I'm unable to decide between two characters. I assume that a post can be deleted, so I'll put up both for comment and they can be removed from the thread when a choice is made.
First option:
Name:
Age: 30
Homeworld: Asteroid Belt
Strength 7
Dexterity 11
End 9
Int 8
Edu 8
Soc 6
Skills:
Computer 0
Medic 0
Zero-G 0
Art (Dance) 0
Art (Holography) 1
Carouse 0
Deception 0
Persuade 1
Steward 0
Streetwise 2
Pilot (Spaceships) 3
Art (Acting) 1
Athletics (Coordination) 1
Vacc Suit 1
Gun Combat (Slug Pistols) 1
Melee (Blade) 1
Broker 0
Engineer (J-Drive) 1
Term 1
Enlist: Entertainer/Artist
Basic Trng: Art (Dance), Art (Holography), Carouse, Deception, Persuade, Steward @ 0
Skill: Streetwise 1
Event: Opportunity to criticise or even bring down a questionable political leader on homeworld. Accept, gain an Enemy and roll Art or Persuade 8+. If you
Fail, increase a skill anyway ( Art - Holography 1 ) and roll on the Mishap table; stranded far from home - Pilot 1
Adancement: Rank 1: Art (Acting) 1
Skill: Athletics (Coordination) 1
Benefits: 10,000Cr
Notes: Part of making satirical Holovid docu-comedy-drama attacking corrupt political leader ( "I'm not a Machiavellian MegaMineCorp executive with the government on a leash, but I play one on HV" ). Recording aboard ship sabotaged with engineered misjump.
Term 2
Enlist: Rogue/Pirate
Basic Trng: Recon 0
Skill: Vacc Suit 1
Event: You spend months in the dangerous criminal underworld. Gun Combat (Slug Pistols) 1
Adancement: Rank 1: Pilot +1
Skill: Melee (Blade) 1
Benefits: 50,000Cr
Notes: Angry about failure of "Soft power" And homicidal sabotage of previous project, joins a "Pirate" Campaign to overthrow political leader by economic blockade targeting the Corporate ore-carriers.
Term 3
Enlist: Merchant/Free Trader
Basic Trng: Broker 0
Skill: Pilot +1
Event: You are offered the opportunity to smuggle illegal items onto a planet. Accept, succeed. Gain Streetwise 1 and an extra Benefit roll.
Adancement: Rank 1: Persuade 1
Skill: Engineer (J-Drive) 1
Benefits: Free Trader, 20,000Cr; (Rank-based bonus roll) - 40,000Cr
Notes: The commerce-raiding against the interests of the politicians over, and now a decent Pilot, goes legit and joins Free Trader.
Edited: Bindoner on 17th Nov, 2015 - 12:12am
Second option:
Name:
Age: 30
Homeworld: Asteroid Belt
Strength 8
Dexterity 10
End 9
Int 8
Edu 7
Soc 5
Skills:
Computer 0
Medic 0
Athletics (Coord) 0
Melee (U/A) 0
Recon 0
Streetwise 1
Stealth 0
Survive 0
Zero-G 1
Vacc Suit 1
Pilot (Small Craft) 2
Stealth 0
Gun Combat (Energy Pistols) 1
Gunner (Turret) 1
Pilot (Spaceship) 2
Broker 0
Engineer (J-Drive) 1
Persuade 1
Term 1
Enlist: Drifter/Scavenger
Basic Trng: Athletics (Coord) 0, Melee (U/A) 0, Computer 0, Medic 0, Recon 0, Streetwise 0, Stealth 0, Survive 0
Skill: Zero-G 1
Event: Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. Reduce your
Social Standing by 1.
Adancement: Rank 1: Vacc Suit 1
Skill: Pilot (Small Craft) 1
Benefits: Weapon: TL11 Laser Pistol
Notes: A Belter from a Belter community. Comes out on losing end of a dispute with a Corporation over a Beltstrike.
