====== Character Creation ====== ===== Determine Background ===== Determine a background for your character. * Social Background * The Down and Out * Middle Class Struggles * The High and Mighty * The Outsider * Sample Background Hooks * Opportunity Knocks * A High Calling * Enemies and Antagonists * A Failure of Character * Wrong Place, Wrong Time * Relationship with the Empire * Comfortable Beneficiaries * Visionary Opportunists * Justified Avengers * Status with The Rebellion * The New Recruit * The Searching Insurgent * The Accidental Rebel ===== Determine Obligation or Duty ===== Choose whether to play with an obligation, a duty, or both. ==== Obligation ==== A character starts with at least 1 Obligation. Each player should start with a value of Obligation depending on the number of players. The target starting Obligation for the entire party should be around 40 to 60 after taking extra points. ^ # of PCs ^ Starting Default Obligation per Player ^ | 2 | 20 | | 3 | 15 | | 4 | 10 | | 5 | 10 | | 6+ | 5 | Players can add additional Obligation but: * Can only choose each option once * Cannot gain more than their initial starting Obligation ^ Additional Bonus ^ Cost ^ | +5 XP | +5 Obligation | | +10 XP | +10 Obligation | | +1000 creds | +5 Obligation | | + 2500 creds | +10 Obligation | ==== Duty ==== Each player starts with a moderate Duty score. Each player should start with a value of Duty depending on the number of players. The target starting Duty for the entire party should be around 30 to 50 after taking any reductions. ^ # of PCs ^ Starting Duty per Player ^ | 2 | 20 | | 3 | 15 | | 4 | 10 | | 5 | 10 | | 6 | 5 | Players can reduce their Duty but: * Can only choose each option once * Cannot spend more Duty than their original amount ^ Additional Bonus ^ Cost ^ | +5 XP | -5 Duty | | +10 XP | -10 Duty | | +1000 creds | -5 Duty | | +2500 creds | -10 Duty | ==== Morality ==== Every player starts with a base Morality score of 50. Players can choose one of the following options: ^ Morality Benefit ^ | +10 XP | | +2500 credits | | +5 XP and +1000 credits | The character must also choose an Emotional Strength balanced by an Emotional Weakness. (Or multiple). ^ Emotional Strength ^ Emotional Weakness ^ | Bravery | Anger | | Love | Jealousy | | Caution | Fear | | Enthusiam | Recklessness | | Compassion | Hatred | | Mercy | Apathy | | Curiosity | Obsession | | Pride | Arrogance | | Independence | Coldness | | Ambition | Greed | | Justice | Cruelty | | Discipline | Obstinateness | ===== Select Species ===== Select a [[species:start]] for your character. Take note of the following information: * Characteristics: Brawn, Agility, Intellect, Cunning, Willpower, Presence * Wound and Strain thresholds * Starting XP * Special Abilities ===== Select Career and Specializations ===== Characters start with a Career and one of the Specializations in that Career. You may also add additional career, non-career or universal specializations. ^ Modification ^ XP Cost ^ | + Career specialization | 10 times # of specializations including this new one | | + Non-Career specialization | 10 times # of specializations including this new one **PLUS** 10 | | + Universal specialization | 10 times # of specializations including this new one | ==== Career ==== A character only has one career and does not change during the course of the game. Select one from the [[careers:start|Careers & Specializations]] page. Note the career skills associated with the chosen career. * Combat * Hire Gun * Bounty Hunter * Soldier * Commander * Pilot a Starship * Smugglers * Explorers * Bounty Hunter * Ace * Social * Colonist * Explorer * Smuggler * Diplomat * Spy * Knowledge * Colonist * Explorer * Sneaky & Covert * Smuggler * Bounty Hunter * Spy * Engineer * Soldier * Support * Colonist * Technician * Diplomat * Engineer * Commander * Soldier ==== Specialization ==== A specialization is chosen by answering: * How did the character get into this line of work? * What kind of work does the character typically do? Choose one specialization for the Career chosen previously. Additional specializations can be purchased using the table above. Note the specialization talent tree page and the bonus career skills. Two of the bonus career skills may be chosen for the characters first specialization. === Force Powers === Force Powers are like additional Talent trees for Force users. They can be purchased for 10 XP each for the first level. The Force powers are: * Sense * Influence * Move * Enhance * Forsee ===== Invest XP ===== * Improve Characteristic * Costs 10 times the value it's being raised to. ie. From 3 to 4 requires 40 XP. * During creation, no characteristic can be increased higher than 5. * During play, no characteristic can be increased higher than 6. * Skill Training * During creation, no skill can be raised higher than 2. * A career skill costs 5 times the rank it's being raised to. ie. From 1 to 2 requires 10 XP. * A non-career skill costs 5 times the rank it's being raised to PLUS 5 additional XP. ie. From 1 to 2 requires 15 XP. * Acquire Talents * Pay the XP cost noted on the talent. * Follow the talent hierarchy when upgrading talents. * Some talents are ranked and are added together but still must be purchased separately. * Acquire New Specializations * Refer to the [[#Select Career and Specializations]] section. ===== Determine Derived Attributes ===== * Wound Threshold - Add the species wound threshold to the Brawn rating. * Strain Threshold - Add the species strain threshold to the Willpower rating. * Melee/Ranged Defense - Initially 0. Can be modified by wearing armor, changing stance in combat, or certain talents. * Soak - Equal to the Brawn rating. ===== Determine Motivation ===== This section needs to be completed. ===== Choose Gear and Appearance ===== * The base budget each character begins with is 500 credits. * It can be increased by taking additional Obligation. * Restricted items may usually not be purchased. * After character creation, the player rolls a 1d100 and gains this many additional credits as pocket money. ===== Acquire Resources ===== This section needs to be completed.