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Post by Admin on Nov 24, 2013 3:42:04 GMT
Step 1: Character Concept & Role in the Crew
There are certain roles that will need to be filled such as (but not limited to): Captain, Computer/Technological Expert, Doctor, Grunt, Mechanic, Pilot, Scientist, Scoundrel, Social-type, and Soldier. It will be necessary for your characters to have more than one role so that the crew has all of the bases covered. It would also be good to have some overlap in skills, in case a character dies...
You will be a crew that has been formed from people from the Gongen and a Maverick gang that have allied together to investigate the Rift and the strange new planet that has entered the solar system. You don't have much info to go on, but you are headed out there anyway.
Choose to be a human from the Gongen or Maverick faction (details pending).
Gongen get a matching pair of Gongen Katanas (one is slightly smaller than the other). The second one is a spare. These Gongen Katanas deal 5 lethal damage (+5 dice to the roll). The monomolecular edge ignores two points of Defense from the target's armor. Gongen Katanas also have the 9-Again special ability (dice with 9 and 10 explode).
These are double-edged monomolecular blades, each one made by a master craftsman, not by an automated process. Each one has a signature mark identifying the creator. Traditionally, the hilt is wrapped in red cord and marked with the Mon, or symbol, of the owner. Gongen are trained in the use of these weapons (add +2 free dots to the Weaponry skill).
A non-Gongen openly flaunting such a weapon in front of a Gongen is asking for trouble. A Gongen who knowingly allows a non-Gongen to acquire such a weapon is guilty of a grievous dishonor. Only in the rarest of occasions can one not born to Gongen legitimately claim the right to wield this weapon honorably.
Gongen from an early age are taught that the group and soceity is more important than the individual. To try to put a mechanic to support this I'm going to say that Gongen can burn a point of their Willpower to give another Gongen or another character on the ship +3 dice. Normally you can only do this for yourself.
Gongen get the Language Merit for free with 3 dots in it. English is the common language of the setting so you don't need a dot for that.
There are two Bots on board the ship that are co-owned by all of the Gongen characters.
Mavericks get 3,000 Creds worth of Cybernetics to add to their physical body. Characters can only have a number of Cybernetic implants equal to their Stamina Attribute but Mavericks can have two additional implants.
Mavericks can purchase additional Cybernetics (above the 3,000 Credits) at a 25% Credit discount (so they pay 75% of the listed cost).
Mavericks get a Boarding Axe: Favored by Mavericks who know they will be engaging in boarding actions, as the weapon is both lethal in close combat and good for chopping through bulkheads and improvised barricades. The weapon’s damage is increased by 3 against objects. They deal 4 Lethal Damage. Weapon is 9-Again (9s and 10s explode) against objects.
Mavericks get +1 free dot in Computer, Engineering and the Pilot skills. These things come naturally to them out on the Rim.
The ship that the crew will be living on is owned by the Maverick characters.
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Post by Admin on Nov 24, 2013 3:48:16 GMT
Step 2: Attributes (Stats)
Prioritize the 3 categories of Attributes. All Attributes start out at 1 dot automatically. You place 5/4/3 dots respectively in your prioritized Attributes. Example: If you prioritized Physical, Social, and Mental in that order then after you get 1 free dot in each Attribute you would have 8 dots total in Physical Attributes, 7 dots total in Social Attributes, and 6 dots total in Mental attributes. The 5th dot in any Attribute costs 2 dots instead of 1.
Here are the Attributes:
Mental: Intelligence, Wits, & Resolve
Physical: Strength, Dexterity, & Stamina
Social: Presence, Manipulation, & Composure
Some Example Attribute + Attribute Rolls (most dice rolls are Attribute + Skill) Discipline (Following Difficult Orders): Composure + Resolve Lifting/Moving Heavy Stuff: Strength + Stamina Meditation: Wits + Composure Memorizing or Remembering Something: Intelligence + Composure Resisting Coercion: Wits + Resolve Surprise: Wits + Composure
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Post by Admin on Nov 24, 2013 3:51:09 GMT
Step 3: Abilities (Skills)
Prioritize the 3 categories of Skills. Skills start out at zero dots. You place 11/7/4 dots respectively in your prioritized Skill categories.
