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Character Generation
Character Generation-- or Chargen --is the base process of designing the character for play in The Red Star Chronicles. The current campaign setting is in its third iteration, and is using a variation of the Classless Conversion system for character progression. The following are the pertinent details necessary for a first level character. The table to the left can be used for fast navigation through the subjects listed here.
Attribute ScoresThe most important factor to consider when building your character is their Attribute Scores, and are represented by six characteristics; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These attributes determine the character's base capabilities and focus. They are tied to every action or reaction your character may take; making an attack in combat, determining the outcome of a skill or talent they may use, or reflecting their resilience when being targeted by hostile forces. The average score of the attributes is a 10 or 11; these scores provide no bonuses or penalties to actions that require the inclusion of that attribute. When selecting your attribute scores, consider which attribute is important to your character's role and purpose, ensuring that the attributes that they rely on most have a score that represents their general aptitude. Character attribute scores are determined by using what is often referred to as a Point Buy system. Using the table to the right, 25 points can be assigned across Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. For every two points above a score of 10, a character gains a +1 Attribute Modifier, often referred to as the Mod; for example, a Strength attribute score of 12 provides a +1 Str Mod, while an Intelligence attribute score of 15 provides a +2 Int Mod. When calculating scores below 10, a -1 Attribute Modifier is applied for each step down within two points. A Wisdom score of 8 or 9 would both apply a -1 Attribute Modifier, while a score of 7 applies a -2 Attribute Modifier. Every four character levels, a character receives two +1 Attribute Increases. These increases must be spent on separate attributes, and the same two attributes cannot be increased twice in a row. For example, at 4th level, if a +1 is applied to Strength and another is applied to Dexterity, the increases at 8th level cannot both be applied to the same attributes; one of the two increases must be applied to Constitution, Intelligence, Wisdom or Charisma before choosing either Strength or Dexterity a second time. Character RaceImmediately following ( and often in conjunction for more advanced players ) determining the base Attribute Scores, a character's Race Template needs to be selected. Race templates can adjust your attributes, starting Feats?, Skills, Languages, or other character functions. Be sure to take these adjustments into account when progressing through the Chargen process. Depending on the campaign your character is a part of, certain races may not be available, or other special races may be an option. Be sure to work with your Runner when making this selection, though it is always safe to assume that Humans are an available choice, as they are the default template for the system. BackgroundsFollowing the decision of your character's race, select your Backgrounds. These provide various benefits to your character in the form of additional competence in Skills, Languages, and unique features that are based entirely on the history of your character prior to the start of the campaign. Backgrounds are broken into three different categories: Often for ease of flow it is best to select backgrounds in the order listed above, allowing a scaling combination of the features to best fulfill your character's personality. Features provided by different backgrounds do not stack, however. If you select two backgrounds that provide the same benefit, that benefit is only gained once. Some Backgrounds also provide a benefit related to the character's starting equipment. Please see the section below for more information regarding these features. Trained SkillsAfter determining character backgrounds and applying any bonuses provided by those selections, you can determine the remaining Trained Skills that are appropriate for your character. These determine the aptitude of your character at various tasks outside of combat like deactivating a bomb, circumventing security systems, sneaking past guards, piloting a ship, or familiarity on an academic subject. Characters come from all walks of life, and all paths may bring a wide selection of training to the table. Because of this all characters are able to select a number of trained skills equal to 3 plus their Int Modifier ( characters with a negative Int Mod subtract that number from the available trained skills to a minimum of 1 ) from the list below at chargen. The table to the right lists the skills by their relevant attribute.
