Character Creation.   Posted by The Empire.Group: 0
The Empire
 GM, 2 posts
Sun 5 Feb 2017
at 06:11
Character Creation
Players start the creation of their character by deciding what kind of character they want. You can choose to be as vague or detailed as you like at this stage, but this character creation process will help you flesh out your character and find how they play in the game. The first step is to decide on how much brain and brawn your character has. Brawn represents your character’s physical abilities and brain represents your character’s mental abilities. An action where you run quickly, perform a strong attack, or take a bullet is considered a brawn action. An action where you hack a computer terminal, outwit a foe in a fight, or resist intimidation is considered a brain action. Some actions can be considered to be somewhere in the middle ground, like using stealth to sneak by some guards. In a situation where it’s somewhere in the middle, the GM will decide whether brawn or brain fits the description of the action better. Whenever you take an action that uses one or the other, apply the aspect that fits the most to the roll. If you have 3 brawn and you punch a thug in the gut, you gain +3 to that action since it favors your brawn.

Your brawn and brain are at 0 and you have 5 points to spend on improving each of these character aspects to start with. Your brawn and brain can change over the course of the game, but it’s extremely slow, so it is recommended that you decide what you’re happy with now. You can use the following rankings as a guideline for deciding what best fits the description of your character.

5 brawn and 0 brain: Your character is basically a giant with a mind the size of a peanut. There is no thought process with your character unless you think with your stomach. In addition, you start with a mental disorder. (See “Disorders” on the Gameplay page.)
4 brawn and 1 brain: Your character has a very imposing figure, but lacks a clever mind. Though they’re simple minded, their meer strength and size allows them to crush all opposition.
3 brawn and 2 brain: Your character is something of soldier. With average intelligence and being very fit, they are able to make intelligent decisions, but they lack skills outside of combat and athletics.
2 brawn and 3 brain: Your character is something of a leader. With above average intelligence and being physically fit, they can both take action and also make clever decisions. They aren’t the strongest or fastest, but their average physique and variety of skills is enough to push on.
1 brawn and 4 brain: Your character is thin, but extremely intelligent. Though they lack the physical abilities of their peers, they can outwit any foe and have a multitude of skills at their disposal.
0 brawn and 5 brain: Your character is basically the equivalent of professor X. Though their physical body is essentially broken and they cannot fend for themselves, their mind is something beyond possibility. Your character starts with a physical disorder. (See “Disorders” on the Gameplay page.)

Now that you’ve decided on how powerful your character is physically and mentally, now it’s time to decide on what your character is specifically good at doing. To define this, your character needs to have a variety of skills. Skills enhance actions that you take where the skill could be applied. There are 4 default skills and the rest are up to you. Decide on what skills you want and get approval for them with the GM. The 4 default skills are…

Endurance: Improves your character’s vitality pool. Your character starts with a maximum of 10 vitality and -5 minimum vitality. Each point in endurance increases your character’s max vitality by 2.
Willpower: Improves your character’s stress pool. Your character starts with a maximum of 20 stress. Each point in willpower increases your character’s max stress by 4.
Cure: Improves your character’s ability to heal the scars of your fellow comrades. (See “Scars” on the Gameplay page.)
Dual Wielding: Improves your character’s ability to wield two weapons at the same time. (See “Taking Damage” on the Gameplay page.)

These default skills are specific and have special bonuses that are unique. All other skills that you decide on are all just going to enhance various actions you take when the skill can realistically apply. When deciding on skills, make sure the skill is fairly specific. “Combat” is not specific enough. Is it “Melee Combat” or  “Ranged Combat”? If it’s “Melee Combat,” is it “Swordsmanship,” “Spears,” “Axes,” “Brawling,” or something else? You can also have skills that delve into sciences, like “Physics,” “Astronomy,” or “Archaeology”. If it’s an engineering skill, you could delve into “Construction,” “Computers,” or “Robotics”. You can even choose to specify what kinds of physical or mental capabilities you have, like “Quick Reflexes” or “Strategy”. Instead of just straight up persuasion, specify if it’s “Intimidation,” “Charm,” “Bribery,” or something else. For magical abilities, specify the exact “spell” or “power” you’re skilled with, like “Magic Bolt” or “Meteor Strike”. (Since this is a Star Wars roleplay, this is how force powers should be specified.) Your skills should also match your character, don’t try and take advantage of the system. If you’re an expert engineer, you shouldn’t be extremely skilled with firearms.

