DrBones
Promise Nothing Deliver Less
DESIGNING A CHARACTER
This isn't some simple "fill in a page describing your magical fairy ninja" deal, you're expected to do some real number-crunching. There are three major aspects to character creation beyond simple fluff: Attributes, Skills, and Powers.
Attributes
There are three attributes, each representing a broad range of skills. These are Loud Skills, Soft Skills, and Support Skills. Loud Skills are all about "going loud", covering all forms of combat and feats of incredible strength. Soft Skills are focused on subtlety, ranging from lockpicking to sneaking to spotting minute details. Support Skills are focused on the character's intelligence, allowing them to hack electronics, develop rich tactical plans, and enact diplomacy.
You have 3 Attribute points to apply to your character. Each Attribute point gives you a 1-point bonus to skill checks for any Skill in the Attribute's category.
Skills
There are 15 Skills to choose from. They are as follows:
Hard Skills
Soft Skills
Support Skills
You are given 15 Skill points to create your character with. Any skills the player doesn't put points in are treated as at skill level 0. You can choose to bring your skill level into the negatives (giving you a penalty to all skill checks related to that skill) to give you more skill points. Please limit your skills to between -3 and 3.
Powers
This is rather abstract, representing a characters' most unique aspects. Powers allow a player to perform special abilities in the field. These abilities can be anything, and are up to the player to define. If you're worried that an ability you chose is unbalanced, please talk to me so we can fix it.
The player can choose to either have 2 Powers (equating to two special abilities they can perform) or 1 SuperPower (for example, hydraulic muscles given 1 pieces worth of lets you immediately succeed at any Speed, Heavy Lifting, Agility, or Toughness check. SuperPowered hydraulic muscles make this instant success last for five checks). If you want more than 2 Powers, your character will need to have flaws that make it difficult for them to function in certain circumstances. One flaw is equal to one point.
Weaponry
Your character will develop and grow stronger through upgrading their equipment. This is done through Wasp Points. Wasp Points are earned through completing mission objectives, and are awarded at the end of each mission. You can spend Wasp Points during your downtime at the company's headquarters. The list of statistics you can manipulate on your weapon are as follows:
Players are given 8 WP to build their first gun with. All guns start with +3 to the player's attack rolls. All Armor starts with +3 to defense rolls.
Player Sign-Up Form
Name:
Age:
Appearance:
Personality:
Background
Attributes
Loud Skills:
Soft Skills:
Support Skills:
Skills
Powers (include a brief description of what this does, and what its effects are in gameplay. If you really want your character to have a Power but don't know what it'll be like in gameplay, just ask me.)
Powers:
Flaws (only include if you have more than two Powers or one SuperPower):
Weapon Statistics
Weapon Name:
Weapon Type (Heavy, Light, Close-Combat):
Damage: ? points
Accuracy: ? points
Range: ? points
Utilities:
KEEP IN MIND THAT THE POWER LEVEL I AM AIMING FOR IS MORE MODERATE.
Most players will be as powerful as the more elite generic Desperado soldiers, roughly on par with Blade Wolf or Khamsin. You sure as hell won't get the chance to be Raiden right out of the starting gate. Though you'll be strong enough to go toe-to-toe with unaugmented humans and basic cyborgs, you'll need your squad's support and some ingenuity to tackle most UGs and advanced cyborgs.
This isn't some simple "fill in a page describing your magical fairy ninja" deal, you're expected to do some real number-crunching. There are three major aspects to character creation beyond simple fluff: Attributes, Skills, and Powers.
Attributes
There are three attributes, each representing a broad range of skills. These are Loud Skills, Soft Skills, and Support Skills. Loud Skills are all about "going loud", covering all forms of combat and feats of incredible strength. Soft Skills are focused on subtlety, ranging from lockpicking to sneaking to spotting minute details. Support Skills are focused on the character's intelligence, allowing them to hack electronics, develop rich tactical plans, and enact diplomacy.
You have 3 Attribute points to apply to your character. Each Attribute point gives you a 1-point bonus to skill checks for any Skill in the Attribute's category.
