Character Generation Instructions and questions area
Posted: Sun Aug 30, 2009 11:10 pm
For ability scores roll 5 sets of scores the normal way as per AD rules and choose one set (Royal Marines are suppose to be a cut above this should ensure that). Choose a race (be forewarned that not all races start with the same money-see below) and apply racial modifiers to your ability scores.
Choose a position your character is applying for in the Royal Marines. The RM is only accepting a limited number of applicants for certain positions at this time so check for availability to see if the slot you desire is still open. The original slots available are 1(?2?) pilots, 1 astrogator, 1-2 engineers, 2-4 weapons officers, and 1 Medical officer. (I'm trying to not be too heavy handed about enforcing a balanced party thus the 1-2 slots on some. I hope we can fill 1 pilot, 1 astrogator, 1 engineer, and 2 weapons officers and possibly a medical officer though its likely some of these slots will be filled by NPCs. New players to an established and running game can assume an existing NPC or once they've finished their AIT with their new character they will be assigned to the team's ship and the NPC they replace will be re-assigned or promoted or retired as the story warrants.)
Note: as per house rules we are using Bill Logan's Skilled Frontier article from SFM #9 with some changes so you will pick 3 PSAs: 1 Primary and 2 secondary. It goes without saying that Military PSA will either be a primary or secondary PSA for all characters in this game. Gunnery officers are the most flexible as they are simply required to have Military PSA as one of their choices; prime or secondary and they may freely choose the others. Astrogators must have either Tech or Physical Sciences PSAs as prime and the other will be secondary with military as the last. Engineers will have to have Tech PSA as prime with Pysical Sciences and Military as secondary. Pilots will need Piloting PSA as prime and Tech and Military as secondary. Medical officers will need Life Sciences as their primary PSA with military as one of their secondary and get their choice of the other secondary.
Basic Training: spend 15 exp points on Military skills, STR/STA abilities or bank some of these points toward attending Scout School at the next level of training but at the end of Basic training every recruit must have Beam 1 Projectiles 1 and Unarmed Combat 1. Characters with Military PSA as prime will be able to purchase more skills (ie. demolitions or melee weapons skill)
AIT (advanced individual training): spend 20 exp points within the restrictions given for your particular AIT. (Note: we are using Menoitios' "Spacer Skills Revisited" article from SFM #10 to determine qualifications for Spacer Skills; meaning that you must meet the qualifications for first level star ships skills before taking them. The only changes to Menoitios's article are that Air Vehicles skill is substituted for Technician skill for the star ship pilot. A pilot must have Air Vehicles 2 and Computers 1 before taking Space Vehicles. An astrogator must have Computers 2 before taking Astro-Sciences skill. An engineer must have Technician 2 and Robotics 1 before taking Star Ship Engineering. An energy weapons officer must have Beam Weapons 2 and a rocket weapons officer must have Projectiles Weapons 2 and Gyrojet Weapons 1.
Pilot AIT (The only way to build a star ship pilot with the number of pts given is to have Pilot PSA as prime, Tech PSA and Military PSA as secondary) and must purchase Air Vehicle 2, Computers 1, Space Vehciles 1
Astrogator AIT (To build to astrogator skill you will either Tech or Physical Sciences PSAs as prime and the other as secondary and military as secondary) and must purchase Computers 2, Astro-sciences 1
Star Ship Engineer AIT (Tech PSA must be prime, and you'll need Physical Sciences and Military PSA as secondary for this position) and must purchase Technician 2, Robotics 1,Star Ship Engineering 1
Medical Officer AIT (Life Sciences PSA must be prime, and Military PSA as secondary and you're choice for the other 2ndary PSA) and must purchase Medical 2, Physcho-social 1 OR Bio-sciences 1
Energy Weapons Officer AIT(Must have Military PSA as any one of his PSAs) and must purchase Beam 2, Energy Weapons 1 and any 1 or the following skills: Technician 1, Robotics 1, Computers 1, Demolitions 1, Medic 1 OR attend Scout school (see below).
