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Character Creation: Difference between revisions

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Created page with "== You know the drill. == *Open a blank doc, or get out pen and paper, or whatever you do. *Name *Age (the default is 34, but you can deviate) *Sex if desired *Description *Stats (characteristics): STR, DEX, END, INT, EDU, SOC; divide 50 points among them, any way you like, but no 15's. If you choose an age less than 34, you can add +1 to CON. *If you want to dice for some personality traits, page 21 in Orbital 2100 has some fun tables, I recommend them. === SKILLS ===..."
 
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=== SKILLS ===
=== SKILLS ===


For the default age of 34,
For the default age of 34, you will get one skill per every two years above the age of 18 (so, 8); whatever you do, you will roll every four years on the event table, some of which result in skills; you will pick one "package" of 3 additional skills, adding some randomness (now you're at 11); you guys will use the connections rule for another two skills (now at 13); depending on your events rolls you might end up with more.
 
Regarding what you actually do between 18 and 34 (or whatever age you choose), that's up to you. But you should make it explanatory of those 8 skill slots, which can be put in any skill, up to level 3.
 
Note the open Job/Profession category. If you put 1-3 points there, corresponding to 2-6 years, it plays out differently (if you remember the first ED DMG "Secondary Skills" table you will understand this readily). Let's say you put 1 points in Job(working on a fishing boat for my uncle out of Puget Sound for 2 years). That allows you the ability to make up a plausible story about your past, on the fly, to get a roll in a situation. For 2 years in a job, the bonuses would be maybe -1, 0, or 1. So, fishing or boating itself might be a 1; rope use a 0; weather, 0; spotting bait + birds might equate to a 0 in recon situations; then there's weather, navigation, tides and lunar cycles, diesel motors...
 
Regarding Science(xyz), much the same thinking applies.

Revision as of 05:23, 2 June 2026

You know the drill.

  • Open a blank doc, or get out pen and paper, or whatever you do.
  • Name
  • Age (the default is 34, but you can deviate)
  • Sex if desired
  • Description
  • Stats (characteristics): STR, DEX, END, INT, EDU, SOC; divide 50 points among them, any way you like, but no 15's. If you choose an age less than 34, you can add +1 to CON.
  • If you want to dice for some personality traits, page 21 in Orbital 2100 has some fun tables, I recommend them.

SKILLS

For the default age of 34, you will get one skill per every two years above the age of 18 (so, 8); whatever you do, you will roll every four years on the event table, some of which result in skills; you will pick one "package" of 3 additional skills, adding some randomness (now you're at 11); you guys will use the connections rule for another two skills (now at 13); depending on your events rolls you might end up with more.

Regarding what you actually do between 18 and 34 (or whatever age you choose), that's up to you. But you should make it explanatory of those 8 skill slots, which can be put in any skill, up to level 3.

Note the open Job/Profession category. If you put 1-3 points there, corresponding to 2-6 years, it plays out differently (if you remember the first ED DMG "Secondary Skills" table you will understand this readily). Let's say you put 1 points in Job(working on a fishing boat for my uncle out of Puget Sound for 2 years). That allows you the ability to make up a plausible story about your past, on the fly, to get a roll in a situation. For 2 years in a job, the bonuses would be maybe -1, 0, or 1. So, fishing or boating itself might be a 1; rope use a 0; weather, 0; spotting bait + birds might equate to a 0 in recon situations; then there's weather, navigation, tides and lunar cycles, diesel motors...

Regarding Science(xyz), much the same thinking applies.