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09:05, 24th April 2024 (GMT+0)

Character Creation.

Posted by The DirectorFor group 0
The Director
GM, 10 posts
Sun 7 Nov 2021
at 06:05
  • msg #1

Character Creation

CHARACTERS
Player Characters will be created via SWADE rules with the exception of funds and gear purchases.

Background: The player should come up with a brief background explaining what lead to them being recruited by (G.E.A.R.S.). If they were a first hand witness to a sighting they should talk with the GM regarding the sighting for more details.

All Player Characters will get the Super soldier Serum added to their character, which will grant either Super Soldier Serum, Psionic Soldier or Cyborg.




Super Soldier Serum 2.0
Your character volunteered to be injected with an experimental Super Soldier Serum. The character gains the following:
    • 7 creation points: These points can be used to increase any physical attribute (Agility, Strength, Vigor) or gain an edge from the list below.  Any attribute increased this way no longer has a maximum rank. They must meet the requirements for any edge taken.
Edges: -Alertness, Ambidextrous, Brawny, Brute, Fast Healer, Fleet-Footed, Quick, Brawler, Combat Reflexes, Free Runner, Hard to Kill, Iron Jaw, Nerves of Steel, Steady Hands,

Psionic Soldier
Some subjects injected with the Super Soldier Serum gain powerful and unexpected psionic abilities instead of the intended results. They gain the abilities below:
- Arcane Background Psion
- Psionics Skill at d4
-  Choose a number of powers equal to your Spirit. When your Spirit is increased you gain that many additional powers. The powers should be trapped to reflect a theme (Fire, Ice, Acid, Mental, etc.) . The player should work with the GM to come up appropriate trapping based side affects (for example ice based powers might have a chance to freeze or slow).

Cyborg
Rather than volunteer for the Super Soldier Serum, your character has chosen to become a Cyborg implanted with experimental cybernetics. The gain the following:
-7 Implant Points. These points represent pieces of cyberware(see Below)
When gaining an advance you may with the GM’s permission upgrade an existing implant or gain a Special ability trapped as cyberware. You may only do this once per rank.
Example Cyberware
- Muscle Plus/Synthetic Muscle: Gain either +1 Strength or Agility. May be taken up to 2 times/trait.
- Cyber Organs: Replace your heart, lungs, etc. with synthetic ones. Gain +1 Vigor or gain an ability based on the organ being replaced. GM has final approval over chosen abilities. (examples: immune to poison or disease, Breath underwater, Ignore fatigue from exertion, etc.)
- Cyber Eyes: Gain Dark Sight, Far sight or another ability/edge based on sight.
- Light suppressors/flare compensation: +2 to rolls to resist blindness or light based stun effects (flash bangs)
- Dermal Armor/Armored Body Plating: Gain +2 Toughness. May upgrade by +1 once/rank (Max +6 at Legendary).
- Cyber Legs: Increase Pace by 2 and increase run die to d8. May be upgraded by +1 Pace once per rank (+6 at Legendary). Run die becomes d10 at +4 Pace and d12 at +6 Pace.
- Special Abilities Trapped as Cyberware: The following Special Abilities may be taken as cyberware implants (Claws, Environmental Resistance, Flight, Leaper, Regeneration, Sleep Reduction, Wall Walker)
- Edges trapped as Cyberware: Most edges can be trapped as Cyberware. These can be taken as normal and do not use up Implant Points.

EXTRAS
      Skill Specialization: In addition to being given the serum or becoming a Cyborg, or a Psion, the character is also given training is Specialty field of their choice by highly qualified experts.

- Armorer: Begin with Repairs at d6. May use repair to craft basic arms and armor and may make modifications to arms and armor with a Repair roll -2.

- Combat Medic: Begin with Healing at d6. May ignore any wound penalties to the roll. When healing while in combat may make a Healing roll and 1 attack action without suffering the multi-action penalty.

- CQB Expert: Begin with Shooting at d4. Ranged attacks in melee target TN4 instead of Parry.
- Electonics Expert/Hacker: Begin with Hacking and electronics at d6. During combat may make one Electronics/Hacking roll and one attack without suffering the multi-action penalty.
- Heavy Weapons Expert: Begin with Shooting at d4. Gain +2 to hit with grenades and other AoE weapons.
- Scout/Recon expert: Begin with d6 Stealth. And d6 Notice. Gain 1d6 damage if the target is unaware of your presence.
Sniper: Begin with d4 Shooting. On your turn if you are using a sniper rifle you may choose a target and go on hold. At the end of your turn if your target moved less than 5 feet you may ignore 2 points of called shot modifiers.
Vehicle Operator: You begin with Drive and Pilot at d4. Vehicles operated by the character add +2 to Handling and +1 Toughness.


HINDRANCES:
All characters gain the Hindrances below. They do not get any extra points for them.
- Loyalty S.A.I.D (Major): Your character is expected to remain loyal to S.A.I.D. and the S.H.D. Any character who goes rogue will gain the Enemy(Major) and Wanted(Major) Hindrances. In addition should they leave the Agency/Division they will no longer have legal access to the drugs they so desperately need.
Dependency on Serum/booster doses (Major) As Major Habit.

Skills
Characters have 15 skill points instead of 12 at character creation. All of the skills listed in SWADE are available. There are no special/new skills for this campaign.
This message was last edited by the GM at 12:59, Fri 12 Nov 2021.
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