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Character Creation Rules.

Posted by Game MasterFor group 0
Game Master
GM, 6 posts
Thu 20 Apr 2023
at 19:08
  • msg #1

Character Creation Rules

Character Generation Guidelines

Characters will begin play at Level 1.

Here is the step-by-step procedure for making characters.  I modified it a bit, I think this order makes better sense.  Roll your temporary stats, 1d100 re-rolling anything lower than 20, using the die roller on the site.  There are 10 stats, I'll list them below.  You can place them in any order.

1.  Decide on the concept
2.  Choose a profession and race
3.  Roll and assign temporary stats (Optional roll temporaries, then potentials, then assign)
4.  Replace none, one or both prime requisites with 90. (redetermine potential based on roll)
5.  Determine stat potentials* (skip if optional rule above is used)
6.  Develop adolescent skills
7.  Develop apprenticeship skills
8.  Determine Base hit points
9.  Determine Background options
10. Outfit the character
11. Total penalties and bonuses

Here are the 10 stats, let me know if you need definitions or clarifications for any.

Primary Stats:
Strength (ST)
Quickness (QU)
Presence (PR)
Intuition (IN)
Empathy (EM)

Development Stats:
Constitution (CO)
Agility (AG)
Self-Discipline (SD)
Memory (ME)
Reasoning (RE)

Appearance (AP) is rolled on 1d100 + PR bonus and cannot be lower than PR Temp -20.

Optional Rule 12.1

Under this optional rule, the order in which the steps of the process are performed is changed. The 10 temporary stats are rolled normally, then the potentials are rolled , then the temporary/ potential stat pairs are assigned to the specific characteristics, and finally the profession is chosen.

Under this optional rule, the order in which the steps of the process are performed is changed. The 10 temporary stats are rolled normally, then the potentials are rolled , then the temporary/potential stat pairs are assigned to the specific characteristics, and finally the profession is chosen.


The Hobby Skills rule is in effect (12.3). That means everyone gets free in every development two ranks in a primary hobby and one rank in a secondary hobby, up to 10 ranks in the primary and five ranks in the secondary (basically up to level 4.) A hobby skill can be any skill that is not a Psion and has a cost lower than 20. Usually, they are secondary skills and how well your Hobby skill choices work with your concept and back story will matter.

Professions in Space Master

ASTRONAUTS: The following three classes involve the front line of adventuring in Space Master, concentrating on the skills of combat, and operating the myriad weapons and ships available.

Armsman: The arms specialists of Space Master, Armsmen learn most combat related skills more easily than any other character class. Picks in both hand and mounted weapons are readily accessible, as well as driving and some combat pilot skills. They also gain Tech skills fairly easily. In addition to their skill with weapons, Armsmen receive a bonus of +3 per level on all conventional and energy weapons attacks, both hand and mounted, up to and including 20th level. The Prime Requisites for Armsmen are Strength and Agility.

Pilot: As the name suggests, Pilots focus on skills relating to the control of vehicles, from land cars to spacecraft. They also pick up many Tech skills with relative ease, as well as shipboard combat abilities. In addition to their skill with weapons, Pilots receive a bonus of +2 per level on all Driving, Piloting, and Astrogation skills, up to and including 20th level. The Prime Requisites for a Pilot are Intuition and Agility.

Explorer: A fusion of Armsman and Pilot, Explorers can gain some skill in both weapons and piloting. In addition they are often skilled in Survival skills, First Aid, Stalking and Hiding. Explorers receive a bonus of + 2 per level on al) Piloting, Astrogation and Survival skills. up to and including 20th level. The Prime Requisites for an Explorer are Quickness and Agility.

MACHINE TECHNICIANS: The following classes use skills relating to the actual repair and construction of mechanical and electrical devices. Although they have access to Research/Design skills, that is not their specialty.

Systems Tech: This profession specializes in Mechanical and Power systems — including ship drives and reactors — and receives a +2 per level (up to and including 20th) when engaging in repairs or construction in those areas. Prime Requisites for the Systems Tech are Memory and Agility.

Electrician: Electrical Techs concentrate on Computer systems, all non-weaponry electronics large or small, and all robotics repair and construction, Electricians receive a +2 per level (up to and including 20th) when using Electronics Technics, Computer Technics, and Cybernetic Technics skills. Pri me Requisites for the Electrician are Memory and Reasoning.

Arms Tech: These Technicians have a special aptitude not only for repairing and building hand arms, but mounted weaponry, fire control systems, and associated gunnery equipment. Arms Techs receive a +2 bonus per level, up to and including 20th, when using Mechanical Technics, Electronics Technics, and of course, Weapons Technics skills. Prime Requisites for the Arms Tech are Memory and Agility.

