Character Creation
CHARACTER CREATION
Vital Stats
The steps below outline the procedure followed to create
your character. Firstly, you must come up with a name for
your character. If you do a little research, you will discover
that some races use first and last names, others use only
one name, and some just go by nicknames. Once you've picked
a name, go over the available races and pick one that fits
what you want to play, based on the descriptions (be sure
to check out the stats too). Pick if you are male or female
and then we put all the data together.
Character Name
Species Sex
After that, you will consult the race chart to see what effects
your race choice will have. For the purposes of this tutorial,
we will assume your character has a neutral alignment. Lets
assume you picked Bothan as your race. Comparing the values
chart list, we now have a list of the vital stats. Keep in
mind when you start you will not have a title or career. Your
data would now look something like this:
Ranysk Jorlea
Bothan Male
Strength: 4
Health: 11
Dexterity: 3
Speed: 4
Intelligence: 33
Faction: Neutral
Career: None
Title: None
Standings
Your standing shows how well respected and liked you are
by a side. There are three different standing levels; Imperial,
Neutral and Rebel. The standing levels go from 0-10 points
(10 being the highest). Once you gain 5 points (or over) in
one standing, you become affiliated with them. This allows
you access to some unique careers, and in some cases connections.
People from that faction will be more likely to listen to
you if you tell them something and there is a higher chance
they will act on it. You may only be affiliated with one faction
at a time (the one with the highest amount of points, in case
of a tie, it is your choice), and may switch through your
own choice (in the case of a tie), or you may switch through
your actions, and earning more points in different areas.
Generally, only mods can award faction points, although higher
ranking members of a faction may be allowed to award points
in certain situations. Your affiliation goes under faction
in vital stats. You are neutral if you are not affiliated
with Rebel or Imperial.
Standings
Imperial: 0
Neutral: 0
Rebel: 0
Bio
Now you write up your biography, detailing perhaps where
your character was born and raised, how he behaves, any interesting
experiences, just give us around a short paragraph of info,
so that players know how to respond to your character. You
may update your biography as you progress through the game;
many players choose to do so.
Example Bio
Born on the Bothan home world of Bothawui, Ranysk left the
planet at an early age by stowing away aboard a space freighter.
When he has discovered mid-route, the ships captain
threatened to throw him out the airlock, but later took a
liking to him. He lived onboard the ship for the next year,
exploring the galaxy through the many trade routes taken,
before leaving the vessel when it landed on Coruscant. Disembarking,
he was astounded by the size of the city, and immediately
knew he had found his new home. Getting a job as a worker
at a display shop run by a Twilek, he saved up his money
for many years before being able to afford his own share in
the store. He now helps manage the rare artifact trade that
passes through the store.
Abilities
Now onto abilities. Abilities are composed of two levels,
standard levels (1-3), and extensive levels (4-5). Standard
levels can be picked when creating a character, while extensive
abilities must be earned as you progress through the game.
As you may have noticed, your character starts with a certain
amount of intelligence points (IP), 33 in this case. This
can be converted to abilities points (AP) by dividing your
intelligence by 2. Standard rounding is used, so if you have
0.5 or above, you round up, if you have 0.49 or below, you
round down. Remember, 2 IP (intelligence points) is equivalent
to 1 AP (ability point). Ability points are used to purchase
character abilities, such as computer programming, engineering,
security or medical knowledge. As you have a limited amount
of points, you must spend your AP wisely to get the abilities
that you want to have ingame. You cannot change these values
once you have started playing unless you start a new character,
so pick wisely.
In the abilities post after this one, you will find a listing
of the available abilities, as well as the cost per level
for them. Remember however, each level you buy is accumulative,
so you must pay the value of the previous level in addition
to the level you are getting. If I was to buy a level 2 diplomacy
ability, I would not only have to pay the level 1 cost (2
points), but also then the level 2 cost (3 points). That works
out to: 2+3=5 points for level 2 diplomacy. You may only purchase
the skills that have values on the chart, so don't go trying
to buy level 3 awareness for example, because it isn't available.