Skills:
Any skill with an * is a skill that I have added to the core list of skills found in the NWOD core book.
Mental: Academics, Computer, Crafts, Engineering*, Investigation, Medicine, Kizen (special powers)*, Politics, Science
Physical: Athletics, Brawl, Drive (Planetary Vehicles), Firearms, Larceny, Pilot*, Stealth, Survival, Weaponry
Social: Animal Ken, Cultures*, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge
Skill Descriptions:
Mental Skill Descriptions
Academics Specialties: Anthropology, Art History, History, Language, Law, Literature, Math, Philosophy, Religion, Research
Computer Specialties: Artificial Intelligence, Computer Programming, Communication Systems, Create/Alter Technical Devices, Data Retrieval, Graphics, Hacking, Life-Support Systems, Security Systems, Sensor Systems, Technical Engineering
Crafts: Specialties: Appraisal, Blacksmithing, Carpentry, Cooking, Demolitions, Drawing, Forgery, Jury-Rigging, Leatherworking, Mechanical Engineering, Metalworking, Painting, Photography, Pottery, Repair Item, Sculpting, Sewing
Engineering* Specialties: Create Mechanical Devices, Disable Devices, Machinery Maintenance, Mechanical Repairs, Planetary Vehicles, Plumbing
Investigation Specialties: Artifacts, Autopsy Diagnoses, Body Language, Crime Scenes, Cryptography, Dreams, Forensics, Puzzles, Riddles, Scientific Experiments, Surveillance
Kizen (Special Abilities)* (Details pending events in the campaign, you can't take this at character creation).
Medicine Specialties: Dentistry, Emergency Care, General Practice, Genetics, Internal Medicine, Neurology, Pathology, Pharmaceuticals, Physical Therapy, Physiology, Psychiatry, Rehabilitation, Surgery, Toxicology
Politics Specialties: Bribery, Elections, Federal, Specific Local Government, Scandals
Science Specialties: Biology, Chemistry, Geology, Metallurgy, Physics
Physical Skill Descriptions
Athletics Specialties: Acrobatics, Climbing, Contortions, Horse Riding, Grenade Throwing, Gymnastics, Juggling, Jumping, Kayaking, Long-Distance Running, Parachuting, Pole Vaulting, Running, Sprinting, Swimming, Throwing, Weight Lifting
Brawl Specialties: Blocking, Boxing, Dirty Tricks, Grappling, Judo, Karate, Kung Fu, Throws, Wrestling
Drive Specialties: Boats, Heavy Vehicles, Motorcycles, Planetary Vehicles, Pursuit, Military Vehicles, Shaking Tails, Stunts
Firearms Specialties: Alden Arms Holdout Pistol, Archaic Pistol, Archaic Rifle, Brier Systems Finger Laser, Colt-Burton MK 814, Colt-Burton Series V Sniper Rifle, Crossbow Modern, FedGrav Infantry Laser, F.L.I.C., Gongen 'Finger of Heaven', Gongen Plasma Bolter, Gongen Plasma Rifle, Greener 8-Guage Shotgun, Heavy Weapons (Ship Weapons), Maverick Zip Gun, M44 Heavy Plasma Gun, Shi Vatarma, Spassky Quickfire
Larceny Specialties: Concealing Stolen Goods, Disable Devices, Lockpicking, Pickpocketing, Security Systems, Safecracking, Slight of Hand
Pilot* Specialties: Aerial Navigation, Astrogation, Astronomy, Astrophysics, Helicopters, Large Cruisers, Mid-Bulk Transports, Patrol Vessels, Pursuit, Rocket Shuttles, Shaking Tails, Stunts
Stealth Specialties: Camouflage, Crowds, Moving in Darkness, Moving in Woods, Shadowing
Survival Specialties: Fishing, Foraging, Hunting, Navigation, Meteorology, Shelter, Space, Tracking, Trapping
Weaponry Specialties: Boarding Axe (Maverick), Blunt Objects, Dalaka (Quay), Improvised Weapons, Knives, Pole Arms, Katanas (Gongen), Stun Stick, Vatarma (Shi), Vibrodagger, Whips
Social Skill Descriptions
Animal Ken Specialties: Animal Needs, Imminent Attack, Specific Kind of Animal, Training, Veterinary, Zoology
Cultures* Specialties: Earthers, Gongen, Mavericks. Quay and Shi (can only be taken after you interact with them in the campaign).
