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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. Let’s 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 Jor’lea
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 ship’s 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 Twi’lek, 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.


I’ll 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 can’t be great at everything, so you must pick what you want the most. Don’t worry, you will be able to earn more abilities ingame, but at first you’ll start off with only basic skills. I’m 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 Jor’lea
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 ship’s 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 Twi’lek, 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 Jor’lea
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 ship’s 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 Twi’lek, 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