I been trying to start this for weeks but i have been busy as hell at doing nothing
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Char sheet cause i will go insane and trait stuff.
http://cid-3574442db2060672.office.live.com/browse.aspx/RPG%20crap-Pilot
-Mechanic
-Medic
-Security
-Socialite
-Captain
1. CHOOSE A
HEROIC LEVEL
Determine the Heroic Level for your
crew (the job of your GM). This gives you
the amount of starting Attribute Points
you have to spend.
2. CHOOSE TRAITS
You must choose, at minimum, one
trait each in Assets (good stuff) and
Complications (makes life interestin’).
Assets can be bought with Attribute
Points: 2 for a Minor, 4 for a Major. You
may have a maximum of five Assets and
five Complications.
3. GENERATE
ATTRIBUTES
You have six attributes: Agility,
Strength, Vitality, Alertness, Intelligence,
and Willpower. Each is rated in die types
ranging from d4 to d12 (the maximum for
a beginning character). The cost matches
the type in Attribute Points (4 points for a
d4, 12 points for a d12, etc.).
4. CALCULATE
DERIVED ATTRIBUTES
Tally and record your Life Points (Vitality
+ Willpower die types added together)
and Initiative (Agility + Alertness, rolled
frequently during combat situations).
5. CHOOSE SKILLS
You begin the game with 20 Skill Points
plus the points provided by your heroic
level. Every Skill is rated by a die type.
General skills may advance only to d6,
and are then improved upon by purchasing
specialties (that begin at d8). Otherwise,
the costs are equivalent to those for
Attributes.
6. FINISHING TOUCHES
You may equip your character with gear
using the rules in Chapter Three and the
GM’s plans for the campaign. Decide on
personal details such as gender, height,
weight, home world and the like. Spruce up
your background and history a tad further.
Now you’re ready to hit the ‘Verse. Oh,
got a name yet?
Agility: represents quickness and physical
coordination. A high Agility could mean your
character can twirl two pistols and leap on the back
of a moving horse without screwing up either
action. A low score might well mean you have four
left feet—two on the ends of your legs and two at
the ends of your arms.
Strength: tells you just how strong your character
is. A high Strength means you can kick down doors,
win arm wrestling contests, or break someone’s jaw
with a good right hook. Low scores mean you have
trouble carrying your own luggage.
Vitality: is a measure of toughness and general
health. High Vitality characters avoid catching the
flu, can drink their buddies under the table, and run
from the law without getting winded. Crew with low
Vitality should stay away from people with colds and
never drink the local water.
Some characters have more brains than brawn.
Alertness: represents intuition and observation.
A character with a high score might hear the stealthy
footsteps of an Alliance Operative sneaking up
on the group, notice an important clue caught in
the bushes, or know the instant a fellow is lying.
Someone with a low Alertness doesn’t notice that
his fly is unzipped.
Intelligence: is smarts—plain and simple. Crew
with high Intelligence are bright and inventive,
able to think their way through complex situations,
or solve puzzles that would confound lesser
persons. Those with low scores might have trouble
understanding big words or experience difficulty
remembering complicated plans.
Willpower: is about determination and force
of personality. A high score means a character can
resist intimidation (and even torture), can convince
a person to do his bidding, and can push on even
when his body is about to give up. Those with low
Willpower might be easily fooled, back down at a
threat, or take the easy way out.
Die Type Point Cost
d4 4
d6 6
d8 8
d10 10
d12 12
d12 + d2 14
d12 + d4 16
In addition to the six main Attributes, Derived
Attributes come straight from the choices you’ve
already made. You’ll use them to know how quickly
your character reacts in dangerous situations and just
how much punishment he can take before dropping
like a sack of oats. We call them Initiative and Life
Points. Check the Serenity or Aces & Eights crews for
examples of Derived Attributes in action.
Initiative: is a roll that tells you who goes first
in a given situation. Do you draw first or does your
enemy have the drop on you? You’ll make Initiative
rolls during combat and other hairy situations where
time is a major factor. When the GM asks for an
“Initiative Roll,” you roll your Agility + Alertness
34
ice and tell the GM the result. Higher is better.
Especially when a Reaver is rushing at you with a
machete.
Life Points: measure how much damage you
can take before passing out or dying. When your
character is punched, stabbed, or shot, the damage
comes out of your total Life Points. If your damage
is equal or greater than your Life Points, you’re out
of the action. Calculate your total by adding the
die types of your Vitality + Willpower Attributes.
For example, a character with a d8 Vitality and a d6
Willpower has 14 Life Points.
‘Course, it’s helpful to know whether you’ll be
needing a bandage or a tombstone. Damage comes
in two types: Stun and Wounds. (See Chapter Five:
Keep Flyin’.) If Stun damage puts you over your total,
you are only knocked senseless and will recover with
rest, though you may have bruises, nicks, and very
minor injuries. If you continue to take Stun after
being knocked out, you’ll accumulate Shock Points
that will keep you unconscious even longer.
Wounds are a bit more worrisome, as they
represent serious injury—everything from flesh
wounds to a bullet through the liver. A badly
wounded character is distracted by pain and blood
loss, so when you’ve taken half or more of your Life
Points total in Wounds, you suffer a –2 step penalty
on all Attributes until you’ve been patched up. If
you’ve taken your entire total in Wounds, you’ll be
pushing up the daisies unless you receive help.
It’s easiest to track the two types of damage by
representing your character’s Life Points with check
boxes in two columns. (See the Life Point charts for
the Serenity crew for an example.) Track Stun damage
from the top going down and Wounds from the
bottom going up. When the two columns meet, you
pass out. When all the Wounds are checked off, you
better hope the doc’s around or it’s time to think up
your next character concept.
The effects of damage are discussed with more
detail in Chapter Five: Keep Flyin’.
someone give me the list of the available homeworlds?