Empathy Specialties: Emotion, Gambling, Intuition, Lies, Motives, Personalities
Expression Specialties: Acting, Classical Dance, Drama, Exposes, Mimicry, Music Composition, Musical Instrument, Newspaper Articles, Poetry, Speeches
Intimidation Specialties: Bluster, Interrogation, Physical Threats, Stare-Downs, Torture, Veiled Threats
Persuasion Specialties: Bargaining, Bureaucracy, Counseling, Fast-Talking, Inspiring Crew Members, Interrogation, Leadership, Motivational Speeches, Sales Pitches, Seduction
Socialize Specialties: Bar Hopping, Carousing, Dress Balls, Formal Events, Frat Parties, State Dinners
Streetwise Specialties: Black Market, Gangs, Rumors, Undercover Operations
Subterfuge Specialties: Con Jobs, Disguise, Gambling, Hiding Emotions, Lying, Misdirection, Spotting Lies
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Post by Admin on Nov 24, 2013 4:04:02 GMT
Step 7: Virtues & Vices
Choose one Virtue and one Vice from the following lists. I added in some of the extra ones from the newest update of NWOD (the God Chronicle thing).
Virtues
Ambitious: Your character is going places. She has goals she wants to accomplish, and the drive to achieve them. In some people who don’t deserve the accolades they seek, ambition is a Vice — for her it’s a guiding mission. Regain Willpower when your character puts herself at risk for the sake of following her long-term goal.
Charity: True Charity comes from sharing gifts with others, be it money or possessions, or simply giving time to help another in need. A charitable character is guided by her compassion to share what she has in order to improve the plight of those around her. Charitable individuals are guided by the principle of treating others as they would be treated themselves. By sharing gifts and taking on the role of the Samaritan, they hope to cultivate goodwill in others, and the gifts they give will eventually return to them in their hour of need. Your character regains all spent Willpower points whenever she helps another at the risk of loss or harm to herself. It isn’t enough to share what your character has in abundance. She must make a real sacrifice in terms of time, possessions or energy, or she must risk life and limb to help another.
Courageous: Your character is simply straight-up brave. She gets a thrill from meeting and overcoming challenges, whether they’re physical or social. She’s not necessarily stubborn or even especially confident — true bravery is the willingness to carry on despite being afraid, not the absence of fear. Regain Willpower when your character’s bravery causes or prolongs risk or danger to her.
Generous: Your character gains comfort from giving to others. She might be especially charitable or just be willing to lend possessions and aid to her friends, no questions asked. She’s often taken for granted but she knows she makes a difference. Regain Willpower when your character has deprived herself of a vital resource through her generosity, putting herself at risk.
Faith: Those with Faith know that the universe is not random, meaningless chaos, but ordered by a higher power. No matter how horrifying the world might be, everything has its place in the Plan and ultimately serves that Purpose. This Virtue does not necessarily involve belief in a personified deity. It might involve belief in a Grand Unified Theory whereby the seeming randomness of the universe is ultimately an expression of mathematical precision. Or it might be a view that everything is One and that even evil is indistinguishable from good when all discriminating illusions are overcome. Your character regains all spent Willpower points whenever he is able to forge meaning from chaos and tragedy.