Rocket Weapons Officer AIT (Must have Military PSA as any one of his PSAs) and must purchase Projectile Weapons 2, Gyrojet 1, Rocket Weapons 1 and any 1 or the following skills: Technician 1, Robotics 1, Computers 1, Demolitions 1,Medic 1 OR attend Scout school (see below).
Scout School (possible if the character has the Scout PSA) must purchase Survival skill 1 and Navigation skill 1.
Any unused exp points may be spent at player's choice.
Three bonus exp pts can be earned for players doing 3 things: write a character description, write a character background, and come up with a character portrait.
Equipment:[flash=] (must be revised)[/flash]
All Royal Marines assigned to ship duty are issued
2 military skien suits (Royal Marine uniform BDU, camo schemed skien suits are available for all variety of environments and are issued as needed)
1 dress uniform (civilian skien suit), 1 issue ships jump suit (just coveralls but still a uniform).
1 side arm (laser pistol standard but possible to substitute other "Ship safe" fire arms and 1 clip of ammo)
1 Pressure suit
1 Suit of space suit armor
Spare pressure suit patches (2)
spare pressure suit life support
magnetic shoes and velcro booties
1 gas mask
1 chronocom and ID card
1 RM combat harness 5kg and 1 RM Combat Helm 2kg (see equipment folder for description)
1 Appropriate tool kit is issued to those with technician, robotics, computers, medical or environment skill- player chooses which in case of having 2 of the skills listed but a combat medic must have the med kit to gain the pay bonus; a star ship engineer’s tool kit is always available in engineering.
Severely damaged equipment and empty clips can be replaced at the quartermasters office (on planet or in the “Marine Country” portion of the space station) by turning in the item and filing the proper paperwork. In other words replacing a skien suit or the ammo clip while on patrol is not so easy but when docked at the station its QED as long as nothing tactical is happening. Plus players may buy extra BDU skien suits but the quartermaster only replaces the government issue.
Players may designate a “Foot locker” that holds stuff they are not carrying but will be readily available to him on ship or station. The foot locker is considered to be automatically moved from ship to station and back as the character transfers from one berth to another.
Core 4 races get 800 cr to start
Zebs races get 600 cr to start
(players get total choice on race the they play but the above starting money is designed to encourage a racial mix in the party that should reflect conditions in White Light system- not really fair but hey who said life in the marines was fair?).
Choose a position your character is applying for in the Royal Marines. The RM is only accepting a limited number of applicants for certain positions at this time so check for availability to see if the slot you desire is still open. The original slots available are 1(?2?) pilots, 1 astrogator, 1-2 engineers, 2-4 weapons officers, and 1 Medical officer. (I'm trying to not be too heavy handed about enforcing a balanced party thus the 1-2 slots on some. I hope we can fill 1 pilot, 1 astrogator, 1 engineer, and 2 weapons officers and possibly a medical officer though its likely some of these slots will be filled by NPCs. New players to an established and running game can assume an existing NPC or once they've finished their AIT with their new character they will be assigned to the team's ship and the NPC they replace will be re-assigned or promoted or retired as the story warrants.)
Note: as per house rules we are using Bill Logan's Skilled Frontier article from SFM #9 with some changes so you will pick 3 PSAs: 1 Primary and 2 secondary. It goes without saying that Military PSA will either be a primary or secondary PSA for all characters in this game. Gunnery officers are the most flexible as they are simply required to have Military PSA as one of their choices; prime or secondary and they may freely choose the others. Astrogators must have either Tech or Physical Sciences PSAs as prime and the other will be secondary with military as the last. Engineers will have to have Tech PSA as prime with Pysical Sciences and Military as secondary. Pilots will need Piloting PSA as prime and Tech and Military as secondary. Medical officers will need Life Sciences as their primary PSA with military as one of their secondary and get their choice of the other secondary.
