CHARACTER CREATION
The Character creation system is pretty simple. Choose a
race, take a note of your natural abilities and starting stats. Assign your
‘specials’ points .Choose a profession, using the JOBS section to give you
some ideas.
Ensure your idea doesn't contravene any of the rules in the
'Not Allowed' section
Write a background. Choose
some skills, denote how good you are at those skills (trained or Skilled). Pick
some equipment. Stick it on the character sheet.
Send it to the ref.
Get it back, possibly red-penned.
With regards skills, I have no desire to enforce some kind
of points based skill buying process on people. So please, exercise some
restraint. On the whole, a character will have less than half the number of
skills at ‘skilled’ than they will have at ‘trained’. As an example, a
soldier for Pax Humanis can indeed use nearly any class of weapon. However,
since Pax only uses laser weapons, the soldier has Laser weapons at skilled, and
the other 4 types at ‘trained’.
Again, your ‘career’ skills will tend to be at skilled,
and any side-line skills at trained.
A ship-mechanic may have drive systems, ships systems
repair and maintenance at skilled, but most of their other skills would be at
trained. The idea of the system is to be ‘free-and easy’.
It should be noted that, as far as the ref is concerned,
someone who is a specialist in one area is likely to be 'better' at that one
area than someone who is multi-skilled. A good example of this is with pilots.
Someone who has spent their entire life flying ships, and really not studying
much else (i.e. very few other 'useful' skills) is going to be a better general
pilot that someone who can fly star-ships but is also a trained soldier , doctor
or engineer; even if both parties have Pilot X class ship at skilled.
The medics skill is the one big exception to this.
Medical skills come in either first aid, Medic or Surgeon level, and each one
can be at trained or skilled. Anyone can get first-aid at trained. First aid at
skilled is less common, but many beings will have it.
Medic at trained indicates formal training as a Doctor or
battlefield medic, or a tribal healer etc. Being Skilled at this level indicates
someone as above, but who has dedicated much of their life to practicing that
skill. ‘Trained’ surgeon technically doesn’t exist. A few Skilled medics
might have surgeon level at trained, indicating a good knowledge of life-saving
techniques. A Skilled Surgeon is someone who is a healer first, second and
always. They will have few other skills, and are unlikely to have many combat
skills, as they have dedicated themselves to treating others.
For the ‘healing charts’ please see the combat system
section.
i)
SPECIALS POINTS
During character creation, every character gets a number of
points to split between 3 traits (unless otherwise stated in the race rules).
Each of these traits allows for ‘heroic’ action within combat, and can be
spent at any time. As with brawling ‘blocks’, these can be spent once per
combat scene (not per individual combat) – the ref will declare when a combat
scene has ended, at which time you
regain any special points spent. This will happen automatically after an hour,
unless the ref says otherwise.
DODGE
– This special allows a character to nimbly side-step incoming damage. Any
damage call directed at the character can be ignored by spending a single dodge
point and shouting ‘dodge’. This also applies to grappling attempts. Dodging
can only be used if the character is aware of the incoming damage (in Line of
sight) and is capable of moving.
LUCK-
This special allows ANY damage to be altered to a less effective blow,
regardless of how the damage was inflicted, or if the character was aware of the
damage. Luck points can be spent to totally negate incoming damage on a point
for point basis. However, the ‘effects’ of the damage are still evident, so
roll with the blows, cry out in pain and shock, you just don’t take as much of
a pounding. This should simplify
the use of luck in combat.
KILLER
INSTINCT – The nastiest of the specials, this allows, on a point
for point basis, the increase of the damage a character does with their next
blow. It can increased ranged, melee or brawling damage, and any number of
points can be spent in one go. It only applies to the next blow, however. If the
target doges this attack (i.e., uses a dodge special) the KI points are wasted.
Strength.
You can only gain 1 ‘extra’ point of strength (so a
hominid maximum strength is 1). To put up strength costs TWO specials
points. This represents your character concentrating on muscular power, over
speed, skill etc.