Fortitude: A person’s ideals are meaningless unless they’re tested. When it seems as though the entire world is arrayed against him because of his beliefs, a person possessing Fortitude weathers the storm and emerges with his convictions intact. Fortitude is about standing up for one’s beliefs and holding the course no matter how tempting it may be to relent or give up. By staying the course — regardless of the cost — he proves the worth of his ideals. Your character regains all spent Willpower points whenever he withstands overwhelming or tempting pressure to alter his goals. This does not include temporary distractions from his course of action, only pressure that might cause him to abandon or change his goals altogether.
Honest: Your character’s defining duty is to the truth. Although the World of Darkness puts every pressure on her to dissemble or tell white lies to protect others from the God-Machine, her sense of self is built on fundamental honesty. Regain Willpower when your character puts herself in danger by refusing to lie.
Hope: Being hopeful means believing that evil and misfortune cannot prevail, no matter how grim things become. Not only do the hopeful believe in the ultimate triumph of morality and decency over malevolence, they maintain steadfast belief in a greater sense of cosmic justice — whether it’s Karma or the idea of an all-knowing, all-seeing God who waits to punish the wicked. All will turn out right in the end, and the hopeful mean to be around when it happens. Your character regains all spent Willpower points whenever she refuses to let others give in to despair, even though doing so risks harming her own goals or wellbeing. This is similar to Fortitude, above, except that your character tries to prevent others from losing hope in their goals. She need not share those goals herself or even be successful in upholding them, but there must be a risk involved.
Humble: Your character doesn’t want power or status. Even if he earns a position of authority, he sees himself as one of the guys. Putting himself above others would deny the importance of their lives. Regain Willpower when your character turns down the opportunity for power that would solve his problems.
Justice: Wrongs cannot go unpunished. This is the central tenet of the just, who believe that protecting the innocent and confronting inequity is the responsibility of every decent person, even in the face of great personal danger. The just believe that evil cannot prosper so long as one good person strives to do what is right, regardless of the consequences. Your character regains all spent Willpower points whenever he does the right thing at risk of personal loss or setback. The “right thing” can be defined by the letter or spirit of a particular code of conduct, whether it be the United States penal code or a biblical Commandment.
Loving: Your character is defined by a great love, perhaps for an ideal or an institution, but usually for a person or group of people. Regain Willpower when your character puts himself in danger for the object of his love.
Loyal: Your character is loyal to a group, possibly the other player’s characters. His loyalty isn’t blind — he’s capable of seeing the flaws in whatever cause he’s signed up to — but once given it’s unshakable. Regain Willpower when he puts himself in danger by refusing to act against the group’s interests.
Patient: Your character doesn’t believe in rushing in half-cocked or unaware. She wants to plan every course of action and bides her time when investigating, waiting for situations to develop and play out for a while before she intervenes. The World of Darkness doesn’t wait anyone, however, and her preparations are often overtaken by events. Regain Willpower when your character is caught wrong-footed because she was too busy planning to properly react to events.
Peaceful: Your character is a pacifist in a dirty, dangerous world. Whether it’s because of deeply-held religious beliefs, philosophical decision or simple lack of stomach for violence, he can’t bring himself to hurt another human being. Regain Willpower when your character resolves a conflict that puts him at risk without the use of bloodshed.
Prudence: The Virtue of Prudence places wisdom and restraint above rash action and thoughtless behavior. One maintains integrity and principles by moderating actions and avoiding unnecessary risks. While that means a prudent person might never take big gambles that bring huge rewards, neither is his life ruined by a bad roll of the dice. By choosing wisely and avoiding the easy road he prospers slowly but surely. Your character regains all spent Willpower points whenever he refuses a tempting course of action by which he could gain significantly. The “temptation” must involve some reward that, by refusing it, might cost him later on.
Righteous: Your character knows he walks in a corrupt world and he’s angry about it. He’s willing to confront hypocrisy and evil where he sees it, no matter who it pisses off, and to Hell with the consequences. At best, he’s a defender of those the system — or the Infrastructure — grinds down. At worst, he’s a stone-faced, uncompromising obstacle to the powerful, just waiting to be taken out. Regain Willpower when your character’s refusal to let injustice go unopposed puts him in danger.
