Character Creation: Difference between revisions
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Revision as of 20:47, 4 June 2026
This document is aimed at players who know their way around 2d6 systems. If not, just download a character sheet .pdf and follow instructions.
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
- Where you are from. Be fairly specific if you want. For example, "Luna, in the Capital, I grew up nextdoor to the Luna Civic Conditioning Complex"; or "Earth, just outside of Mexico City for my first 10 years, then the suburbs around Quito Spaceport"
- Physical Description It is often (but not always) good to include some memorable feature (Detective Miller's hat).
- Stats (characteristics): STR, DEX, END, INT, EDU, SOC; divide 49 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, but will have less skills.
- Assign the numbers 25,50,50,and 75 to the following letters: H,A,L,T. For example: H 50, A 50 L 75 T 25. Don't worry about it for now.
- If you want to dice for some personality traits, page 21 in Orbital 2100 has some fun tables, they are recommended. Or use any of the myriad online tools.
- Money: We turn to Cepheus Orbital 2100 for this: SOC x d6 x 500 credits.
- Now that you have your money, go to page 34 in Orbital 2100 and make your space suit. Extra money can be spent on weapons on pages 39-41 if desired. Or you can jump off the deep end using Cepheus Universal starting around page 141, just keep in mind TL 9 max.
SKILLS
Unless of exotic origin, everyone starts with AI-0, Robotics(Social)-0, and either Network(Protocols)-0, or Zero and Low G(Operations)-0.
For the default age of 34, you will get one skill slot per every two years above the age of 18. That means 8 slots, placed wherever you like, to a max of 3 in any one skill. Whatever you do, you will also roll every four years on the event table, some of which result in skills; further, you will roll for one "package" of 3 additional skills, adding some randomness (now you're at 11); you will no doubt use the connections rule for another two skills (now at 13); depending on your 4 events rolls you might end up with more.
Regarding what you actually do between ages 18 and 34 (or whatever age you choose), that's up to you. But you should make it explanatory of those 8 skill slots that you chose. You can and should adjust your skills (and indeed your backstory) to include the 4 events. Don't overly optimize; tell a story.
Note the open Job/Profession category. It's open so you can write in anything you want. If you put 1-3 points there, corresponding to 2-6 years, it plays out in a flexible manner (maybe you are familiar with 1rst ED AD&D "Secondary Skills"). Let's say you put 1 point 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, on the fly, about your past, 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 navigation, tides and lunar cycles, tolerating motion sickness, diesel motors...
Regarding Science(xyz), much the same thinking applies.
In any case, you need to answer this question: What was your job immediately before the game starts?
The six packages
- Skill Package 1: Carouse-1, Art-1, Electronics(Sensors&Remote Ops)-1
- Skill Package 2: Science(Zoology)-1, Watercraft-1, Politics-1
- Skill Package 3: Human Factors(Environment)-1, Melee(weapon)-1,Medic-1
- Skill Package 4: Mechanic-1, Mining(Prospecting)-1, Steward-1
- Skill Package 5: Robotics(Social)-1, Gambler-1, Vehicle Operations(ground)-1
- Skill Package 6: Administrate-1, Broker-1, Carouse-1
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