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Jovian Chronicles - Character Generation


Noir

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We will be using Mekton Zeta with a couple of minor tweaks. I will cover character creation pretty much in it's entirety here. it is pretty quick and simple. If you would like a copy of Mekton Zeta, catch me in chat or PM me and I can help you out.

 

Basic Mechanic: Att + Skill + 1d10

When you roll 10, it explodes and will keep exploding as long as you keep re-rolling 10's.. 

if you roll a 1, then you roll another 1d10 (non-exploding) and subtract the newly rolled number from your total. So rolling a 1 is not an automatic botch and might still even result in success if your Att and Skill are high enough  and the difficult is low enough. Usually it just results in a failure.

 

 

Character Creation Summary:

1) Attributes. All PCs begin with each of the eight Attributes at 2. In addition, each PC as 40 Attribute Points to spend to increase their Attributes. Each attribute level 1-5 costs 1 Attribute Point to purchase. Each attribute level 6-10 costs 2 Attribute Points to purchase.

2) Select Solar Nation of Origin. Each Solar Nation offers different skills for free as a result of growing up or living there for a significant portion of your life thus far. Regardless of origin, all of the PCs will be a part of, or working with, the Jovian Defense Force. PCs can be Jovian, more recent immigrants to Jupiter, or they could be part of an exchange program or joint training with another nation. Regardless, all the PCs will be working as a squad in/with/for the JDF.

3) Skills. All PCs also start with the "Exo-Armor Pilot" skills package (see below) for free. In addition, each PC has a number of additional Skill Points to raise and purchase new skills with equal to their Intelligence + 10. Each skill level 1-5 costs 1 Skill Point to purchase. Each skill level 6-10 costs 2 Skill Points to purchase.

4) Substats. Several Substats (Run, Lift, Wound, etc) are calculated based off of your Attributes (and occasionally skill)

 

 

Step 1) Atttributes: 

Normal human range for Attributes is 1-10, with 3-5 being average range. PCs begin with each Attribute at 2.

Each PC has 40 Attribute Points to allocate.

Each attribute level from 1-5 costs 1 Attribute Point to purchase.

Each attribute level 6-10 costs 2 Attribute Points to purchase.

 

Attribute summary

Intellgence: How smart you are and how well you reason.
Cool: Willpower/Charisma, staying cool under pressure.
Reflexes: Dexterity/Reflexes, general coordination and balance. PRIMARY COMBAT ATTRIBUTE
Empathy: Likability and how well you relate to and understand other people and sympathize with emotions.
Tech Ability: Your understanding of machines and engineering (including organic). Primary attribute of Engineers, Mechanics and Doctors. 
Luck: How lucky you are. Reflects the number of luck points you have that can be added to rolls per session.
Movement Allowance (MA): How far/fast your character can walk/run)
Body Type: Strength, Stamina and general hardiness and (to a lesser degree) size.

(The Attractiveness, Psi, Money and Education attributes and substats have been dropped.)

 

Step 2) Select Solar Nation of OriginEach Solar Nation is made of of immigrants from earth of various ethnicities, so any ethnicity can be found in pretty much any Solar Nation. Growing up in each Solar Nation offers different free skills. Regardless of origin, all of the PCs will be a part of, or working with, the Jovian Defense Force. PCs could be immigrants to Jupiter or they could be part of an exchange program or joint training. Regardless, all the PCs will be working as a squad in/with/for the JDF.

Mercurians & JoviansSurvival (Space) +3, Zero-Gee Maneuvers +3

Belters & Nomads: Jury Rig +2, Survival (Space) +2, Zero-Gee Maneuvers +2

Martians: Survival (Desert) +2, Basic Repair +2, +2 Handgun+2 (or Rifle +2)

Venusians: Socialize/Etiquette +2, Human Perception +2, Persuasion/Fast Talk+2

NOTE: Members of the CEGA Nations (Earth, Orbitals, Lunar Colonies) are not generally an option for PCs, but could be possible.

 

3) Skills: All PCs also start with the "Exo-Armor Pilot" skills package for free.

In addition, each PC has a number of additional Skill Points to raise and purchase new skills with equal to their Intelligence + 10. 

Each skill level 1-5 costs 1 Skill Point to purchase. Each skill level 6-10 costs 2 Skill Points to purchase. 

Any skill marked (H) is Hard and cannot exceed 5 at character creation

 

Exo-Armor Pilot Package (Free)
Mecha Brawling (H) +1, Mecha Gunnery (H) +1, Mecha Melee (H) +2, Mecha Missiles (H) +2, Mecha Piloting (H) +2, Sensors/Comms (H) +1

Awareness +2, Handgun +1, Dodge +1, Hand-to-Hand +1, Education/General Knowledge +3 

 

The following Skill List does not cover every possible skill. Skills are listed under the Attribute usually used with it.