Temperance: Moderation in all things is the secret to happiness, so says the doctrine of Temperance. It’s all about balance. Everything has its place in a person’s life, from anger to forgiveness, lust to chastity. The temperate do not believe in denying their urges, as none of it is unnatural or unholy. The trouble comes when things are taken to excess, whether it’s a noble or base impulse. Too much righteousness can be just as bad as too much wickedness. Your character regains all spent Willpower when he resists a temptation to indulge in an excess of any behavior, whether good or bad, despite the obvious rewards it might offer.
Trustworthy: When your character makes a promise, she keeps it. Her sense of self relies on others being able to trust and believe in her. Regain Willpower when she keeps a promise, even only an implied one, despite keeping it putting her at risk.
Vices
Ambitious: Your character wants to get ahead, above and beyond the respect that she receives for her actions. She craves advancement — not necessarily to lead, but in some measure of rank. Regain a Willpower point when your character attempts to increase her social standing instead of pursuing more useful activity.
Arrogant: For your character, self-image becomes self-aggrandizement. He defines himself by being “better” than other people, whether that’s by lording his superiority in an Attribute or Skill, expressing dominance in a social situation or basking in other characters looking up to him. Regain a Willpower point when he takes an opportunity to express his greater worth relative to someone else.
Corrupt: The world may be a system run by the God-Machine, but your character is an expert at getting what she wants out of systems. A habitual abuser of institutions, once she’s in a position of authority she turns that office to furthering either her own ends or those of the highest bidder. Regain a Willpower point when your character misuses status or influence over a group on behalf of herself or another interested party.
Cowardly: Your character shies away from danger, going beyond simple caution to true cowardice. If danger must be faced, he would much rather someone else face it — regain a point of Willpower when your character persuades or tricks another character into a risky situation instead of doing it himself.
Cruel: Your character has a mean streak, an instinct to twist the knife and inflict pain once he has someone at his mercy. He might habitually refuse surrender in combat or be the bastard boss who humiliates employees just because it makes him feel better. Regain a Willpower point when your character needlessly victimizes someone in his power.
Deceitful: Your character can’t tell the truth to save her life. She might be in the habit of telling little white lies or be covering up one major secret, but deception is the cornerstone of her personality. Regain a Willpower point when she successfully maintains a lie despite others having the opportunity to see through it.
Envy: An envious person is never satisfied with what she has. No matter her wealth, status or accomplishments, there is always someone else who seems to have more, and it’s coveted. Envious characters are never secure or content with their place in life. They always measure themselves against their rivals and look for ways to get what they deserve. They might be considered paranoid or just consumed by a selfloathing that they project onto others. Your character regains one Willpower point whenever she gains something important from a rival or has a hand in harming that rival’s wellbeing.
Gluttony: Gluttony is about indulging appetites to the exclusion of everything else. It’s about dedicating oneself to sensual pleasures or chasing the next high. A glutton makes any sacrifice to feed his insatiable appetite for pleasure, regardless of the cost to himself or those around him. He might be considered a junky or even a kleptomaniac (he steals things he doesn’t need just for the thrill of it). Your character regains one spent Willpower point whenever he indulges in his addiction or appetites at some risk to himself or a loved one.
Greed: Like the envious, the greedy are never satisfied with what they have. They want more — more money, a bigger house, more status or influence — no matter that they may already have more than they can possibly handle. Everything is taken to excess. To the greedy, there is no such thing as having too much. If that means snatching someone else’s hard-earned reward just to feather one’s own nest, well, that’s the way it goes. Your character regains one Willpower point whenever he acquires something at the expense of another. Gaining it must come at some potential risk (of assault, arrest or simple loss of peer respect).
