Post by Jëdî T¥ on Mar 15, 2007 15:50:37 GMT -5
Character Creation
Step 1 The Basics
(1) Choose a name, race, gender.
(2) Pick what Era of play your character will be involved in (End of a Golden Age or Rise and Fall of the Empire)
(3) Description of your character
(4) Personality of your character
Step 2 Occupation, Specialties and The Force (see below)
(1) Is your character Force Sensitive? Yes or No.
(2) Choose your characters background occupation
(3) Pick your characters specialties
(4) Choose your characters Force powers if they have any
Step 3 Finishing Touches
(1) History and realtives
(2) Equipment and Resources
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You must choose a starting occupation.
Every character gets 1 bonus specialty upon character creation of their choice. Whether this 1 bonus specialty is used to 'buy' another skill or Force Sensitivity (see below) upon creation is up to them. This must be declared on creation though.
If you do not see an occupation below that you would like and it doesn't fit into the generalized area of one in the list, make your own and give it 2 specialties of choice (in addition to initial bonus 1 unless of course this was spent on buying Force Sensitivity).
The 'base' occupations as listed below
Fringer: 2 Specialties (plus automatic specialty in Survival); no starting ship - may have riding 'animal', ground-based vehicle or atmospheric vessel.
Noble: 1 Specialty (plus must choose 1 Social trait); possible starting ship - access to alot of resources and status on homeworld or within a certain organization. Can even begin with a bodyguard.
Scoundrel: 3 Specialties; possible starting ship - plus choose one of the following; Bad reputation (known as a scoundrel), or Wanted (crime organization, the law, or another specific enemy).
Scout: 2 Specialties (plus automatic specialty in Navigation); small personal starting ship or ground/atmospheric vessel.
Soldier: 1 Specialty (plus 2 automatic specialties in a weapon type, armor, combat or demolitions); no starting ship, excellent condition starting weaponry and personal gear though.
Tech Specialist: 1 Specialty (plus 1 automatic specialty in which the character is already considered of 'Expert' level it must be 'technical'). A droid assistant and possible starting ship; could own personal small buisness.
Intelligence Agent: 1 Specialty (plus must choose 1 from Stealth, Disguise, Interrogation, or similar espionage/infiltration type areas and 1 Social trait). Has a good variety of personal gear and several contacts. (Assassins work the same only swap out the Social trait for a combat trait of choice even a hand to hand style)
Force Adept: 1 Specialty (plus 1 that is Force involved and 1 that is either survival based or personal trait oriented like social, physical or personality). No starting ship and no real equipment.
◄Force Powers: They begin play with 1 Dark-side, 1 Light-side and 2 Universal of choice. In addition to the 2 granted by Force-Sensitivity.
Jedi Consular, Guardian and Sentinel: See the Jedi behavior, Code and playing one thread in the Force section.
Military Officer: 1 Specialty (plus 1 automatic Social trait specialty and 1 armor, weapon, piloting, navigation, combat or demolitions). Military resources; possible personal assigned ship and gear.
Martial Arts Master: 1 automatic specialty Martial Arts form in which they're considered a Practitioner (tier2) and 1 from the physical traits or athletic area of choice. No resources.
Weapon Master: 1 Specialty (plus 1 automatic with weapon type of choice and 1 from physical traits or athletic area of choice). Superior quality and customized weapon of choice plus reputation in a certain sector. No other real resources or equipment.
Bounty Hunter: 1 Specialty (plus automatically has Tracking and must pick an additional from a weapon type, armor, piloting, combat or demolitions). Starting ship of choice, and personal gear.
Dark Side Devotee: 1 Specialty (plus 1 Force power/area the character excels in or an extra starting Force ability). No real resources or equipment.
◄Force Powers: They begin play with 2 Dark-side powers and 2 Universal powers of choice in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Acolytes.