 

COOL
Interrogation (H), Intimidate (H), Persuasion & Fast Talk (H), Resist Torture/Drugs (H), Streetwise

EMPATHY
Acting, Human Perception, Interview, Leadership, Seduction, Socialize/Etiquette

INTELLIGENCE
Compose/Write, Disguise, Expert, Gambling (H), Language, Programming (H), Shadowing/Avoid Pursuit (H), Survival, Teaching (H)

Reflexes
Automatic Weapons, Blade, Dodge & Escape, Handgun, Hand to Hand, Rifle

Mecha Brawling (H), Mecha Gunnery (H), Mecha Melee (H), Mecha Missiles (H), Mecha Piloting (H)

Aircraft/Shuttle Pilot, Athletics, Dance, Driving, Pickpocket (H), Stealth, Swimming, Zero Gee Maneuvers

TECHNICAL
Basic Repair, First Aid, Jury Rig, Mecha Design (H), Mecha Tech (H), Medical (H), Music, Paint or Draw, Photography, Pick Lock (H)

 

Step 4) Substats. Substats are figured using Attributes and sometimes skills.

Stability: Roughly the base difficulty to intimidate/seduce/interrogate your character. Stability = Cool x 2.5.


Walk: MA meters
Run: MA x 3 meters
Standing Jump: MA/4 meters
Running Jump: Run distance/4


Hits: How much damage (Hits) you can take, but location.

Stun: You will need to roll this number or less on 1d10 whenever a Stun roll is called for.

Lift: How many kilograms you can lift without significant exhertion.

Throw: How far you can through a small, relatively light object in meters.

Damage: The modifier to your damage rolls in unarmed or melee combat.

Body Type 2
Head: 4H, Torso: 8H, Limbs: 6H
Stun: 4, Lift: 20 kg, Throw: 6m, Damage: -2 

Body Type 3-4
Head: 5H, Torso: 10H, Limbs: 7H
Stun: 5, Lift: 40 kg, Throw: 12m, Damage: -1 

Body Type 5-7
Head: 6H, Torso: 12H, Limbs: 9H
Stun: 6, Lift: 60 kg, Throw: 20m, Damage: 0

Body Type 8-9
Head: 7H, Torso: 14H, Limbs: 10H
Stun: 7, Lift: 90 kg, Throw: 26m, Damage: +1

Body Type 10
Head: 8H, Torso: 16H, Limbs: 12H
Stun: 8, Lift: 120 kg, Throw: 30m, Damage: +2

 

Defense: The number an attack must reach to require you to make an Dodge/Evasion roll. Defense = Reflex + Dodge
Armed Parry: The number an attack must reach to require you to make an Armed Parry roll (if applicable). Armed Parry = Reflex + Weapon Skill 
Unarmed Parry: The number an attack must reach to require you to make an Unarmed Parry roll (if applicable). Unarmed Parry = Reflex + Hand to hand

 

NOTE: The following Substats will change based on the Exo-Armor. Exo-Suit or other craft you are piloting. These do not need to be calculated at creation.


Mecha Reflex: Your effective reflexes while piloting a craft due to the responsiveness and ease of piloting of the craft. Mecha Reflex = Reflex +/- Manuver Value of Exo-Armor/Suit
Mecha Defense: The number an attack must reach to require you to make an Dodge/Evasion roll. Mecha Defense = Mecha Reflex + Mecha Piloting
Mecha Armed Parry: The number an attack must reach to require you to make an Armed Parry roll (if applicable). Mecha Armed Parry = Mecha Reflex+ Mecha Melee
Mecha Unarmed Parry: The number an attack must reach to require you to make an Unarmed Parry roll (if applicable). Mecha Unarmed Parry = Mecha Reflex + Mecha Brawling

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As a rough guideline, here is a generic NPC.

Typical Jovian Exo-Armor Pilot (30 APs)

Attributes
Int: 6
Ref: 7
Emp: 4
Tech: 4
Cool: 5
Luck: 3
MA: 6
Body: 5

Head: 6H, Torso: 12H, Limbs: 9H
Stun: 6, Lift: 60 kg, Throw: 20m, Damage: 0

Stability: 12
Walk: 6 meters
Run: 18 meters
Standing Jump: 1.5 meters
Running Jump: 4.5 meters

Defense: 9

Relevant Skills
Mecha Pilot +3, Mecha Brawling (H) +2, Mecha Gunnery (H) +2, Mecha Melee (H) +2, Mecha Missiles (H) +2, Sensors/Comms (H) +2, Awareness +2, Handgun +1, Dodge +2, Hand-to-Hand +2, Education/General Knowledge +3, Survival (Space) +3, Zero-Gee Maneuvers +3

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# of Actions

Your Reflex (or Mecha Reflex when piloting) determines how many actions you get in a round.

Mecha Reflex is your effective Reflex while piloting an Exo, based on its easy of piloting, maneuverability and responsiveness.
It is calculated by applying the Maneuver Value (MV) of the Exo you piloting (usually -3 to -7 range) to your Reflex attribute, so it will vary depending on what you are piloting.

Human Reflex
1 to 4 = 1 Action
5 to 7 = 2 Actions
8 to 10 = 3 Actions
11+ = 4 Actions


Mecha Reflex
-11 to -5 = 1 Action
-4 to 1 = 2 Actions
2 to 7 = 3 Actions
8+ = 4 Actions

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  • 2 weeks later...

Advancement and Experience Points

 

Okay. By the book it costs Skill x 10 to raise a skill (and raising Atts is not even an option).

 

So we are doing away with that.

 

 Tentative House Rule: Advancement Costs 

Raising a skill costs (New Level) xp

Raising an Att costs (New Level) x 5 xp

 

Since PBP tends to advance slower than tabletop, but take longer, I generally award more xp than normal so that people can actually see some real advancement in a reasonable amount of time.

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