Character Creation and Related Rules.   Posted by The Game Master.Group: 0
The Game Master
 GM, 3 posts
Tue 20 Mar 2018
at 23:22
Character Creation and Related Rules
We'll start with the standard character creation rules found in the Stars Without Number: Revised Edition rulebook. All characters will start at third level. VI and AI characters are in play, although how rare they will be in the campaign at large is also open to discussion, and will depend on themes. Custom Aliens are also on the table, and whether there will be many alien races or few is also to be defined.

Attribute generation will be either roll 3d6 six times, replace one of these with a 14 and arrange to taste, or distributing the standard array of 14, 12, 11, 10, 9, and 7.

Background can be picked freely with selected skills or random growth and learning, but rolls must be done all at once and the selected background has to be listed in the "Reason for Roll"

Classes can be picked freely. Magical characters (Arcanists, Magisters and Adepts) may be allowed, but I expect you to submit a proposed class for review.

Skills can be picked as usual, but remember that there are some key skills which are important to doing your job as officers. These are Pilot for the Bridge Officer, Program for the Comms Officer, Fix for the Engineering Officer, and Shoot for the Gunnery Officer. The Captain can theoretically get away with any skillset, but a social build may be a useful thing to have.

Foci has no restrictions either, but remember that being an Alien, VI or AI costs you your free first level pick.

Starting Equipment availability will depend on the choices the group makes regarding the group's allegiances and the general tone of the campaign.

Finally , the Starship will be generated after all characters have been created.

EDIT: Leveling up to third level (from page 56):
At the second level:
  • roll 2d6 and add twice your Constitution bonus and four more if you are a warrior or partial warrior. If the total is more than your current hit points, this value is your new hit point maximum. If not, add one to your previous maximum.
  • Add one to your Attack Bonus and subtract one from each of your saving throws.
  • Get a new focus, or raise one of your L1 foci to L2; if the focus gives you a skill, it counts as three skill points spent towards that skill. It's the only legal way to raise a skill to skill-2 before third level.
  • Get three skill points (four if an expert or partial expert) and buy new skills for one point, raise a skill-0 to skill-1 for two points, buy up to two attribute increases for one and two points, buy a non-core psychic power or bank it for later. Note that psychic or partial psychic PCs must spend at least one point towards a psychic skill or to buy a non-core power, and the extra point that experts and partial experts get cannot be spent on combat or psychic skills, non-core psychic powers or attribute increases.


And at third level:
[*] roll 3d6, add three times your Constitution bonus and six more if you are a warrior or partial warrior. If the total is more than your current hit points, this value is your new hit point maximum. If not, add one to your previous maximum.
[*] Subtract one from each of your saving throws and, if a warrior or partial warrior, add one to your Attack Bonus.
[*] Get three skill points (four if an expert or partial expert) and buy new skills for one point, raise a skill-0 to skill-1 for two points, raise a skill from skill-1 to skill-2 for three points, buy up to two attribute increases for one and two points if not yet bought, buy a third attribute increase for three points, buy a non-core psychic power or bank it for later. Note that psychic or partial psychic PCs must spend at least one point towards a psychic skill or to buy a non-core power, and the extra point that experts and partial experts get cannot be spent on combat or psychic skills, non-core psychic powers or attribute increases.
[/list]

This message was last edited by the GM at 15:02, Sun 25 Mar 2018.

The Game Master
 GM, 6 posts
Wed 21 Mar 2018
at 00:23
Character Creation and Related Rules
Post frequency: I expect all players to make an effort to post at least once a week in regular times and at least once every other day during combat, so that the plot can move along. If that does not happen, I will post for you. If you are out of touch for over a month without notice, I will consider your character abandoned and may end up replacing you as a player or your character as an officer (put on a bus).

Post Etiquette: This is a Mature rated game, so no overtly graphical descriptions of adult themes, please. Occasionally, though, people will get physically or emotionally hurt during these adventures, so some themes may be discussed and alluded to, but remember to avoid graphical descriptions.
The Game Master
 GM, 19 posts
Sun 25 Mar 2018
at 14:03
Character Creation and Related Rules
Alien Races:

Drakaride
 Native of: Koride[G7]

Description:
Drakaride are native to Koride, and look like humanoid lizards, as if they descended from Terra's dinosaurs. They are a curious bunch, often leaving their homeworld and mingling with humans and other aliens, but they rarely stay in a single place for long.

Drakaride are able to climb walls without handholds as long as they're not wearing a full body suit;  can see in low light conditions, ignoring darkness related penalties; and can track by scent any individual they have been in contact with in the last 48 hours, unless the individual is wearing a sealed vacc suit or similar.

 Origin (Drakaride)
 -Climb sheer walls, nightvision, tracking by scent

Enki
  Native of: Zazan [F4]

Description:
Enki are originally from Zazan, but they also have colonized several oceans throughout the sector. They have wide, fleshy "wings" on their back like a manta ray and are apt, if not fast, swimmers, but like most tool users they spend the majority of their time on the floor. Their society is very developed, with a code of ethics and conduct that they follow with great zeal, and abhor violence.

The large amount of radioisotopes found in Zazan has caused the indigenous life, including the Enki, to have a very robust metabolism, and cancer is all but unknown in their species.

 Origin (Enki)
 -Naturally amphibious, immune to radiation

Ossiiq

Description:
No one seems to know from where the Ossiiq come from, and they refuse to tell. They are humanoid in shape, but with bioluminescent patterns on their skin. They are very result-oriented, value knowledge and intelligence almost to a fault, and are always attempting to rise to the top of any hierarchy they join.

They are very good at intellectual pursuits; all known Ossiiq are voracious readers and have a broad education, even if not always versed in practical skills.

 Origin (Ossiiq)
 -Get a +1 to Int modifier, Starts with Know-0

This message was last edited by the GM at 01:56, Mon 26 Mar 2018.