300C
Shotguns 200C
Stunner  100C
Sub Mach 500C
GM Joe
 GM, 130 posts
Thu 1 Jan 2015
at 07:07
Re: Character Creation
#14 Rank level Bonuses
A rank Level bonus is a Bonus you get for each purchases you make in a skill in these categories.

So if you have a +2 for rank level bonus in the Combat Category and you have 5 ranks in laser Pistol, then you get a bonus of +10 to the skill.

Prof./Cat.Acad.AnimalAthl.Comb.Conc.DeadlyDrive/PilotEngnr.Eval.Genrl.Gymn.Ling.Magic/PsionMedicalPercpt.SocialSubt.Surv.Tech.
Armsman 0 0 +2 +3 0 +1 +1 0 0 0 +1 0   0 0 0 0 0 +2 0
Crafter +1 0 0 0 +1 0 0 +1 +2 +3 0 0   0 0 0 0 0 0 +2
Detective 0 0 0 +1 0 +1 +1 0 +1 0 +1 +1 0 0 +2 +1 +1 0 0
Egnineer +2 0 0 0 0 0 0 +3 +2 0 0 0 0 0 +1 0 0 0 +2
Entertainer 0 +1 +2 0 +1 0 +1 0 0 +2 +1 0 0 0 0 +1 +1 0 0
Healer +2 0 0 0 +1 0 0 0 0 0 0 0 0 0 +3 +1 +1 0 +2
Pilot 0 0 +1 +1 +1 0 +3 0 0 0 0 0 0 0 +2 0 0 +1 +1
Profesional +1 +1 +1 +1 0 0 +1 0 0 +1 +1 0 0 +1 +1 0 0 0 +1
Rogue 0 0 +1 +1 0 +2 +1 0 0 0 +1 0 0 0 +2 0 +2 0 0
Scholar +3 0 0 0 0 0 0 +1 +1 0 0 +2 0 +1 0 +2 0 0 0
Technician +1 0 0 0 0 0 0 +1 +2 0 0 0 0 +1 +2 0 0 0 +3
Telepath +2 0 0 0 +2 0 0 0 0 0 0 +1 +3 0 +1 +1 0 0 0
Trader 0 0 0 +1 0 0 +2 0 +2 +1 0 +1 0 0 +1 +2 0 0 0
Wizard +2 0 0 0 +1 0 0 0 0 0 0 +1 +3 +1 +2 0 0 0 0

This message was last edited by the GM at 09:38, Thu 01 Jan 2015.