The Rules of Conduct and Engagement
General rules of engagement! Aka, the crunchy stuff. In-game moves and other dice roll-y things.
WIP
Character Creation
Part I: Basic Stats
Do the thing. Distribute the scores among the below stats:
16 (+2),
15 (+1),
13 (+1),
11,
9,
8 (-1)
* Physical: brute strength, stamina, hardiness, used for non-weapon combat, endurance, are you too tired? etcetera
* Willful: nerves, steadiness, act under pressure, reflexes
* Charm: ability to influence other people, force of personality, manipulation, etcetera
* Expertise: perception, logic, creative thinking/smarts, fixing stuff, figuring stuff out, etc.
* Proficiency (Agility): combat w/ weapons, controlling cybernetics, piloting/flying/throwing, etc. (things that require fine motor skills)
* Techsmarts: hacking, security, programming, etc.
Cool Stuff
You get two points to spend here. Each thing is a point.
[ ] You’re better than just scraping by, you’ve got enough assets to be considered ‘well-off.’
[ ] You’re some sort of nobility. This comes with privileges, depending on where you’re at.
[ ] You’ve got a robot, genetically-modified superintelligent pet, AI, or some other sidekick-esque companion which is loyal to you.
[ ] Favor. You’re owed a favor. You can figure out what it is or we can come up with it during play.
[ ] License to Fly. You’ve got a License to Fly, whether or not you yourself can pilot. Maybe you just have the License, and you hire a pilot. Either way, you don’t have to worry about interplanet or intersystem travel, because you’ve got an in. People will try to steal this from you.
[ ] Blackmail. You’ve got something on somebody else who could be useful to you. Tell me who the useful person is and what ways your character thinks they might be useful. They are an ‘ally’ of sort but they won’t like it. You can take this and the Enemy Trouble.
[ ] Super Cool Weapon. What it says on the tin.
[ ] Super Cool Piece of Tech. What it says on the tin. Tell me what it is.
[ ] Ridiculously Pretty. Born that way or modified that way? Up to you.
[ ] Ridiculously Strong. Born that way or modified that way? Up to you.
[ ] Member of Secret Organization. Name the Secret Organization and know that it might be a secondary way to get help.
[ ] Minor psionic ability
Trouble to Begin With
If you choose one of these, it gives you a point to spend in ‘Cool Stuff.’ Choose no more than two. You can choose Enemy and Member of Secret Organization more than once.
[ ] In Debt. You don’t have many spare resources and when you do the creditors are always after them.
[ ] Enemy. You’ve got somebody gunning for you. You’ve made an impression and it was a nasty one.
[ ] Bad Reputation. People in [choose circle/choose ] know you and dislike you. It’s extra hard to get them to do what you want.
[ ] No career. No resources, no allies, no home, no friends, nohin’.
[ ] Ill. You’ve contracted some kind of illness, whether tech-based or not, and although it isn’t likely to be fatal it does control some of your life and you have to make concessions to it.
[ ] Member of Secret Organization. Like with the Cool Stuff version, except you’ve gotta help them or else.
Serene Republic Advantages
Choose one.
[ ] Minor, useful body modification. Talk to me and we’ll figure out benefits. Can be 30/20 vision for added boost to sightbased rolls a cybernetic hand for extra proficiency or a chip in the mind that quells or amplifies emotions for extra will.
[ ] Xenoanthropologist. You’ve paid a lot of attention to non-human races and won’t embarrass yourself if you’re invited for tea.
[ ] High Tolerance for one of the following: Pain, Drugs/Alcohol, Strong Sensations [flashy lights, strong smells, etc.]
[ ] The Serene Republic proves the galaxy is small. When you’re in a strange place, you can roll 2d6 to see whether somebody you know (or somebody who knows somebody you know) might be nearby/around. 7 and up, the useful contact makes themself known. 6 and below, sorry, not this time. Basically: you can force a potentially useful contact. Whether they are actually useful is up to you.
[ ] Cultured. Some worldly, cultured people stuff has rubbed off on you—you know multiple languages.
[ ] You have an interest in ONE trade. Depending on what that trade is (tell me), there's an advantage.
Serene Republic Drawbacks
Choose one.
[ ] You're prejudiced against one of the following: Back to Nature-types, Dominion Military, Scientists/Academics outside the Serene Republic
[ ] Curiosity kills cats, and people from the Seren Republic. New experiences are hard for you to resist, whether because you've been culturally programmed to give them a try or because you've gotten a taste for it and genuinely enjoy trying new things, safe or not.
[ ] Sheltered. You're stressed when taken out of your (probably highly cultured, but still) comfort zone, and have a difficult time dealing with shocks.
[ ] Botched body modification. Maybe you went for a bargain, but you have a cybernetic implant or you've been genetically modified in a way that isn't very useful, and occasionally fritzes out... You might want to get that fixed...
Then:
You're done. Tell me what your character might have on them to start away we go.
This message was last edited by the GM at 01:54, Mon 11 Jan 2021.