Basic Character Generation Steps
Basic character generation uses the following steps:
1. Roll characteristics and determine characteristic modifiers.
2 a. Choose a homeworld.
b. Gain background skills.
3 a. Choose a career. You cannot choose a career you have already left.
b. Roll to qualify for that career.
c. If you qualify for that career, go to Step 4.
d. If you do not qualify for that career, then you can go to the Draft or enter the Drifter career. The Draft can put you back into a career you have been forced to leave, at your old rank. You can only apply for the Draft once.
4. If this is your first time on this career, get your basic training.
5. Choose a specialisation for this career.
6 a. Choose one of the Skills and Training tables for this career and roll on it.
b. Roll for survival on this career.
c. If you succeed, go to Step 7.
d. If you did not succeed, then events have forced you from this career. Roll on the Mishap table, then go to Step 9.
7 a. Roll for Events.
b. Optionally, establish a Connection with another player character.
8 a. Roll for Advancement
b. If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career.
c. If you roll less than the number of terms spent in this career, you must leave this career.
d. Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older, roll for Aging.
10. If you are leaving the career, roll for Benefits.
11. If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise, go to Step 5.
12. Finalise any Connections with other characters.
13. Choose a Campaign Skill Pack and allocate skills from that pack.
14. Purchase starting equipment and, if you can afford it, a spacecraft.
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Determining Characterisitcs
Roll 2d6 six times and allocate them to the six basic characteristics in any order. Record dice modifiers according to characteristic score in the Dice Modifier table. |
Characteristics
Strength (Str): A character’s physical strength, fitness and forcefulness.
Dexterity (Dex): Physical co-ordination and agility, reflexes. A character’s Dexterity affects his accuracy in ranged combat and his reaction speed.
Endurance (End): A character’s ability to sustain damage, stamina and determination. A character’s resilience is based on his Endurance score, so a character with a low Endurance score will be very vulnerable in a firefight.
Intelligence (Int): A character’s intellect and quickness of mind. Intelligence is used in a great many skill checks.
Education (Edu): A measure of a character’s learning and experience. Education is also used in a great many skill checks.
Social Standing (Soc): A character’s place in society. Characters with a high Social Standing can claim a noble title in the Imperium and will find life much easier thanks to their reputation and contacts. |
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Background Education
The number of Background Education Skills you can pick is determined by...
3 + Education DM
Skills gained from homeworld deduct from this total.
Select the remaining number of skills from the following list (Education list)...
Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Social Science 0, Space Science 0, Trade 0 |
Social Standing - Titles
11 |
Knight |
12 |
Baron |
13 |
Marquis |
14 |
Count |
15 |
Duke |
Dice Modifier
0 |
-3 |
1 - 2 |
-2 |
3 - 5 |
-1 |
6 - 8 |
+0 |
9 - 11 |
+1 |
12 - 14 |
+2 |
15 |
+3 |
Homeworld and Initial Skills
Your homeworld decides 2 of your inital skills based on the attributes assigned to your homeworld. Select 2 attributes from Homeworld Attributes table and take the associated skills. |
Homeworld Attributes
Agricultural |
Animals 0 |
Asteroid |
Zero-G 0 |
Desert |
Survival 0 |
Fluid Oceans |
Seafarer 0 |
Garden |
Animals 0 |
High Technology |
Computers 0 |
High Population |
Streetwise 0 |
Ice-Capped |
Vacc Suit 0 |
Industrial |
Trade 0 |
Low Technology |
Survival 0 |
Poor |
Animals 0 |
Rich |
Carouse 0 |
Water World |
Seafarer 0 |
Vacuum |
Vacc Suit 0 |
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Skills Explained
Skill which you do not have are not denoted in your character sheet.
Skill in which you have a basic level of competence are dentoed as <SKILLNAME> 0.
Higher numbers imply greater experience in that skill.
Refer to Skill Levels & Implications table for greater details and dice modifiers. |
Skill Levels & Implications
No Level |
-3 DM, Incompetent |
<skill> 0 |
+0 DM, Basic Competence |
Any <skill> at level 1 or greater |
+skill_level DM, Advanced Competence |
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