Starting ProficienciesAfter selecting the chosen trained skills for your character, the next step is selecting the desired Feats?. Feats, like Skills, help determine what your character can do by improving or providing access to special actions, types of equipment, or new ways to make use of tools or weapons. To provide a starting baseline of capabilities, all characters start play with Weapon Proficiency (Simple Weapons), and may select 5 Feats chosen from the following list:
Unlike the others on the list above, Armor Proficiency is special in that each step up requires the previous step. Armor Proficiency (Heavy) requires Armor Proficiency (Medium), and (Medium) requires Armor Proficiency (Light). More can be learned about the functionality in the Armor section. Along with the above list of starting proficiencies, new characters may select one Feat from the complete list? at first level. Characters who are using the Human Race Template may select a second from the complete list due to the Versatility feature. TalentsLike Feats?, characters also gain access to a set of special features called Talents. These features represent unique actions that can be taken during encounters, or as reactions that can provide dramatic flair or assist in dire circumstances. You may select a Base Talent at first level, though some talents have prerequisites in the form of previously selected talents, unique character classes, or specific Feats. Unless a Prestige Class is taken once the requirements are met, Talents are gained at every odd level, and may be selected from the complete list that the character qualifies for. Some Prestige Classes have a specific list of Talents that may be selected, and specific levels at which those Talents may be earned. Combat StatisticsAfter having compiled the list of attributes and proficiencies, Combat Statistics can be calculated and used to determine just how deadly your character is, and what they can survive. Starting Hit PointsEither sheer toughness and durability, a way to withstand the pain, or simply luck, each character has so many hit points ( hp ) to determine how long they can continue in a fight before losing consciousness or being killed. The Classless Progression calculates starting hp by the total value of the Strength, Dexterity, and Constitution Attributes combined. For example, a Strength Score of 12, Dexterity of 14 and Constitution of 13 would total 39hp. Additional hit points are gained each new level equal to the character's Con Modifier, with a +1 minimum to the total. Defense BonusesAttacks and abilities directed at characters may target one or more of the three Defenses; Reflex Defense, Fortitude Defense, or Will Defense. Reflex reflects your ability to avoid damage outright, either by being nimble enough to keep from being hit entirely or by using cover and armor to deflect what could be a damaging blow. Fortitude refers to a character's durability by soaking up what damage may be done or being able to withstand what injury could have been caused. Will is the strength of mind or presence, often used to debilitate a target with confusion or other mental effects. They are calculated using the formulas below.
With the Classless Progression, a character remaining in the Base Class ( not selecting a Prestige Class ) may select one of the following Defense Bonus options at each respective level.
Defense Bonuses from different sources do not stack, but instead overwrite the previous value ( if smaller ) listed. If a character takes a +1 to each defense at 1st level, and then the +2 to each at 8th, their Defense Bonus becomes +2 to each defense, not +3. However if they select +1 to each at 1st level, then +4 to one and +2 to another at 8th level, their Defense Bonuses become +4, +2, and +1 as chosen. Damage ThresholdOccasionally the opposing force may find a way to deal excessive amounts of damage in a single blow. Despite the number of hit points a character may still have, their Damage Threshold reflects just how capable they are at disregarding damage that could otherwise incapacitate or kill them. Damage Threshold is calculated using the method listed below.
Damage dealt that exceeds the character's Damage Threshold moves a character down one step on the Condition Track, or may kill them if that damage would reduce them to 0 hp. Base Attack BonusThe Base Attack Bonus reflects a character's overall proficiency in combat by providing a Modifier to any attack rolls that character may make. At 1st level, all characters in the Classless Progression have a Base Attack Bonus of +1. In order to determine your total attack bonus with a melee or ranged attack, use the methods provided here.
Some Feats?, Talents or other class features may modify these total bonuses, and attacks made with weapons that a character is not proficient with suffer a -5 Competence Penalty. Your Base Attack Bonus also increases by +1 for every Base Class level. Certain Prestige Classes have specific BAB requirements, and may change the rate at which it increases for each level taken. SpeedThe distance which a character can travel on foot during a Move Action is determined by their Speed. By default, most Races have a speed of 6 squares, though some Small races may have a speed of 4 squares. Speed may also be affected by Armor, other equipment a character is wearing, Talents, conditions, or terrain. Luck PointsAll characters have a pool of Luck Points that can be used to modify the outcomes of certain situations. At 1st level, characters have 5 Luck Points available to them, and this pool refreshes at the start of each new level at a rate of 5 + 1/2 Character Level ( rounding down ), though some Prestige Classes earn more. The Lucky Feat? grants 3 additional points at the start of each new level once it has been taken. Starting Funds and GearThe character will be given 1000Cr Credits for personal equipment at 1st level, as well as available Lots for pertinent gear.