Dark Side Assassin: 1 Specialty (plus must choose 1 from Stealth, Disguise, Interrogation, or similar espionage/infitration type areas). Lightsaber or personal weaponry of choice.
◄Force Powers: They begin play with 1 Dark-side power along with Force Concealment and Force Cloak in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Assassins.
Dark Side Marauder: 1 Specialty (plus 1 automatic towards Lightsaber forms, combat, armor or a weapon type). Lightsaber or personal weapon of choice.
◄Force Powers: They begin play with Force Rage ,1 extra Dark-side power and 1 Universal power in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Warriors.
Dark Side Witch: 2 Specialties. No real resources or equipment.
◄Force Powers: They begin play with Telekinesis and one of the following powers of Enshroud, Inspire Fear or Spiderwalk along with 1 Dark Side power of choice and 3 Universal powers of choice. They do not get their bonus 2 Force Sensitivity powers.
Ace Pilot: 1 Specialty (plus automatic 'Expert-level' skill in Piloting of one vehicle type of choice). Customized ship of choice and a reputation.
Zeison Sha: 2 Specialtes of choice (plus Discblade Affinity -below- and Weapon Mastery with the Discblade).
◄Force Powers: 3 Force (Dark,Light or Universal))powers of choice. In addition to Force Strike and Telekinesis.
*Discblade Affinity: the object in the hands of the Zeison Sha is considered Force-embued able to block lightsabers and deal more damage than a weapon of the same sort in a non-Zeison's hands.
Slave: 1 Specialty (plus another automatic one befitting their station if they were a slave meant for service they would have perhaps cooking, dancing, possibly a weapon or fighting ability a social talent or feature; pleasing voice, sensual, graceful, strong shoulders, hardy, extreme endurance, just to name some examples. Pleasure slaves would usually have looks, slaves meant for book-keeping could have scholastic, writing talents, and slaves meant for manual labor powerful muscled frames just as fighter slaves would have some weapon skill). They have no possessions beyond what their masters have given them.[/size]
Remember if it is not above and does not fit in the above listed make up your own.
Step 1 The Basics
(1) Choose a name, race, gender.
(2) Pick what Era of play your character will be involved in (End of a Golden Age or Rise and Fall of the Empire)
(3) Description of your character
(4) Personality of your character
Step 2 Occupation, Specialties and The Force (see below)
(1) Is your character Force Sensitive? Yes or No.
(2) Choose your characters background occupation
(3) Pick your characters specialties
(4) Choose your characters Force powers if they have any
Step 3 Finishing Touches
(1) History and realtives
(2) Equipment and Resources
================================================
You must choose a starting occupation.
Every character gets 1 bonus specialty upon character creation of their choice. Whether this 1 bonus specialty is used to 'buy' another skill or Force Sensitivity (see below) upon creation is up to them. This must be declared on creation though.
If you do not see an occupation below that you would like and it doesn't fit into the generalized area of one in the list, make your own and give it 2 specialties of choice (in addition to initial bonus 1 unless of course this was spent on buying Force Sensitivity).
The 'base' occupations as listed below
Fringer: 2 Specialties (plus automatic specialty in Survival); no starting ship - may have riding 'animal', ground-based vehicle or atmospheric vessel.
Noble: 1 Specialty (plus must choose 1 Social trait); possible starting ship - access to alot of resources and status on homeworld or within a certain organization. Can even begin with a bodyguard.
Scoundrel: 3 Specialties; possible starting ship - plus choose one of the following; Bad reputation (known as a scoundrel), or Wanted (crime organization, the law, or another specific enemy).
Scout: 2 Specialties (plus automatic specialty in Navigation); small personal starting ship or ground/atmospheric vessel.
Soldier: 1 Specialty (plus 2 automatic specialties in a weapon type, armor, combat or demolitions); no starting ship, excellent condition starting weaponry and personal gear though.
Tech Specialist: 1 Specialty (plus 1 automatic specialty in which the character is already considered of 'Expert' level it must be 'technical'). A droid assistant and possible starting ship; could own personal small buisness.