Now that you hopefully understand what kinds of skills are available, decide on what skills you want. You can have as many as you like, but you must have at least 5 different skills with at least 1 point allocated into them. Each skill can be improved up to a maximum of +5 on character creation. Your character gets 15 skill points to start with. As a guide on what these numbers mean, see the examples below.

0 Points: If your skill has 0 points allocated, this means your character is below average in this field. 0 Swordsmanship means your character has never used a sword before or very rarely and is going to be very bad with swords.
1 Point: If your skill has 1 point allocated, this means your character is average in this field. 1 Swordsmanship means your character has had a little bit of practice with a sword and might be able to complete some challenges using one.
2 Points: If your skill has 2 points allocated, this means your character is above average in this field. 2 Swordsmanship means your character is somewhat adept with a sword, has handled many swords before, and can take on the average swordsman.
3 Points: If your skill has 3 points allocated, this means your character is exceptional in this field. 3 Swordsmanship means your character is a master with a sword and has the potential to train others with a sword. Most foes using a sword are no match for your character.
4 Points: If your skill has 4 points allocated, this means your character is extremely powerful in this field. 4 Swordsmanship means your character is likely a champion swordsman who has defeated hundreds, if not thousands, of foes with their sword.
5 Points: If your skill has 5 points allocated, this means your character is unmatched in this field. 5 Swordsmanship means your character is a legend with the sword, virtually undefeated with the blade and none can challenge their skill.

Now that you know what skills your character has, the only thing left to do is decide what equipment you wish to start with. There are 3 types of items, equips, consumables, and artifacts.

Equips are items that you’ll have to explain how your character is reasonably using actively throughout the game. Equips can either be weapons, armor, or miscellaneous items that they are wearing. Weapons are used when attacking an enemy; each one has an “Attack” value which increases attack actions when using the weapon. Armors are used when defending against enemy attacks; each one has a “Defense” value which reduces the damage done to your character from incoming attacks. Weapons, armors, and miscellaneous items all have the option to also grant your character a passive bonus to particular skills. If you have a jetpack, it might give you Defense: +1, Mobility: +3, and Speed: +2. Skill bonuses granted by equips can also be ones that are normally not available, for example, a local map could give you Jungle Navigation: +3. Whenever you take an action where jungle navigation is applicable, the local map gives you a +3 bonus. Item bonuses are stackable (You can have a helmet that adds +1 defense and boots that add +1 more defense for a total of +2), but each item can only provide 1 bonus each. If you’re speedily dodging rocks in a canyon with your jetpack (listed above), you must either apply the mobility bonus or the speed bonus, but not both. Equips are not equal, you can have an item that adds +1 agility and another that adds +10 defense. However, they are measured in value equal to their total bonuses put together. The jetpack listed above has a total value of 6 (Defense 1 + Mobility 3 + Speed 2). On character creation, you can have up to a total value of 5 from all of your starting equips and you must also start with some kind of clothing or armor with a minimum of +1 defense.

Consumables are items designed by the GM and are single use items that spend themselves to grant a temporary effect. You could spend a “Chicken Sandwich” to restore 1 vitality or you could spend “Depression Pills” to restore 2 stress. Consumables are also not equal, some can be more powerful. On character creation, make some suggestions for what kind of consumables you want and the GM can decide on what you actually get to start with.

Artifacts are items that have no stat value, however, they can be used during the game to gain benefits. You could craft an equip with multiple artifacts, you could trade an artifact for currency, or you could trade currency for artifacts. For some examples of artifacts, a book, a precious stone, a wedding ring, and a lot more. At the start of the game, you can choose 1 artifact to start with. It can be almost anything.

This message was last edited by the GM at 06:12, Sun 05 Feb 2017.

The Empire
 GM, 5 posts
Mon 6 Feb 2017
at 02:39
Character Creation
Blank Character Sheet...

Name: (Character Name)
Gender: (Character Gender)
Species: (Character Species)
Appearance: (Description of Character's Appearance)
Backstory: (Backstory of Character)
Brawn: (Total)
Brain: (Total)
(Skill Name: Total Rank)
Vitality: (Total Vitality [Default:10+2 per Endurance])
Stress: (Total Stress [Default:0])
Scars: (Scar Name: -2 or -1)
Disorders: (Disorder Name)
Credits: (Starting Amount: 5,000)
Equips: (Item: [+bonuses])
 (Consumable: Description of what Consumable does)
Artifacts: (Artifact Name)

This message was last edited by the GM at 04:52, Mon 06 Feb 2017.