Character Creation

So how will you travel Dark Side? What path will you choose? Where are you from? These are some of the questions you will need to ask yourself while developing your character. You are an actor in a play but you create your own part. You will need to decide your character’s name, species, class, etc. It is also a good idea to write your character a short biography so that you and the gamemaster know a bit about your character’s history and personality. Character creation can take up to a whole session of game play. This will help the gamemaster craft a better story for the group.

Steps of Creation

Step 1 Character Concept: The first part of creating you character is come up with your character's concept. It can be as simple as wanting to be a bounty hunter or a richly developed biography. This can help you and the gamemaster have a better understanding of how your character works. This can also be used by the gamemaster to craft storylines from the character’s past. Your character’s concept will shape their actions and morality.

Step 2 Building Character: Once you have your character concept you will start building the framework of your character. Your framework includes your species, appearance, class, profession, and nation. Here is where you will draw your starting actions from.

Character proficiency bonus or CPB is a modifier to all actions you are skilled with. Your CPB is added to various abilities, including your attacker and defender rolls. Your CPB starts at +1.

Health is how much damage you can take beore you fall. Your health is calculation is found on your class information.

Resources are how you use your class abilities. Each class has their own resource system in your class information.

Actions per round or APR is the number of actions you can perform during your turn. Your APR is equal to 1 + your CPB.

Move is the distance you can travel per action. Your mvement range is your species' base movement + 1' per dexterity.

Step 3 Attributes: To start this first you need to find at least two six sided dice. Only two will count but your gamemaster may give you additional dice and just use the highest two dice rolls. You will roll once for your strength, dexerity, charisma, intelligence, wisdom, and constitution. Roll results grant -3 on a 2, -2 on a 3, -1 on 4 and 5, 0 on 6 through 8, +1 on 9 and 10, +2 on an 11, and +3 on a 12. You will add your species attribute bonuses and penalties after the rolls are chosen. Alternatively, you could also just take your species attribute bonuses and taking a zero bonus in attributes that have no adjustments.

Strength is your physical power. It governs your ability to fight hand to hand or with strength based weapons. It also affects your ability to lift and carry objects. Some weapons require certain levels of strength to wield.

Dexterity is your reflexes and agility. It governs your ability to dodge attacks and fight with dexterity based weapons. It also affects your ability to perform endurance activities. Some vehicles require certain levels of dexterity to control.

Charisma is your ability to charm and manipulate others. It governs your ability to control those around you without the use of spells. It also controls your ability to barter with tradesmen.

Intelligence is your mental capacity. It governs your ability to attack with certain spells. It also may affect your ability to repair or create certain types of technology.

Wisdom is your perception. It governs your ability to attack with certain spells. It also governs your ability to resist or see through illusions and psychic attacks.

 

Constitution is how hearty your body is. It governs your body's resistance to poisons and increases your health.

Step 4 Abilities & Skills: Here you will choose your starting cllass abilities, two class sklls, and two profession skills.

Skills

Skills are available to all players in the game. These skills come from training with others or pulling knowledge from books or the hypernet. Some of these skills may be essential to your character while others you can get by with one of your party members having. Using an untrained skill holds a -5 penalty.

Bartering, Charisma + CPB vs Wisdom + Bartering or Difficulty

This skill increases the ability to talk trade prices up or down for character’s benefit. Failure can result in higher prices or less tarryns from a sale. Bartering is also used for diplomatic endeavors as well as manipulation and intimidation.

Athletics, Dexterity + CPB vs Dexterity + Athletics or Difficulty

This skill increases the ability to perform endurance activities such as climbing, swimming, running, and racing. Athletics also increases movement by twice species range.

Sense, Wisdom + CPB vs CPB + Control or Illusion Difficulty

This skill increases the ability to sense danger, read motives, and see through illusions. Sense also determines the combat order.

Investigation, Intelligence + CPB vs Difficulty

This skill is the ability to solve puzzles, find clues, gather surveillance, and research information.

Drive, Dexterity + CPB vs Various

This skill increases the ability to drive ground and hover vehicles.

Culture, Intelligence + CPB vs Difficulty

This skill increases the ability to act correctly in different social settings and to know proper etiquette or customs. Culture stacks on a character’s Bartering skills.

History, Intelligence + CPB vs Difficulty

This skill increases the ability to recall historic events, items, people, and locations. Checks that involve the character’s class, profession, or a skill they are proficient with they gain an additional +5 to succeed.

Technology, Rank Requirement

This skill is the ability to use and craft more types of technology. Technology requires tool and parts. Each time taken another type of crafting is opened for use. Available technology crafting are Blacksmith, Demolition, Disease, Engineer, Gunsmith, Leatherwork, Pharmaceutical, and Tailor.

Maintenance, Intelligence + CPB vs Difficulty

This skill is the ability to repair objects that are broken or failing. Maintanence may require knowledge of the technology for some uses.

Language, Passive Ability

This skill is the ability to understand non-basic languages. Basic languages are English, Chinese, Sharateese, and Nazren. Examples of non-basic languages are Wonganese and Vamoni. Each time taken allows for additional languages.

Combat Arts, Passive Ability

This skill gives proficient ranks with a weapon, armor, or combat style not available to the character's class or an expertise rank to any proficient action. All actions taken while doing things the character is not proficient in come with a -5 penalty. Each time taken allows for additional Combat Arts.

Survival, Wisdom + CPB vs Difficulty

This skill is the ability to find food, water, shelter, tracking, and usable wood away from civilization.

Mystical Lore, Intelligence + CPB vs Difficulty

This skill is the ability to recall knowledge of magic and magical items as well as the history of magic. Mystical Lore rolls involving a school of magic the character knows gain a bonus to their roll of +5.

Thievery, Dexterity + CPB vs Wisdom + Sense or Difficulty

This skill allows the character to pick locks and pockets, hot wire, and disarm traps. Thievery also allows for added loot during doing searches.

Espionage, Charisma + CPB vs Wisdom + Sense

This skill allows the character to disguise themselves, infiltrate organizations, and blend into crowds.

Hunter's Lore, Intelligence + CPB vs Difficulty

This skill allows the character knowledge of undead and demons as well as how to control nexus portals. Hunter's Lore also allows the character to santify weapons and ammo. Santified weapons and ammo stagger undead and demons on critical hits.

Medical Training, Intelligence + CPB vs Difficulty

This skill allows the character diagnose diseases or injuries, treat medical conditions, and perform autopsies. Medical Training also allows for natural healing criticals on 19.

Seafarer, Dexterity + CPB vs Various

This skill allows the character to sail the ocean, navigate routes, and ship to ship combat. Seafarer also reduces the underwater combat penalty by 2 and allows for them to hold their breath for 5 minutes.

Aviator, Dexterity + CPB vs Various

This skill allows the character to pilot aircraft, navigate the skies, and battle ship to ship. Aviator also allows for the use of space vessels.

Stealth, Dexterity + CPB vs Sense

This skill is the ability to remain undetected by those around you. While in Stealth your attacker bonus is increased by 1d4. Whenever you interact with or attack a target you must re-roll your Stealth to maintain it.

Step 5 Equipping: Your character is almost complete now it is time to outfit and supply it. There are two ways to go about this. The first is to just select one of your class’s starting packages. If you choose that then you will copy down your items and roll for your starting tarryns. Then you will need to make any starting purchases. The second way is to purchase all equipment yourself. When choosing this you will roll percentile dice and multiply the result by one hundred. The result of that will be your starting tarryns. From there you will need to purchase all your supplies.