SCIENTISTS: The classes listed below are less adept at field work than research and design skills. They have easiest access to Scientific

Researcher: The general Academician, Researchers embrace the full range of physical and social sciences, with the exception of Engineering, Medicine and Computers, which are huge realms in themselves. Researchers gain +1 per level in att Scientific skills except Psychology, Medicine, Medical Practice, Genetics and Cybernetics. The Prime Requisites for the Researcher are Intuition and Reasoning.

Physician: The role of the Physician in Space Master includes more than ever before. They possess an aptitude not only for surgical and diagnostic skills, but aiso Cybernetics and Genetics. Physicians gain +2 per level in First Aid, Psychology, Medicine, Medical Practice, Cybernetics and Genetics, as well as Medical Technics and Genetic Technics. Prime Requisites for the Physician are Empathy and Reasoning.

Engineer: While Engineers have access to the Technic skills, their concentration is more in the design of machines, systems and programs rather than hands-on repair and construction. As a result, they are more able to analyse and understand new and unknown items. Engineers gain +2 per level in all Engineering skills. Prime Requisites for the Engineer are Intuition and Reasoning.

FIELD SCIENTISTS: The next three professions combine the abilities of a research scientist with aptitudes in combat and Astronautic skills.

Criminologist: Those choosing this profession can fall on either side of the Law, being either masters of the technologies of committing crime (devices to forge, infiltrate and pick locks) or to deter and apprehend criminals. Criminologists receive +2 per level in Crime Technics, Scanner Analysis, Forgery and Counterfeiting, as well as the Secondary skills of Drug Tolerance, Falsification, Seduction and Subduing.  The Prime Requisites for a Crime Tech are Agility and Intuition.

Med Tech:  Combining First Aid skills with those of Medicine, Cybernetics and Genetics, Med Techs have the most general aptitudes in the field of Medicine, though they concentrate more on the 'machine' aspects: medical equipment repairs, etc.  Med Techs receive a +2 per level in Medical Technics, Cybernetic Technics, First Aid, and Medscanner Analysis.  The Prime Requisites for a Med Tech are Memory and Empathy.

Planetologist:  With aptitudes in survival and other field skills as well as Planetology and related sciences, Planetologists often serve with field archeological teams and Survey parties.  Planetologists receive a +2 bonus per level in Planetology, Scanner Analysis and Xeno Scientific skills of Biochemistry, Botany, Zoology, History and Anthropology.  The Prime Requisites for a Planetologist are Reasoning and Empathy.

COMMUNICATORS are a broad category of Presence oriented individuals, ranging from actors to diplomats and politicians. The category includes three professions.

Administrators: are well-versed in managerial, diplomatic, and/or political skills. In addition they are often skilled in various aspects of research science and psychology.  They receive a bonus of +3 per level in Administration, Diplomacy, Public Speaking, and Psychology. Their Prime Requisites are Presence and Empathy.

Entertainers: This profession may specialize in acting, singing, dance, music, or any other performance art form. They receive a bonus of +3 per level in the one art form they choose as their specialty, as well as any two related skills (as determined by the GM). Their Prime Requisites are Presence and Empathy.

Theologists: These beings are skilled in evangelism (or their own cultural equivalent), counseling, and theological history. They receive a bonus of +3 per level in Religion (their own). +2 per level in History (General and/or their own), Psychology (their own), and Public Speaking, and + 1 per level in Seduction (Emotional only, unless the Religion encourages otherwise). Their Prime Requisites are Presence and Intuition.

TELEPATHS: A special profession, a Telepathic PC has the option of not only choosing the profession of True Telepath, but being a combined profession, such as Explorer/Telepath.

True Telepath:  This profession is devoted solely to the powers of the mind. Those who are True Telepaths have access to all Psion lists. Prime Requisites for True Telepaths are Self-Discipline and Presence.

Semi-Telepath: When this option is chosen, the Semi-Telepath may replace two categories of Semi-Telepath development point costs (Maneuvering in Armor Skills, Weapon Skills, General Skills, Special Skills, Combat Skills, Astronautic Skills, Technical Skills, Scientific Skills, Engineering Skills - or, at GM's discretion - Secondary Skills) with the development point costs of the other profession, reflecting a better aptitude in those skills. The Prime Requisite is based upon what Field of Telepathy chosen.