The rest of the knowledge you must earn ingame. You don't
have to spend all your points now, you can save them for later
if you wish, just keep in mind if you don't spend any points
it will be slightly harder to play well.
Ill now give an example of how to assign points. Ranysk
is a Bothan, and as such his base intelligence is 33 points.
Dividing that by 2, I get 17 AP.
33 IP / 2 = 16.5 AP = 17 AP (rounding)
I now pick the skills that I want. Your character cant
be great at everything, so you must pick what you want the
most. Dont worry, you will be able to earn more abilities
ingame, but at first youll start off with only basic
skills. Im going to pick up Computer Programming 2,
Diplomacy 1, Leadership 1, Medical 1, Piloting 1 and Espionage
1. Following the list above I come out with these numbers.
Awareness: 2+3 = 5 AP
Computer Programming: 1+2 = 3 AP
Diplomacy: 2 = 2 AP
Leadership: 1 = 1 AP
Medical: 1 = 1 AP
Persuasion: 1 = 1 AP
Piloting: 2 = 2 AP
Espionage: 2 = 2 AP
Adding them all together I get a total of 17 points.
5+3+2+1+1+1+2+2 = 17 AP. That fills my total, and I am now
finished this section.
Be sure to fill in the abilities part of your character sheet
with roman numerals for consistency, the chart explaining
them is below.
1 I
2 II
3 III
4 IV
5 V
The character sheet should now look something like this.
Ranysk Jorlea
Bothan Male
Strength: 4
Health: 11
Dexterity: 3
Speed: 4
Intelligence: 33
Faction: Neutral
Career: None
Title: None
Standings
Imperial: 0
Neutral: 0
Rebel: 0
Bio:
Born on the Bothan home world of Bothawui, Ranysk left the
planet at an early age by stowing away aboard a space freighter.
When he has discovered mid-route, the ships captain
threatened to throw him out the airlock, but later took a
liking to him. He lived onboard the ship for the next year,
exploring the galaxy through the many trade routes taken,
before leaving the vessel when it landed on Coruscant. Disembarking,
he was astounded by the size of the city, and immediately
knew he had found his new home. Getting a job as a worker
at a display shop run by a Twilek, he saved up his money
for many years before being able to afford his own share in
the store. He now helps manage the rare artifact trade that
passes through the store.
Abilities
Awareness: II
Computer Programming: II
Combat: 0
Demolition: 0
Diplomacy: I
Engineering: 0
Leadership: I
Medical: I
Persuasion: I
Piloting: I
Security: 0
Espionage: I
Skills
Skills are unique abilities that are unable to be bought
and must be earned ingame. This can be minor items or extremely
powerful ones, it varies, and there are no set skills, these
are very unique and offer powers not normally available. As
time passes in the game, you will learn skills, but for now,
you start with none, so just leave that area blank.
Weapons
Moving onto weapons. When you start the game, you have little
or no experience with weapons. You don't even know how to
turn the safety off on a weapon. Due to this problem, you
are unable to hit anything, so your accuracy for all weapons
starts out at 0%. As the game goes on, you'll be able to buy
weapons, pick them up from people, and train with them. When
you buy a weapon, or someone gives you a weapon and explains
how to use it, you immediately get a 20% starting rate for
accuracy. You can improve this over time, but that will be
covered later on in the rules. As all characters start with
0% accuracy, this will be added to your stats post. A [Known]
tag will be placed beside it once you have received basic
training with the weapon, and a [Carried] tag will be placed
with it if you are currently carrying the weapon. Finally,
an [Armed] tag will be used if you are carrying this weapon
in such a location (your hand or a holster, for example) that
you could use this weapon to respond if attacked. You may
only have one weapon with the [Armed] tag at one time. When
an [Armed] tag preceeds a weapon on your list, you must be
carrying it, and if attacked you will attempt to return fire
with this weapon.