Equipment LotsThe galaxy can be a dangerous place, and knowing how to handle a weapon is a common aspect of life among the stars. Weapon and Armor Lots are provided by relevant Proficiency feats selected as a part of the Starting Proficiencies. Only feats included in this array, as well as 'Weapon Proficiency (Simple), provide Weapon or Armor Lots. Additional Proficiency feats selected or provided as part of your Race Template do not grant additional Lots. See the table to the right for Lot Provision. Lot Provision stacks, allowing for a maximum of 6 Lots Total, using a combination of any 6 Weapon Lots ( one for each Weapon Proficiency feat ), or 2 Armor Lots ( one for Armor Proficiency (Medium), and one for Armor Proficiency (Heavy) ). Characters will receive a minimum of 1 Weapon Lot from Weapon Proficiency (Simple), even if they select no other Proficiency feats. Equipment acquired with Lots cannot be sold at Chargen, however starting credits can be used to refit any items with the Outdated Quality, purchase otherwise missing accessories removed by the Off-Brand Manufacturer, or otherwise improve or modify the items. Different Manufacturer Templates cannot be applied to equipment acquired with Weapon or Armor Lots. Starting credits cannot be combined with Lots to reduce the cost of equipment purchases; available items will either have a Credit Cost ( listed as Value in the Base Cost line ), or a Lot Cost ( listed as a table header on the Weapon Lots and Armor Lots pages ). Lots not used cannot be stored or transferred, but can be spent on Simple Weapons at a rate of one to one.
AvailabilityEquipment may have one or more of the five total Availability Tags; [Licensed], [Restricted], [Military], [Illegal], or [Rare]. These tags determine what steps are necessary to purchase equipment, and how long it may take to acquire it. Equipment with no availability tag listed are easily available and have no restrictions on their purchase. Items with the [Rare] availability tag do not require an additional cost on their registration, but they do cost 5x the Base Cost at a Black Market regardless of any other availability tags, and require 3x as long in order to find one for sale unless there are special circumstances. Consult the table to the right to determine the Registration Fees of any gear you are purchasing, but be aware that only equipment with the [Licensed] or [Restricted] tags are available during Chargen. Once the campaign has begun, gear can be purchased normally with any Availability Tags so long as all conditions for cost, registration, and time ( including any adjustments from weapon or armor modifications, qualities, accessories, and manufacturer ) can be met. Gear acquired with Lots includes any registration fees and licenses, and it is assumed that the time spent gathering that equipment is done prior to the start of the campaign. Final ConsiderationsThe Character Generation process is easily the most important and most fluid. It is easy to move towards selecting feats that provide access to certain features at the cost of other capabilities, and sometimes well rounded characters can miss the concept mark. If you have questions about what may be more beneficial during your campaign, feel free to ask your Runner, but remember that being prepared for the unexpected can be an exciting challenge, and that knowing what is coming can be a very boring success. No one character should be the ultimate expert at the first level, even in the thing that they choose to make their primary focus. Use the first level as a period of exploration of capability. Allow your level progression to move you into the chosen aspects. Have a build plan in mind that takes you to where you would see the character's abilities filling out between levels four and six. The levels before that should reflect adjusting to the life of their adventure and campaign. It is easy to desire a story background that involves expertise of a grand level, but remember if you are already an expert at all things, then level progression can be hard to relegate based on the chosen lore for your character. Make sure there are ways to explain how this expert is suddenly getting even better, and remember that sometimes the easiest explanation is that they weren't an expert before. Emotional attachments to your character's equipment are not uncommon, but remember there are a host of items available for discovery in the Local Spur that you may stumble across. Do not be so directly attached to a single weapon or set of armor that it cannot every be replaced; the gear available to you in the Chargen process should be that stopgap that allows you to survive the start of your campaign, not the end of it. Twenty character levels can take a long time, but in that stretch of game-play, you can easily earn twenty feats?, ten talents, a +10 Experience Modifier to all your skills trained or untrained, a +20 base attack bonus, +20 to all three of your defenses, and immeasurable wealth. Level 1 is just the beginning. It should not be your character's completed end.
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