You may use Human as your race, but also feel free to create your own alien race(There are more than 150 different civilizations in CS), with or without special ability(read the general directives for what you can and can't), also for balancing, each special ability(or adventage) comes at the price of an disadventage, if you don't provide a reasonable one, the GM will roll for one.
Also feel free to fill-in character background and apperance, these will give a statistical adventage in correspoding skill rolls in character creation, or also related to special abilitys.
For simplicity, the character name will be your forum name, But you
can use a different name, if you want.(For simplicity's sake...Just use your forum name ok? I have no objection if you do otherwise though.)
The characters will be ranked by roll
in their reasonable range for their professions and command skill.
If you wish to be the captain, state in your post, then it will be decided by roll if there's are multipal applicants, this stands true for other professions too, be sure to give alternative profession if you do this though.There will be 7 main characters, one each profession, one each player.
The professions will be: Command, Science, Operations, Medical. Comes with the appropriate colored collar and arm-badge on the Sea-blue burgundic uniform(Red, Teal, orange, Blue)
Command's duty is leading the crew and is exclusively reserved for the pure leader, like the captain, without them the ship is all but a bucket of nuts and bolts.(the Commander's commanding skill have a large influence on the outcome of collaborating actions like firing on enemy ships, which would need Command for ordering, Operations/Engineering for power, Operations/Navigation for maneuver and Operations/Tactical for final adjustment and actual firing, If the commander's roll is good enough, he may end up giving everyone up to +2 in the roll.)Science's duty is to perform research on various subjects, which will be invaluable in dealing with various anomalitys, or provide vital information in various scenarios.Operation is a pretty inclusive profession, Security, Navigation, Tactical and Engineering are all in this, these positions is very important without the need to explain.Medical's duty is to keep crew alive and kicking both in normal and tactical situations.Working in conjunction with each other can be much more productive, explore the possiblities yourself within reasonable range.
You can decide 5 skills to have that are related your profession and is reasonable, for unrelated profession there will be a -1 penalty on bordering profession(like Science and Operations: Engineering), or -2 and statistical penalty on relatively unrelated one(like Science and Operations: Security)
You have failguard on this: only statistically worse result if you rolled lower than[3], otherwise you will never have been graduated from Navy Academy!
You also can decide 2 social skills, these only have epic-failguards, better select something that would help your profession!(Like Conversation and Fast Talk for Diplomacy)
All players are encouraged to select at least 1 command skill(1 is free of penalty even if the character is other profession) if they want to be department head
(Better not leave these position to NPC, it's already complicated enough for me, And you don't want to have to report to NPC right?) and command his/her department to work.
You can also apply for first officer, but you must select starship command skill for that, and statistical adventage will be given in the roll. Who will be first officer is decided by their command skill roll.
Captain have +1 on all command skill roll, and penalty reduced to statistical on all other skills to reflect much more experience.
The final professions which you will be able take is: Command, Science, Operations/Security, Operations/Navigation, Operations/Tactical, Operations/Engineering, Medical.
Skills for example(Yes you can create your own, as long as it's plausible and reasonable):
Command: Starship Command, Departmental Command, Planetary Management(No reason to take this as a starship captain...), Diplomacy, Morale Management(Pep-talking uses this
, Fleet Operations, Bureaucracy Handling(Sometimes this skill is used to push those red tapes through).
Science: Biology, Computer, Scanner(Science), Hyper-light tech., Chemistry, Physics, Alien Psychology, Medical Technology, Weapon Technology.
Operations/Security: Small arms, Melee combat, Rifles, Heavy weapons, Demolition, Security System.
Operations/Navigation: Starship Maneuvering,Small Craft Maneuvering, Hyper-light flight, Emergency Maneuver, Stellar Cartography.
Operations/Tactical: Targeting, Point defense, Electrical Warfare, Spotting Weakness, Tactical Planning, Sensor.
Operations/Engineering: System Maintainance, Structral Repairing, Hyper-light Engineering, Shielding, Damage control, Emergency repairing, Reactor Technology, Sub-light tech engineering
Medical: First Aid, Surgery, Medical Treatment, Pathology, Alien Medicine(This skill is pretty necessary as you can expect a good number of aliens both in your crew and among yourselves), Fitness Program.
Social: Conversation, Counseling, Fast Talk, Streetwise, Charming, Debating, Empathy(essentially passive telepathy without the telepathy power).
Skill level list:
Level 0:<Empty>/Not -2 to -4 depending on skill at GM's discretion.
Level 1:Hobbyist/Makeshift -1 and statistical disadv
Level 2:Novice/Poor -1 to roll
Level 3:Below-Average Statistical Disadv.
Level 4:Average/<No adjective> No modifier
Level 5:Above-Average Statistical Adv.
Level 6:Good +1 to roll
Level 7:Very Good +1 to roll and Statistical Adv.
Level 8:Great +1 to roll, stat adv. and epic-fail can have statistically lessened result
Level 9:Master +2 to roll, epic-fail can have statistically lessened result
Level 10:High Master +2 to roll, epic-fail and epic-overshoot can have statistically lessened result
Level 11:Grand Master +2 to roll, epic-fail guard and lessened epic-overshoot at player's will
Level 12:Legendary +2 to roll, epic-fail guard and epic-overshoot guard at player's will
Example for what you should provide:
Name: NoctisVampire
Race: Human
Sex: Male
Age: 39
Appearance: Average-looking human male with short orange hair and a goatee, with a short but bad-looking scar on the forehead as a result of past injury
Special Ability/Adventage:Engineering Aptitute(statistical adv. to engineering roll)
Disadventage: Hatred(Zerkalian)(-1 to +1 when dealing with Zerkalians, decided by rolls)
Profession: Operations/Engineering,First Officer
Skills: Departmental Command, Structral repair, Hyper-light Engineering, Hyper-light Tech(A Science skill, -1 penalty), Small arms(A Operation/Security skill, -2 penality and statistical disadventage), Conversation, Debating
Background: A competent veteran that have began his service right before the Third CS-ZE war, Specialized in Hyper-light technology. Have seen a lot of actions in his part, His hatred comes from losing his father to Zerkalians in the Third war.
What you would receive:
Character Sheet:
Name: NoctisVampire
Race: Human
Sex: Male
Age: 39
Rank:[3]Lieutenant
Appearance: Average-looking human male with short orange hair and a goatee, with a short but bad-looking scar on the forehead as a result of past injury
Professions: Operation/Engineering
Assignment: Chief Engineer
Special Ability/Adventage:Engineering Aptitute(statistical adv. to engineering roll)
Disadventage: Hatred(Zerkalian)(-1 to +1 when dealing with Zerkalians, decided by rolls)
Skills: [5]Good Departmental Commander
[2]Below-average Structral Repairman
[6]Great Hyper-light Engineer
[1-1] Hyper-light technology hobbyist
[4-2] Small-arm trained
[2]Poor conversationist
[3]Average debater
Background: A competent veteran that have began his service right before the Third CS-ZE war, Specialized in Hyper-light technology. Have seen a lot of actions in his part, His hatred comes from losing his father to Zerkalians in the Third war.
Inventory:Standard operations uniform(Operation/Engineering, worn), Hand scanner(Engineering), Combadge(worn)