Use the weapons list below for your character, and just copy
the coding over, it contains all the standard weapons ingame
at this time. Accuracies can only be increased one weapon
at a time through training, with the exception of some training
programs. Examples of that would be sniper training school
and some other weapon courses. The only exception to the one
at a time rule is the fragmentation grenade, the smoke grenade
and the thermal detonator. Those all use the same accuracy,
so if you improve your accuracy with one of them, all of them
go up, and they will always have the same level of accuracy
between the three of them. Max accuracy is the max value that
weapon can have, due to mechanical limitations it cannot be
anymore accurate then that.
[Unknown] HSB-200 0% Accuracy (Max 85%)
[Unknown] Q-2 0% Accuracy (Max 90%)
[Unknown] Telltrig-7 0% Accuracy (Max 90%)
[Unknown] Adelphi PN-2 0% Accuracy (Max 90%)
[Unknown] BlasTech EE-3 0% Accuracy (Max 80%)
[Unknown] DL-17 0% Accuracy (Max 95%)
[Unknown] DL-6H 0% Accuracy (Max 90%)
[Unknown] Sport 0% Accuracy (Max 90%)
[Unknown] DL-18 0% Accuracy (Max 80%)
[Unknown] Scout 0% Accuracy (Max 95%)
[Unknown] BlasTech DL-44 0% Accuracy (Max 90%)
[Unknown] BlasTech DY-225 0% Accuracy (Max 95%)
[Unknown] Valleen-38 Carbine 0% Accuracy (Max 90%)
[Unknown] BlasTech DLT-19 0% Accuracy (Max 90%)
[Unknown] BlasTech DLT-20a 0% Accuracy (Max 90%)
[Unknown] BlasTech E-11 0% Accuracy (Max 80%)
[Unknown] BlasTech DH-17 0% Accuracy (Max 95%)
[Unknown] BlasTech E-11B 0% Accuracy (Max 85%)
[Unknown] T-21 Light Repeater 0% Accuracy (Max 70%)
[Unknown] Bowcaster 0% Accuracy (Max 75%)
[Unknown] E-Web 0% Accuracy (Max 65%)
[Unknown] Merr-Sonn Mark II 0% Accuracy (Max 65%)
[Unknown] DL-87 0% Accuracy (Max 75%)
[Unknown] Merr-Sonn PLX-2M 0% Accuracy (Max 50%)
[Unknown] R-I7C Missile Launcher 0% Accuracy (Max 60%)
[Unknown] X-45 Sniper 0% Accuracy (Max 98%)
[Unknown] Merr-Sonn LD-1 Sniper Rifle 0% Accuracy (Max
96%)
[Unknown] Merr-Sonn C22 Fragmentation Grenade 0% Accuracy
(Max 90%)
[Unknown] BlasTech Nacht-5 Smoke Grenade 0% Accuracy
(Max 90%)
[Unknown] Thermal Detonator 0% Accuracy (Max 90%)
Piloting
Piloting determines how well you can fly a vessel, and what,
if any, special manuevers you can do. When you start the game,
you know a few basic piloting skills. As time passes you will
learn more and you will add them to your list. Note - You
only gain the below skills if you buy a vessel. If you choose
to invest in a housing system, you will not gain any of these
piloting skills and will have to pick them up elsewhere (ie.
Han Solo teaching Luke how to man the quadlasers on his ship),
unless you buy your own ship, at which point you will gain
the basic three piloting skills. This time there are only
[Known] tags on the skills. later on you will be able to learn
things such as atmospheric combat (attacking players on the
ground with your ship), blockade running, evasive manuevers
and other great things.
