Post by The Dark Side on Dec 14, 2015 20:40:24 GMT
Name:
Race:
Homeworld:
Biography:
Base Stats:
Non-Force users have access to 20 Character Points. Force users have access to 15 Character Points. Character Points may be used to buy ranks in base stats, and perks. Due to the vast number of races and augmentations in this setting, there are NO LIMITATIONS to how you may distribute your points, but you MUST account for abnormalities in your bio. For reference, ordinary humans are presumed to possess a 3 in any given stat.
Strength:
Dexterity:
Constitution:
Intellect:
Equipment:
The Force*
Force users must allocate 1 Force Point, with all Force Abilities already beginning with a single Point, allowing all Force users to have access to most abilities after passing a certain (difficult) threshold. The second FP denotes an ability the character has actively practiced in. This does not denote mastery in any sense, but it signals to the GM that this ability is to be portrayed as more reliable and impressive in RP.
Body: This stat governs a character's ability to manipulate physiology. A Jedi entering a hibernation trance, or healing someone, or resisting poison, would utilize this stat. This stat may also be used to temporarily boost base stats. Think of the superhuman moves on display throughout the Prequel Trilogy.
Mind: This stat governs a character's ability to perform psychic feats. Examples include persuading others, sensing other living beings, communicating through the Force, and temporarily meld your mind with another, thereby being able to act in perfect unison during battle.
Energy: This stat governs a character's ability to manipulate the forces of the universe with their will. Lightning, telekinesis, and sound manipulation are famous hallmarks of this gift. This particular area of the Force is often associated with the Dark Side, and for good reason.
*Characters will not start with an affiliation to, nor training from, the two major factions; but it is accepted that they derive their knowledge from regional organizations.
Perks
You'll be allowed to trade 1 CP for a Perk, you may take as many as you wish.
Ace Pilot: You are a wonder behind the controls of a [Speeder/Starfighter/Freighter] (May be taken three times)
Arsenal: You have access to a crapton of weapons, and a means to regularly maintain them.
Black Sun Agent: You have ties to a very powerful organization, whose agents are everywhere.
Captain: You own a small space vessel that will never be confused for a Nubian royal starship.
Corporate Spy: You recieve a steady paycheck from a mysterious employer who expects results when calling upon your services.
False Identity: You have an ID chip and papers that can fool the most rigorous of inspections.
Life Debt: You have a good friend whom you once saved, and has now pledged their constant companionship to you.
Mandalorian: You are a member of the Mando'ade, though you have spent too much time away from the clans. You receive bonuses in personal combat.
Merc Veteran: You have been in the trade long enough to call upon old friends looking for a quick job.
Military Family: You come from a prestigious line of soldiers/warriors/mynock bait. Your name carries weight in certain areas of the galaxy.
Rebel without a Cause: You grew up on the streets, and still have friends in a local speeder gang.
Roboticist: You can build robots and other crazy items. Woo.
Space Cop: Your prior time in law enforcement gives you an easy understanding of their procedures. You also have a few favors waiting on (Choose a planet/station).
'The Force runs in my family!': You have a relative who currently serves in the Jedi Order. This perk in no way effects a character's ability or inability to call upon the Force themself.
Race:
Homeworld:
Biography:
Base Stats:
Non-Force users have access to 20 Character Points. Force users have access to 15 Character Points. Character Points may be used to buy ranks in base stats, and perks. Due to the vast number of races and augmentations in this setting, there are NO LIMITATIONS to how you may distribute your points, but you MUST account for abnormalities in your bio. For reference, ordinary humans are presumed to possess a 3 in any given stat.
Strength:
Dexterity:
Constitution:
Intellect:
Equipment:
The Force*
Force users must allocate 1 Force Point, with all Force Abilities already beginning with a single Point, allowing all Force users to have access to most abilities after passing a certain (difficult) threshold. The second FP denotes an ability the character has actively practiced in. This does not denote mastery in any sense, but it signals to the GM that this ability is to be portrayed as more reliable and impressive in RP.
Body: This stat governs a character's ability to manipulate physiology. A Jedi entering a hibernation trance, or healing someone, or resisting poison, would utilize this stat. This stat may also be used to temporarily boost base stats. Think of the superhuman moves on display throughout the Prequel Trilogy.
Mind: This stat governs a character's ability to perform psychic feats. Examples include persuading others, sensing other living beings, communicating through the Force, and temporarily meld your mind with another, thereby being able to act in perfect unison during battle.
Energy: This stat governs a character's ability to manipulate the forces of the universe with their will. Lightning, telekinesis, and sound manipulation are famous hallmarks of this gift. This particular area of the Force is often associated with the Dark Side, and for good reason.
*Characters will not start with an affiliation to, nor training from, the two major factions; but it is accepted that they derive their knowledge from regional organizations.
Perks
You'll be allowed to trade 1 CP for a Perk, you may take as many as you wish.
Ace Pilot: You are a wonder behind the controls of a [Speeder/Starfighter/Freighter] (May be taken three times)
Arsenal: You have access to a crapton of weapons, and a means to regularly maintain them.
Black Sun Agent: You have ties to a very powerful organization, whose agents are everywhere.
Captain: You own a small space vessel that will never be confused for a Nubian royal starship.
Corporate Spy: You recieve a steady paycheck from a mysterious employer who expects results when calling upon your services.
False Identity: You have an ID chip and papers that can fool the most rigorous of inspections.
Life Debt: You have a good friend whom you once saved, and has now pledged their constant companionship to you.
Mandalorian: You are a member of the Mando'ade, though you have spent too much time away from the clans. You receive bonuses in personal combat.
Merc Veteran: You have been in the trade long enough to call upon old friends looking for a quick job.
Military Family: You come from a prestigious line of soldiers/warriors/mynock bait. Your name carries weight in certain areas of the galaxy.
Rebel without a Cause: You grew up on the streets, and still have friends in a local speeder gang.
Roboticist: You can build robots and other crazy items. Woo.
Space Cop: Your prior time in law enforcement gives you an easy understanding of their procedures. You also have a few favors waiting on (Choose a planet/station).
'The Force runs in my family!': You have a relative who currently serves in the Jedi Order. This perk in no way effects a character's ability or inability to call upon the Force themself.