Weapon Skills

Weapon skills need to be prioritized in rank order from the list below, and the rank order determines the cost based on the seven costs listed on the chart.  The Similar Weapons Rule is in effect.  That means if you pick up a weapon that is similar to one in which you have skill you may use a similar weapon at one-half the skill ranks.  For example:  Diana has 1-h energy weapons: Laser Pistol at +30, 4 ranks (+20) and +10 from Stat Bonuses.  Her laser pistol is out of power, and she picks up a Blaster Pistol on the battlefield.  This is a similar weapon, and so she can use half her skill ranks (2 at +10) and then adds her stat bonus for a +20 total.  The Weapon Skills are:

One-Handed Edged
One-Handed Crushing
Two-Handed
Bows
Thrown
1-Handed projectile
2-Handed Projectile
Support Projectile
1-Handed Energy
2-Handed Energy
Support Energy
Portable Launcher

Special and Combat Skills

Note that Adrenal Moves is actually five skills that must be developed separately:  Strength, Speed, Balance, Leaping, and Landing.
Martial Arts comes in two skill types, each with four Ranks that must be developed as separate skills:  Sweeps & Throws and Striking.  They must be bought separately, and higher-level ranks are limited to no more levels than the next lowest rank.  For example, if you want to by 4 levels in Martial Arts: Striking Rank 4, you will need to have 4 levels in MA: Striking Rank 3, which itself requires 4 levels in MA: Striking rank 2, etc.

Scientific Skills

Xeno versions of the scientific skills are separate skills for each biome.  Alternatively, you can buy "General Xeno-" skills that are good anywhere but are always -20.

Psion Lists

You can only work on learning one Psion list at a time.  Each level purchased is +5% towards learning the list.  Once you have bought as many levels as you want, you roll d100 open-ended adding the level bonus.  If you roll 100+, you learn the list and erase the levels.  You may then start learning a new list.  If you fail the roll, you cannot learn any more lists this development.

Species and Races

The Standard human of the Imperium or Devon Province has a +5 bonus to Strength and Self-Discipline with 5 background points.  This is the Standard Human in Future Law.

Meiji Province common humans have +5 Presence and Constitution with 5 background points.  Otherwise, they are the same as Standard Humans.

If you want a citizen of another Major Province we can work it out, but generally it will be +5 each to two stats, one from the development stats and one from the Primary stats.  Otherwise, all other details are the same as standard humans.  House Kashmere is not permitted.

Neo-Humans have +5 to each stat and 4 background points.  Neo-Humans are quite rare in the Imperium, representing 1 in 1000 people at most.  I would like to see a good narrative reason to want to play a neo-human.

Transhumans have 3 Background Points.  Only Transhuman I-IV are permitted.  Transhuman V is a non-viable PC race and may turn up as villains; Transhuman VI-XII are only found in House Kashmere, which are not permitted as PCs.

Alterant Replicants have 2 background points.  Replicant Types I-IV are permissible, though illegal in Devon province.

Humanoids I-III are permitted, a description of their unique homeworld is required and some narrative reason for them to be with the rest of the party.  A generalization is that Humanoid I are from heavy gravity worlds; Humanoid II are from low-gravity worlds; and Humanoid III are space-born or artificial habitats.  However, those generalizations are not written in stone.

There are nine Background Options Tables, for details on Background Options, see below.

Starting Gear

In addition to what you acquire through background options, each character begins the game with one normal energy or projectile weapon of their choice, and two magazines/power packs (one for the weapon and a spare). They must have a skill rank of 1 or more in the applicable weapon skill. They begin with clothes (including a light coat and rugged shoes), a holster and belt for their weapon(s) and equipment, and personal effects (including an ident disc, Elmonit card, grooming items, etc.)

Plus, a basic sum of spending money of 1d100+50 monits (cash not electronic currency.)
This message was last edited by the GM at 06:51, Sun 12 May.
Game Master
GM, 8 posts
Fri 21 Apr 2023
at 19:09
  • msg #2

Character Creation Rules

It is important to note that I am using the Smooth Stat Bonus optional rule.  For ease of reference I'm including the table here.


This message was last edited by the GM at 22:55, Sat 22 Apr 2023.
Game Master
GM, 12 posts
Sat 22 Apr 2023
at 19:49
  • msg #3

Character Creation Rules

This came up in a private conversation and so I thought some distinction between the different kinds of humans would be helpful along with some considerations for the choices:

Transhumans are not really what we would call that today, the term having evolved a bit in the last 30 years.  Today "transhuman" means beyond human, and often refers to people evolving in some way, cybernetically or otherwise.  In Spacemaster a transhuman is a human crafted through selective breeding over an extended time and multiple generations; what in the past was called 'eugenics.'