Hasty: Your character doesn’t have the patience for long, convoluted plans, but prefers to improvise as she goes. She frequently enters situations she doesn’t fully understand —but this Vice isn’t the measure of how well she copes when rushing in, only that she acts before thinking. Being able to quickly adapt, as many Hasty characters are, is determined by the Wits Attribute. Regain a point of Willpower when your character forces a scene to start by taking decisive action.
Hateful: Your character is blinded by hatred for something — a person, a group, a belief or for the God-Machine itself. His antipathy is so strong it prevents him from seeing clearly and leads him into fruitless attacks on the source of his hatred. Regain a Willpower point when he spends time in a scene persecuting the object of his hate.
Lust: The Vice of Lust is the sin of uncontrolled desire. A lusty individual is driven by a passion for something (usually sex, but it can be a craving for virtually any experience or activity) that he acts upon without consideration for the needs or feelings of others. A lusty individual uses any means at his disposal to indulge his desires, from deception to manipulation to acts of violence. Your character is consumed by a passion for something. He regains one Willpower point whenever he satisfies his lust or compulsion in a way that victimizes others.
Pessimistic: Your character has a tendency to wallow in bad situations, vocally bemoaning his lot and believing that everything is hopeless. Regain a Willpower point when he refuses to act in a scene because he believes anything he does will be fruitless.
Pride: Pride is the Vice of self-confidence run amok. It is the belief that one’s every action is inherently right, even when it should be obvious that it is anything but. A prideful person refuses to back down when his decision or reputation is called into question, even when the evidence is clear that he is in the wrong. His ego does not accept any outcome that suggests fallibility, and he is willing to see others suffer rather than admit that he’s wrong. Your character regains one Willpower point whenever he exerts his own wants (not needs) over others at some potential risk to himself. This is most commonly the desire for adulation, but it could be the desire to make others do as he commands.
Sloth: The Vice of Sloth is about avoiding work until someone else has to step in to get the job done. Rather than put in the effort — and possibly risk failure — in a difficult situation, the slothful person simply refuses to do anything, knowing that someone else will step in and fix the problem sooner or later. The fact that people might needlessly suffer while the slothful person sits on his thumbs doesn’t matter one bit. Your character regains one Willpower point whenever he successfully avoids a difficult task but achieves the same goal nonetheless.
Treacherous: Your character’s loyalties are defined by what’s convenient, not for any sentiment towards loyalty itself. He will turn on allies if given a better offer or simply walk away from responsibilities if he finds them too difficult. Regain a Willpower point when your character betrays a person or group, but be very careful about using this Vice against other players’ characters.
Untrustworthy: Your character can’t be relied on. She might mean well and even keep promises when it costs her nothing, but when the stakes are raised and there’s a choice between her own self-interest and keeping her word, her word loses. Regain a Willpower point when your character breaks a promise for her own sake.
Violent: Your character loves getting her way by means of physical force. She frequently Goes For Blood (see p. 195) to settle conflict. Regain a Willpower point when your character resolves a scene by using needless violence.
Wrath: The Vice of Wrath is the sin of uncontrolled anger. The wrathful look for ways to vent their anger and frustration on people or objects at the slightest provocation. In most cases the reaction is far out of proportion to the perceived slight. A wrathful person cut off on the freeway might try to force another driver off the road, or a wrathful cop might delight in beating each and every person he arrests, regardless of the offense. Your character regains one spent Willpower point whenever he unleashes his anger in a situation where doing so is dangerous. If the fight has already begun, no Willpower points are regained. It must take place in a situation where anger is unwarranted or inappropriate.
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Post by Admin on Nov 24, 2013 4:05:58 GMT
Step 8: Select Merits, representing character enhancements and background elements.
Spend 7 dots on Merits. The fifth dot in any Merit costs two dots to purchase. Note that many Merits have prerequisites.
I need to come up with a few more of these that are setting specific.