Basic Training: spend 15 exp points on Military skills, STR/STA abilities or bank some of these points toward attending Scout School at the next level of training but at the end of Basic training every recruit must have Beam 1 Projectiles 1 and Unarmed Combat 1. Characters with Military PSA as prime will be able to purchase more skills (ie. demolitions or melee weapons skill)
AIT (advanced individual training): spend 20 exp points within the restrictions given for your particular AIT. (Note: we are using Menoitios' "Spacer Skills Revisited" article from SFM #10 to determine qualifications for Spacer Skills; meaning that you must meet the qualifications for first level star ships skills before taking them. The only changes to Menoitios's article are that Air Vehicles skill is substituted for Technician skill for the star ship pilot. A pilot must have Air Vehicles 2 and Computers 1 before taking Space Vehicles. An astrogator must have Computers 2 before taking Astro-Sciences skill. An engineer must have Technician 2 and Robotics 1 before taking Star Ship Engineering. An energy weapons officer must have Beam Weapons 2 and a rocket weapons officer must have Projectiles Weapons 2 and Gyrojet Weapons 1.
Pilot AIT (The only way to build a star ship pilot with the number of pts given is to have Pilot PSA as prime, Tech PSA and Military PSA as secondary) and must purchase Air Vehicle 2, Computers 1, Space Vehciles 1
Astrogator AIT (To build to astrogator skill you will either Tech or Physical Sciences PSAs as prime and the other as secondary and military as secondary) and must purchase Computers 2, Astro-sciences 1
Star Ship Engineer AIT (Tech PSA must be prime, and you'll need Physical Sciences and Military PSA as secondary for this position) and must purchase Technician 2, Robotics 1,Star Ship Engineering 1
Medical Officer AIT (Life Sciences PSA must be prime, and Military PSA as secondary and you're choice for the other 2ndary PSA) and must purchase Medical 2, Physcho-social 1 OR Bio-sciences 1
Energy Weapons Officer AIT(Must have Military PSA as any one of his PSAs) and must purchase Beam 2, Energy Weapons 1 and any 1 or the following skills: Technician 1, Robotics 1, Computers 1, Demolitions 1, Medic 1 OR attend Scout school (see below).
Rocket Weapons Officer AIT (Must have Military PSA as any one of his PSAs) and must purchase Projectile Weapons 2, Gyrojet 1, Rocket Weapons 1 and any 1 or the following skills: Technician 1, Robotics 1, Computers 1, Demolitions 1,Medic 1 OR attend Scout school (see below).
Scout School (possible if the character has the Scout PSA) must purchase Survival skill 1 and Navigation skill 1.
Any unused exp points may be spent at player's choice.
Three bonus exp pts can be earned for players doing 3 things: write a character description, write a character background, and come up with a character portrait.
Equipment:[flash=] (must be revised)[/flash]
All Royal Marines assigned to ship duty are issued
2 military skien suits (Royal Marine uniform BDU, camo schemed skien suits are available for all variety of environments and are issued as needed)
1 dress uniform (civilian skien suit), 1 issue ships jump suit (just coveralls but still a uniform).
1 side arm (laser pistol standard but possible to substitute other "Ship safe" fire arms and 1 clip of ammo)
1 Pressure suit
1 Suit of space suit armor
Spare pressure suit patches (2)
spare pressure suit life support
magnetic shoes and velcro booties
1 gas mask
1 chronocom and ID card
1 RM combat harness 5kg and 1 RM Combat Helm 2kg (see equipment folder for description)
1 Appropriate tool kit is issued to those with technician, robotics, computers, medical or environment skill- player chooses which in case of having 2 of the skills listed but a combat medic must have the med kit to gain the pay bonus; a star ship engineer’s tool kit is always available in engineering.
Severely damaged equipment and empty clips can be replaced at the quartermasters office (on planet or in the “Marine Country” portion of the space station) by turning in the item and filing the proper paperwork. In other words replacing a skien suit or the ammo clip while on patrol is not so easy but when docked at the station its QED as long as nothing tactical is happening. Plus players may buy extra BDU skien suits but the quartermaster only replaces the government issue.
Players may designate a “Foot locker” that holds stuff they are not carrying but will be readily available to him on ship or station. The foot locker is considered to be automatically moved from ship to station and back as the character transfers from one berth to another.
Core 4 races get 800 cr to start
Zebs races get 600 cr to start
(players get total choice on race the they play but the above starting money is designed to encourage a racial mix in the party that should reflect conditions in White Light system- not really fair but hey who said life in the marines was fair?).