This means that their ancestors going back many generations were planned, selected, bred together (possibly against their will?), with 'unacceptable' products sterilized or neutralized.  Whatever world or colony today's transhuman hails from engaged in this behavior for a reason:  necessary for survival, to accelerate environmental adaptation; or ideological, because the founders were trying to breed a 'superior' race of humans; those are the two most common reasons.  In the case of House Kashmere it was most certainly the latter.

Neo-Humans are under these definitions a 'natural transhuman' in that they are the product of evolution and breeding, but not planned.  They are considered by Terran scientists to be the next step in Homo Sapiens evolution.  They account for about 1 in 1,000 individuals, which means they are relatively common considering the population of the Empire.

Humanoids are also similar to Transhumans except they were not planned nor the product of genetic engineering or planned breeding.  Instead they are 'naturally' adapted to a specific environment using ordinary evolutionary forces.  The example given represent high gravity apadtation (Humanoid I), Low Gravity adaptation (Humanoid II) and an adaptation for technological use/dependence, which I labelled "space-borne or artificial" habitat.
This message was last edited by the GM at 00:46, Sat 30 Mar.
Game Master
GM, 17 posts
Sat 22 Apr 2023
at 22:55
  • msg #4

Character Creation Rules

The Stat Potentials Chart


Game Master
GM, 19 posts
Sun 23 Apr 2023
at 15:53
  • msg #5

Character Creation Rules

Character Development Chart Part 1


Game Master
GM, 20 posts
Sun 23 Apr 2023
at 15:53
  • msg #6

Character Creation Rules

Character Development Chart, Part 2


Game Master
GM, 21 posts
Sun 23 Apr 2023
at 15:54
  • msg #7

Character Creation Rules

Secondary Skills Chart


Game Master
GM, 22 posts
Sun 23 Apr 2023
at 15:59
  • msg #8

Character Creation Rules

When calculating final skill modifiers every rank purchased from 1 - 10 is worth +5 each with certain exceptions (Body Development, Ambush, some others).  The stat modifier is added to this, if more than one stat is listed the average of their modifiers is used.  Example:  if the stat modifier listed is AG/ST and your AG mod is +10 and your ST mod is +15, the modifier for the skill is +13 (rounding normally.)  If one stat is listed twice it is factored twice.  Example: Ag/AG/ST using the same stats as in the previous example, would net +12 (10+10+15=35/3 rounds to 12).  Profession bonuses, if any are added as well along with any item bonuses.

For Maneuvering in armor, the armor has a Maximum Maneuver penalty which applies if the person wearing it is unskilled.  There is also a Minimum Maneuver penalty.  Rank bonuses cannot reduce the Maneuvering penalty below the minimum.  The Missile penalty associated with different armor types applies to weapons in the Missile category, not modern firearms.
Game Master
GM, 25 posts
Sun 23 Apr 2023
at 19:37
  • msg #9

Character Creation Rules

Regarding background options, you always get to choose the table (that is, what the option category is).  One point and you roll on the table.  Two points and you can choose off the table, though not on the money or status tables, and I reserve the right to veto any choice (some things on the tables are unbalancing.)

In all cases you must decide how you want to spend the background options (all the points) before making any rolls.  Send me a PM with the choices for your points and I will then give you the go-ahead to roll.  I will not reproduce the tables here, they are too long, all told about 15 pages in two books.

Here are the available tables:

Core Spacemaster Rules
 - Special Items:  The items here include: property, capitol goods, extraordinary weapons and miscellaneous items
 - Special Status: no choice allowed on this table, and only one option may be taken
 - Special Wealth: hard currency in physical monits
 - Special Skills:  bonuses to skills or stats

From Companion I
  All of these tables have a 10% chance of getting a disadvantage instead of a benefit.
 - Combat Skills: 1d100 roll
 - Mental Attributes: 1d1000 roll
 - Physical Attributes: 1d100
 - Special Status II: 1d100, cannot roll on both this and the Core Special Status.  Pick one.
 - Special Training/Previous Experience:  1d100 roll.
Game Master
GM, 26 posts
Sun 23 Apr 2023
at 19:44
  • msg #10

Character Creation Rules

Also a note about fractional development points since we are using the smooth stat bonuses.  Any fractional points carry over to the next development.