Intelligence Agent: 1 Specialty (plus must choose 1 from Stealth, Disguise, Interrogation, or similar espionage/infiltration type areas and 1 Social trait). Has a good variety of personal gear and several contacts. (Assassins work the same only swap out the Social trait for a combat trait of choice even a hand to hand style)
Force Adept: 1 Specialty (plus 1 that is Force involved and 1 that is either survival based or personal trait oriented like social, physical or personality). No starting ship and no real equipment.
◄Force Powers: They begin play with 1 Dark-side, 1 Light-side and 2 Universal of choice. In addition to the 2 granted by Force-Sensitivity.
Jedi Consular, Guardian and Sentinel: See the Jedi behavior, Code and playing one thread in the Force section.
Military Officer: 1 Specialty (plus 1 automatic Social trait specialty and 1 armor, weapon, piloting, navigation, combat or demolitions). Military resources; possible personal assigned ship and gear.
Martial Arts Master: 1 automatic specialty Martial Arts form in which they're considered a Practitioner (tier2) and 1 from the physical traits or athletic area of choice. No resources.
Weapon Master: 1 Specialty (plus 1 automatic with weapon type of choice and 1 from physical traits or athletic area of choice). Superior quality and customized weapon of choice plus reputation in a certain sector. No other real resources or equipment.
Bounty Hunter: 1 Specialty (plus automatically has Tracking and must pick an additional from a weapon type, armor, piloting, combat or demolitions). Starting ship of choice, and personal gear.
Dark Side Devotee: 1 Specialty (plus 1 Force power/area the character excels in or an extra starting Force ability). No real resources or equipment.
◄Force Powers: They begin play with 2 Dark-side powers and 2 Universal powers of choice in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Acolytes.
Dark Side Assassin: 1 Specialty (plus must choose 1 from Stealth, Disguise, Interrogation, or similar espionage/infitration type areas). Lightsaber or personal weaponry of choice.
◄Force Powers: They begin play with 1 Dark-side power along with Force Concealment and Force Cloak in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Assassins.
Dark Side Marauder: 1 Specialty (plus 1 automatic towards Lightsaber forms, combat, armor or a weapon type). Lightsaber or personal weapon of choice.
◄Force Powers: They begin play with Force Rage ,1 extra Dark-side power and 1 Universal power in addition to the 2 automatic Force Sensitive powers. They upgrade into Sith Warriors.
Dark Side Witch: 2 Specialties. No real resources or equipment.
◄Force Powers: They begin play with Telekinesis and one of the following powers of Enshroud, Inspire Fear or Spiderwalk along with 1 Dark Side power of choice and 3 Universal powers of choice. They do not get their bonus 2 Force Sensitivity powers.
Ace Pilot: 1 Specialty (plus automatic 'Expert-level' skill in Piloting of one vehicle type of choice). Customized ship of choice and a reputation.
Zeison Sha: 2 Specialtes of choice (plus Discblade Affinity -below- and Weapon Mastery with the Discblade).
◄Force Powers: 3 Force (Dark,Light or Universal))powers of choice. In addition to Force Strike and Telekinesis.
*Discblade Affinity: the object in the hands of the Zeison Sha is considered Force-embued able to block lightsabers and deal more damage than a weapon of the same sort in a non-Zeison's hands.
Slave: 1 Specialty (plus another automatic one befitting their station if they were a slave meant for service they would have perhaps cooking, dancing, possibly a weapon or fighting ability a social talent or feature; pleasing voice, sensual, graceful, strong shoulders, hardy, extreme endurance, just to name some examples. Pleasure slaves would usually have looks, slaves meant for book-keeping could have scholastic, writing talents, and slaves meant for manual labor powerful muscled frames just as fighter slaves would have some weapon skill). They have no possessions beyond what their masters have given them.[/size]
Remember if it is not above and does not fit in the above listed make up your own.