Skills
There are 15 Skills to choose from. They are as follows:
Hard Skills
- Heavy Weaponry (the ability to use launchers, miniguns, railguns, and any large weapons)
- Light Weaponry (the ability to use pistols, rifles, and other man-portable firearms)
- Close-Quarters Combat (the ability to fight in melee using any weapon)
- Heavy Lifting (the ability to pull, push, pick up, and throw large objects)
- Toughness (the ability to withstand damage without flinching or faltering. Every 3 points in Toughness gives the player another Wound they can suffer before becoming incapacitated)
Soft Skills
- Mechanics (the ability to deconstruct mechanical devices, from locks to booby-traps)
- Stealth (the ability to remain unseen, also helps when remaining in disguise)
- Perception (the ability to notice small details, from important clues to hidden traps)
- Speed (the ability to move quickly and safely)
- Agility (the ability to perform acrobatics and to fit into small places)
Support Skills
- Hacking (the understanding of electronics and mathematics, effective on robots and electronic door locks)
- Diplomacy (the understanding of how people work and how best to convince them to work with you)
- Medicine (the understanding of how the body works, also gives understanding of chemistry and cybernetics)
- Tactics (the understanding of military strategy, allows characters to observe and assess battlefields before combat)
- Connection (the understanding of networking and economics, makes buying upgrades and finding support in the field easier)
You are given 15 Skill points to create your character with. Any skills the player doesn't put points in are treated as at skill level 0. You can choose to bring your skill level into the negatives (giving you a penalty to all skill checks related to that skill) to give you more skill points. Please limit your skills to between -3 and 3.
Powers
This is rather abstract, representing a characters' most unique aspects. Powers allow a player to perform special abilities in the field. These abilities can be anything, and are up to the player to define. If you're worried that an ability you chose is unbalanced, please talk to me so we can fix it.
The player can choose to either have 2 Powers (equating to two special abilities they can perform) or 1 SuperPower (for example, hydraulic muscles given 1 pieces worth of lets you immediately succeed at any Speed, Heavy Lifting, Agility, or Toughness check. SuperPowered hydraulic muscles make this instant success last for five checks). If you want more than 2 Powers, your character will need to have flaws that make it difficult for them to function in certain circumstances. One flaw is equal to one point.
Weaponry
Your character will develop and grow stronger through upgrading their equipment. This is done through Wasp Points. Wasp Points are earned through completing mission objectives, and are awarded at the end of each mission. You can spend Wasp Points during your downtime at the company's headquarters. The list of statistics you can manipulate on your weapon are as follows:
- 1 point of defense (Armor Only) (subtracts 1 point from enemy damage rolls) = 2 WP
- 1 point of damage (Weapon Only) = 2 WP
- 1 point of accuracy (boosts player's initial attack roll, but is subtracted when the final damage toll occurs) = 1 WP
- 1 zone of range (Weapon Only) (allows player to hit targets from more tiles away) = 1 WP
- Utility (Allows the player to replace one skill check with a different skill check, under special circumstances) = 1 WP
- Area of Effect Upgrade (Explosive, Electric, and Chemical Weapons Only) = 2 WP per tile added to radius
- Buy an additional weapon= 2 WP
Players are given 8 WP to build their first gun with. All guns start with +3 to the player's attack rolls. All Armor starts with +3 to defense rolls.
Player Sign-Up Form
Name:
Age:
Appearance:
Personality:
Background
Attributes
Loud Skills:
Soft Skills:
Support Skills:
Skills
- Heavy Weaponry:
- Light Weaponry:
- Close-Quarters Combat:
- Heavy Lifting:
- Toughness:
- Mechanics:
- Stealth:
- Perception:
- Speed:
- Agility:
- Hacking:
- Diplomacy:
- Medicine:
- Tactics:
- Connection:
Powers (include a brief description of what this does, and what its effects are in gameplay. If you really want your character to have a Power but don't know what it'll be like in gameplay, just ask me.)
Powers:
Flaws (only include if you have more than two Powers or one SuperPower):
Weapon Statistics
Weapon Name:
Weapon Type (Heavy, Light, Close-Combat):
Damage: ? points
Accuracy: ? points
Range: ? points
Utilities:
KEEP IN MIND THAT THE POWER LEVEL I AM AIMING FOR IS MORE MODERATE.
Most players will be as powerful as the more elite generic Desperado soldiers, roughly on par with Blade Wolf or Khamsin. You sure as hell won't get the chance to be Raiden right out of the starting gate. Though you'll be strong enough to go toe-to-toe with unaugmented humans and basic cyborgs, you'll need your squad's support and some ingenuity to tackle most UGs and advanced cyborgs.
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