Jump to content

Recommended Posts

Armor Class: 10 (Base; humans) +/- (modifier) 

 

Roll 3d6 7 times; drop lowest roll. Can place in any order they want. Use for stats. Can redo ONLY if all stats are dropped. Can use server dice roller or personal dice (with staff permission)

 

Auto Dice Roller

 

Stats

STR = 
DEX = 
CON = 
INT = 
WIS = 
CHA =

 

Modifiers Documentation

6–7    −2
8–9    −1
10–11    +0
12–13    +1
14–15    +2
16–17    +3
18–19    +4
20–21    +5

 

Skill
Ranged Combat - 
Close Combat - 
Martial Arts (Fill in type) - 
Leadership - 
Starship Engineering - (Higher levels beyond Tier 1 require formal training)
Civil Engineering - (Higher levels beyond Tier 1 require formal training)
Equipment Repair - 
Information Systems - (Higher levels beyond Tier 1 require formal training)
Intelligence Gathering -
Domestic Skills - 
Survivalism - 
Medicine - (Higher levels beyond Tier 1 require formal medical training)
Research/Innovation - 
Piloting - (Requires formal training)
Diplomacy - 
Bio-mechanic Mastery - 
Gem Concentration - 
Gem Specialization (Fill in gem type) - 
EU Mastery - (GM Skill; not normally granted without staff approval)
Summoning - (Specific to characters with a contracted spirit;; not normally granted without staff approval)
Atsikai Affinity - (Specific to characters with a contracted spirit; not normally granted without staff approval)
Partner Affinity - (Specific to characters with a contracted spirit; not normally granted without staff approval)

Psi Energy - (Special affinity for psychic powers; requires special training and staff approval)
Ki Energy - (Special affinity for people with access to their Ki energy; requires training in a martial art; requires mental training; requires staff approval and a character background to sufficiently support assignment of points into skill)

 

Technical Information

Cost
Tier 1
1-4 = 1
5,6 = 2
7,8 = 3
9 = 4
10 = 5
Past 10 is only possible with mastery; creates a new tree with skillname II and above. Costs are increased by 1.25 per tier.
Fill 23

 

Tier 2
1 - 4 = 1
5 = 2
6 = 3
7,8 = 5
9 = 6
10 = 7
Fill 32

Total Tier 1/2 = 50 (Half of a normal players skills to max one skill.)

 

Cost Examples/Explanations

1 point costs 1
2 points costs 2

3 points costs 3

4 points costs 4
5 costs 6
6 costs 8

7 costs 11

8 costs 14

9 costs 18

10 costs 23

This is only for tier 1.

 

Points

100 - Normal Players Starting

150 - Existing Players Starting when system implemented

200 - Mains/High rank/council justification

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...