NWOD Merits that you can take:
Mental Merits: Common Sense (••••), Danger Sense (••), Eidetic Memory (••), Encyclopedic Knowledge (••••), Holistic Awareness (•••), Language (• to •••), Meditative Mind (•)
Physical Merits: Ambidextrous (•••), Brawling Dodge (•), Direction Sense (•), Disarm (••), Fast Reflexes (• or ••), Fighting Finesse (••), Fighting Style: Boxing (• to •••••), Fighting Style: Kung Fu (• to •••••), Fighting Style: Two Weapons (• to ••••), Fleet of Foot (• to •••), Fresh Start (•), Giant (••••), Gunslinger (•••), Iron Stamina (• to •••), Iron Stomach (••), Natural Immunity (•), Quick Draw (•), Quick Healer (••••), Strong Back (•), Strong Lungs (•••), Stunt Driver (•••), Toxin Resistance (••), Weaponry Dodge (•)
Social Merits: Allies (• to •••••), Barfly (•), Contacts (• to •••••), Fame (• to •••), Inspiring (••••), Mentor (• to •••••), Resources (• to •••), Status (• to •••••), Striking Looks (•• or ••••)
The Mavericks will have a Merit called: Spaceship since they own it. These traits are from the NWOD Mirrors: Infinite Macabre sci-fi PDF. Spaceship Size: (•••) A mid-size vessel, probably carrying a dozen crew members and the same again as paying passengers. The ship is capable of carrying a few hundred tons of cargo. This ship has 80 points of Structure.
Spaceship Speed: (••••) A ship this fast is almost certainly a military, police or pirate vessel (cargo ships this fast are probably smuggling illegal goods past blockades or security perimeters).
Spaceship Weapons: (••) Most military fighters have this Weapon rating, as do most police and security vessels. (+2 attack)
Spaceship Armor: (•••) This indicates how well-defended the ship is from attack, both in defensive systems (chaff, misdirection, hacking opponent’s weapons systems) and in terms of actual armor. Each dot adds up to one point of Durability (one dot is Durability 1, three dots is Durability 3, and so forth). While Durability technically only measures physical resistance, here it also represents the ship’s countermeasures. Any attack successes must exceed a ship’s Durability to actually do damage: the rest meet the hull, force fields, or are otherwise countermanded by defensive systems.
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Post by Admin on Nov 24, 2013 4:08:44 GMT
Step 9: Aspirations (taken from the newest NWOD edition the God-chronicle thing)
Choose three Aspirations for your character. Aspirations are goals for your character. They’re also statements to your Storyteller that show the types of stories you want to play through. Aspirations are simple statements of intent; things that can be accomplished within the scope of the game you’re playing.
It’s important to phrase Aspirations as active achievements or accomplishments. Do not phrase them as avoidances. “Do not betray my friends” isn’t really an appropriate Aspiration. Instead, consider “Prove my loyalty to my friends.” Phrasing as an action as opposed to a lack of action helps to determine when the Aspiration is met and when it should be rewarded.
When choosing Aspirations, use them to help to customize your character and give her identity and purpose outside of whatever plots the Storyteller cooks up. Find a balance between being general enough that the statements can be fulfilled. If you’re interested in seeing certain things happen to your character, note them as Aspirations.
Storytellers, pay close attention to players’ Aspirations. Aspirations are one of the best ways for a player to communicate her expectations for your stories.
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Post by Alokov on Nov 25, 2013 1:43:04 GMT
I have the rudiments of a concept. I'm gonna go with Gongen and I'm planning to take Doctor as my secondary specialty (I'll take more than two if necessary) the other one will probably have to be social because I can't avoid playing social characters even if I want to. My virtue and vice are Ambitious and Proud. I might change the virtue to Trustworthy or something, I'm not very firm on that one. . The bare bones concept I have is a Gongen who, while honorable, wants autonomy. He wants it within the Gongen system (i e he's not just ready to defect to the Mavericks) and he respects the Gongen philosophy to a point but he wants to find a way to have the freedom he wants without breaking the mores of his society and he's hoping that this expedition will give him a chance to do that.
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