For example, if you have 33.7 development points you would use 33 for your Adolescent development, then carry over the 0.7 to your apprenticeship giving you 34.4.  You spend 34 on your Apprenticeship and the 0.4 carries over to Level 2 (which we are not doing now.)
Game Master
GM, 216 posts
Thu 11 Apr 2024
at 09:10
  • msg #11

Character Creation Rules

Moving some FAQ style posts from the OOC thread to here for reference:

quote:
I will emphasize two points, one that frequently comes up in games starting at Level 1 and one that is specific to a few questions.  Since characters are level 1 they are likely young and with minimal experience.  These are not old veterans; they are likely just out of Apprenticeship and embarking on their own careers.  Second, the Terran Empire is a civilized polity with enforced laws; heavy weapons are not the norm except on frontier worlds in the process of being explored or tamed, with a few exceptions notably in violent uprisings or military action.  I may not have made it clear in the Expectations, but I'm not running a military game.  I sincerely hope we never escalate to the point of support weapons or grenade launchers.


quote:
Base Hits is CO/10.  Then roll hit dice equal to the ranks of Body Development, add the total to the Base.  That is your new Base Hits and it needs to be recorded separately.  Then add a percentage based on your CO bonus, essentially, multiply the base by 1+CO bonus as a decimal.  If CO bonus is +10 your final hits is Base x 1.1.  You need to record the Base because next level any new hit dice are added to the base before multiplying by the CO bonus.

Let's say you have Base Hits of 9 (90 CO) with a +10 bonus.  You roll two hit dice at level 1 and add 13.  Your new base is 22.  Then multiply by the bonus (x1.10) and you get 24 Hits.  At second level you do your stat gain rolls and your CO drops 3 points.  Now it's an 87 with a +9 bonus.  Your base is still 22, add another two hit dice, rolling 9, your base is now 31.  Then multiply that base by the new +9 bonus (x1.09) gets you 34 hits.


quote:
Movement is (as with most things in this game) complicated, but I will "simplify" to this base:

Add your ST and QU modifiers.  Use this as a multiplier to a base of 17 m/turn.  Example, ST mod is 7 and QU mod is 5, total is 12.  Base move (17) x 1.12 = 19.04, rounds to 19.  I am not going to track or use exhaustion points.  We'll deal with pace and speed multipliers if it becomes relevant.


For the Description:
  Please put 1) what anyone can tell by looking at your character for a few minutes.  That includes physical appearance, build, apparent strength and agility, any other high stats that would affect the impression they give (like a high PR and AP), clothing typically worn, any mannerisms, accents, etc.  2) anything someone who knows your character through association would know, like any background info they would freely share, any gear they own they would not walk a civilized street carrying, etc. 3) a picture if you have one that is different or better than the portrait, still prefer no anime or "cartoony" images.  Also, I can now add the portrait to the game portraits, so let me know if you want to do that.
Game Master
GM, 238 posts
Sun 12 May 2024
at 06:50
  • msg #12

Character Creation Rules

Background Options in More Detail

1) Each character, regardless of profession, is allotted a certain number of background option picks. The number of picks one receives is dependent upon the character's race, noted below.

2) Characters expend one Background Option Pick for each selection they make from the categories which follow.

3) Prior to making a roll on (or pick from) the categories which follow, the character must allocate his picks to the various categories. There are nine to choose from, listed below. Characters are free to apply more than one option pick to each category if they desire except as limited below.

4) Once the character allocates his picks he rolls once for each pick on the chosen category. He then cross-indexes the roll to find the result.

I will allow someone to forgo the roll and choose from a chosen table for two background picks, reserving the right to veto or disallow a specific pick if it is unbalancing.

Here are the available tables:

Core Spacemaster Rules
 - Special Items:  The items here include: property, capitol goods, extraordinary weapons and miscellaneous items
 - Special Status: no choice allowed on this table and only one option may be taken
 - Special Wealth: hard currency in physical monits, or investment income
 - Special Skills:  bonuses to skills or stats

From Companion I
  All of these tables have a 10% chance of getting a disadvantage instead of a benefit.
 - Combat Skills: 1d100 roll
 - Mental Attributes: 1d1000 roll
 - Physical Attributes: 1d100
 - Special Status II: 1d100, cannot roll on both this and the Core Special Status.  One or the other.
 - Special Training/Previous Experience:  1d100 roll.

Number of Background Options:
 - Standard Humans (Imperial or of any province) receive 5 background options (note this is an adjustment from core rules)
 - Humanoids and Neo_humans receive 4 background options
 - Transhumans receive 3 background options
 - Alterant Replicants receive 2 background options (note this is an adjustment from core rules)
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