Basic Piloting Skills
[Known] Movement Allows vessel to move through space
[Known] Targeting Allows vessel to attack enemy vessels
[Known] Atmospheric Flight Allows vessel to take off
or land in an atmosphere
Finishing Up
That's all you need to know to make your character, take
a last final look over the finished product and then have
fun making your own character.
Ranysk Jorlea
Bothan Male
Strength: 4
Health: 11
Dexterity: 3
Speed: 4
Intelligence: 33
Faction: Neutral
Career: None
Title: None
Standings
Imperial: 0
Neutral: 0
Rebel: 0
Bio:
Born on the Bothan home world of Bothawui, Ranysk left the
planet at an early age by stowing away aboard a space freighter.
When he has discovered mid-route, the ships captain
threatened to throw him out the airlock, but later took a
liking to him. He lived onboard the ship for the next year,
exploring the galaxy through the many trade routes taken,
before leaving the vessel when it landed on Coruscant. Disembarking,
he was astounded by the size of the city, and immediately
knew he had found his new home. Getting a job as a worker
at a display shop run by a Twilek, he saved up his money
for many years before being able to afford his own share in
the store. He now helps manage the rare artifact trade that
passes through the store.
Abilities
Awareness: II
Computer Programming: II
Combat: 0
Demolition: 0
Diplomacy: I
Engineering: 0
Leadership: I
Medical: I
Persuasion: I
Piloting: I
Security: 0
Espionage: I
Skills
None
Accuracy
[Unknown] HSB-200 0% Accuracy (Max 85%)
[Unknown] Q-2 0% Accuracy (Max 90%)
[Unknown] Telltrig-7 0% Accuracy (Max 90%)
[Unknown] Adelphi PN-2 0% Accuracy (Max 90%)
[Unknown] BlasTech EE-3 0% Accuracy (Max 80%)
[Unknown] DL-17 0% Accuracy (Max 95%)
[Unknown] DL-6H 0% Accuracy (Max 90%)
[Unknown] Sport 0% Accuracy (Max 90%)
[Unknown] DL-18 0% Accuracy (Max 80%)
[Unknown] Scout 0% Accuracy (Max 95%)
[Unknown] BlasTech DL-44 0% Accuracy (Max 90%)
[Unknown] BlasTech DY-225 0% Accuracy (Max 95%)
[Unknown] Valleen-38 Carbine 0% Accuracy (Max 90%)
[Unknown] BlasTech DLT-19 0% Accuracy (Max 90%)
[Unknown] BlasTech DLT-20a 0% Accuracy (Max 90%)
[Unknown] BlasTech E-11 0% Accuracy (Max 80%)
[Unknown] BlasTech DH-17 0% Accuracy (Max 95%)
[Unknown] BlasTech E-11B 0% Accuracy (Max 85%)
[Unknown] T-21 Light Repeater 0% Accuracy (Max 70%)
[Unknown] Bowcaster 0% Accuracy (Max 75%)
[Unknown] E-Web 0% Accuracy (Max 65%)
[Unknown] Merr-Sonn Mark II 0% Accuracy (Max 65%)
[Unknown] DL-87 0% Accuracy (Max 75%)
[Unknown] Merr-Sonn PLX-2M 0% Accuracy (Max 50%)
[Unknown] R-I7C Missile Launcher 0% Accuracy (Max 60%)
[Unknown] X-45 Sniper 0% Accuracy (Max 98%)
[Unknown] Merr-Sonn LD-1 Sniper Rifle 0% Accuracy (Max
96%)
[Unknown] Merr-Sonn C22 Fragmentation Grenade 0% Accuracy
(Max 90%)
[Unknown] BlasTech Nacht-5 Smoke Grenade 0% Accuracy
(Max 90%)
[Unknown] Thermal Detonator 0% Accuracy (Max 90%)
Piloting
[Known] Movement Allows vessel to move through space
[Known] Targeting Allows vessel to attack enemy vessels
[Known] Atmospheric Flight Allows vessel to take off
or land in an atmosphere
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