Term 2
Enlist: Rogue/Pirate
Basic Trng: Stealth 0
Skill: Gun Combat (Energy Pistols) 1
Event: You spend months in the dangerous criminal underworld. Streetwise 1
Adancement: Rank 1: Gunner (Turret) 1
Skill: Pilot (Small Craft) +1
Benefits: 10,000Cr
Notes: Accused of being a criminal, might as well become one...joins band of displaced Belters taking revenge on Corporation that drove them off their claims
Term 3
Enlist: Merchant/Free Trader
Basic Trng: Broker 0
Skill: Pilot (Spaceships) 1
Event: Reflecting your time spent dealing with suppliers and spacers: Gain Engineer (J-Drive) 1
Adancement: Rank 1: Persuade 1
Skill: Pilot (Spaceships) 1
Benefits: Ship Share (Rank Bonus); 20,000Cr
Notes: Not cut out for raiding, and the campaign over, joins crew of Free Trader.
Just finished character generation from a manual roll. I posted it in my character sheet. I apologize that it is a bit messy but I wanted to have some transparency. I'll clean it up as soon as it is approved. I'm OK with changing things or re-rolling if everyone thinks its a good idea.
Cheers.
Malcolmshaw
The character looks good based on a cursory glance (I will take a closer look later today hopefully), but if you could go ahead and post the background generation in the thread itself and then be sure to add in details regarding the events, that would be good. You can do this in notes similar to how Bindoner did it, or you can write short descriptions after each section. For example, in Term 1 Silvertongue received a special duty. You could write it as
Special Duty Roll = 11 (5 required); You were given Special Duties (2 bonus skills): Brief description of what the special duty was
Or this could be included in a summary paragraph at the end of the term.
Maiokus
Character looks good at first glance; please post it in the thread. Notes on the backgrounds look good.
Bindoner
Both options look good, sounds like Malcomshaw likes option 2; we can see what others think as well but in the end it's up to you which option you would like to take.
All
At the end of your character generation please provide a paragraph or so of a physical description of your character ; also an ideal or philosophy your character holds along with some form of character flaw as these will help me mold the game around your characters better. It helps to know what your characters value, otherwise I may present goals/adventures that your characters don't care about or do not have a vested interest in.
Edited: Aericsteele on 17th Nov, 2015 - 5:23pm
UPP: B75C66
HomeWorld: StarPort=B, Size=Medium, Atmos=Standard, Hydro=Wet Population=Low, Law=Moderate, Tech=Average Stellar
Age: 30
Terms: 3
Career: Scout
Rank: None
Skills: Electronics-3, Vacc Suit-2, Grav Vehicle-1, Medical-1, Pilot-1, Computer-0, Handgun-0
Cash: 50000 Cr
Pension: 0 Cr/Year
Skills/Experience:
8 / 18
Benefits:
Scout Ship hide detailed history
Rolled UPP = B75C66 homeworld skill: Computer-0 homeworld skill: Grav Vehicle-0
Successfully enlisted in Scout (Rolled 5, needed 4) career skill: Vacc Suit-0 career skill: Pilot-1 career skill: Handgun-0
TERM 1
Survival Roll = 6 (7 required); You were injured and will be invalided out (2 skills)
Special Duty Roll = 3 (4 required); You were not given Special Duties.
2 skills to add:
Medical-1
Grav Vehicle-1
TERM 2
Survival Roll = 7 (7 required); You survived the term without mishap (2 skills)
Special Duty Roll = 3 (4 required); You were not given Special Duties.
Reenlistment Roll = 3 (3 required); You have the option of serving another term.
2 skills to add:
Electronics-1
Electronics-2
TERM 3
Survival Roll = 4 (7 required); You were injured and will be invalided out (2 skills)
Special Duty Roll = 7 (4 required); You were given Special Duties (1 bonus skill)
3 skills to add:
Electronics-3
Vacc Suit-1
Vacc Suit-2
MUSTERING OUT (3 rolls) benefits roll of 6 - Scout Ship cash roll of 4 - 30000 Cr. Cash roll of 1 - 20000 Cr.
Character Complete
Fusil
Your first term you failed the survival roll, and as a result it stated that you were injured and invalidated out. What service/branch did the character take in Terms 2 and 3 since I would have to assume that it wasn't the Scouts since he was forced out in Term 1. You will also need to provide brief descriptions of each term and at the end of your character generation please provide a paragraph or so of a physical description of your character ; also an ideal or philosophy your character holds along with some form of character flaw.