RandomBlobMan
That was a misclick I swear
-DO NOT EDIT YOUR CHARACTER SHEET AND/OR LORE ENTRY WITHOUT GM PERMISSION.
-Any detail not aforementioned in the cs and/or discussed with the gm's will be either denied, or applied with an additional penalty. Please be sure to discuss with the gm's beforehand.
Welcome to the Character Sheet thread of Sail the Stars. Please be sure to follow the guidelines when creating a new character.
Central Roles:
captain(0/1):
navigator(0/1):
pilot:
-Sarah ( Vagabond Spectre )
-Ray ( SpazTheButcher )
engineer/mechanic:
medic/scientist:
-Medic/Alchemist: Sopho ( ThatGuyWithSouvlaki )
etc. roles:
Security:
-Szralkyr ( ChasmOfOrganicMatter )
-Gunner: Connor ( Soviet Panda )
Spy:
-Karah ( Nero_Cardia )
Scout:
-Kei ( Verena )
Please keep anything else than Character Sheets and GMs' comments stating their status off of the CS thread. They will be deleted without warning.
-Any detail not aforementioned in the cs and/or discussed with the gm's will be either denied, or applied with an additional penalty. Please be sure to discuss with the gm's beforehand.
Welcome to the Character Sheet thread of Sail the Stars. Please be sure to follow the guidelines when creating a new character.
Central Roles:
captain(0/1):
navigator(0/1):
pilot:
-Sarah ( Vagabond Spectre )
-Ray ( SpazTheButcher )
engineer/mechanic:
medic/scientist:
-Medic/Alchemist: Sopho ( ThatGuyWithSouvlaki )
etc. roles:
Security:
-Szralkyr ( ChasmOfOrganicMatter )
-Gunner: Connor ( Soviet Panda )
Spy:
-Karah ( Nero_Cardia )
Scout:
-Kei ( Verena )
*This is the bare bones of a character sheet. If you want to add more details or want to add some fancy bbcode to make your cs cool, by all means do it. But please don't omit any details required in the bare bones.
>basic info
Name:
Alias or Nickname if any:
Age:
Gender:
Race:
Role:
{You don't have to do the Central Roles, you can make a fitting one up like a Security Officer or Cook}
>bio
Appearance:
{image and/or description}
Height and weight:
Personality:
Backstory:
{At the current point of time(where you are a part of the Wildebeast Debt Salvation Program), please include how they got an immense amount of debt and why they decided to join the Program.}
Skills:
{just things you are good at, like fishing or tap dancing. Not the magic prowess you have. There's a separate section for that.}
>combat loadout
Equipment:
{you may have up to 1 magic item that is not a weapon for starting equipment}
-Weapon Slot 1
-Weapon Slot 2
-Gadget
-Protective Gear
-Etc. gear
>magic
Magic Capabilities:
{explain what kind of magic your character uses if they use some. Based on your character's other elements we will give you a limit for each moves they can make.}
Gear Section
Weapons would include things like firearms, magic enchanted items(with spells that would be considered as a direct attack like shooting fire or icicles) and traditional weapons such as batons, clubs, maces, and bladed weapons bigger than a knife. Multiple weapons that form a set such as dual handguns, twin blades and such would take up one weapon slot. However abusing this will not be allowed.
Gadgets are more items that assist you in combat by either providing additional firepower or providing utility a good old gun cannot provide. Things such as ballistic shields, scout drones, sentry guns, and magic items that do similar effects would be considered a Gadget.
Less of a weapon things such as small knives and switchblades with no magical/technological properties would be considered Etc. gear instead of taking a weapon slot. (ex: A regular ordinary fruit knife would be Etc. gear, while a vibro blade or a magic knife, no matter how small it is, would be considered a weapon.
The classification of Weapons, Gadgets and Etc. gear may contain subjective views of the GM. If you have trouble defining which of your equipment is which, you can ask the gm's about it. If we have any problems with the equipment classification you did we'll let you know.
Protective Gear is gear that you equip for protection, such as armor, battery charged shield, and magic items of similar capabilities.
You will not be able to possess any equipment that can easily incapacitate/neutralize hostiles, or generally has gamebreaking effects without consequences no matter how deep into the adventure we are.
Magic Capabilities
With enough training, or by being born with an unusual talent and learning to use it, one can have access to whimsical powers. It isn't necessarily the good old fashioned casting-spells-with-wand type of magic- it could be your own supernatural power, don't hang too much on the word magic. It would be a broad term to explain non-scientific occurrences. It can be utilized by any intellectual being-even AI's too. But not all AI's can use magic. Only the ones with something that could be called a mind(free will, human-like thought process, generally what would make it "humane") would be able to use it.
Of course, just because there is magic doesn't mean you can have overly powerful spells like Power Word Kill from D&D. You will not be able to possess magic capabilities that can easily incapacitate/neutralize hostiles, or generally has gamebreaking effects without consequences no matter how deep into the adventure we are.
Magic is an art that requires the power of one's mind, meaning whatever way you cast it you will still strain yourself. Magic items are but assistants to your magic-making it a bit easier for you to perform the art you need. Should you use it too much, your mind will be exhausted. In extreme cases it would lead to insanity or the equivalent of insanity. For AI's, the consequences can be even more severe in some points of view-worst cases include irreversible software corruptions.
Please keep anything else than Character Sheets and GMs' comments stating their status off of the CS thread. They will be deleted without warning.
Last edited: