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Waylight /
SampleCharacterExplanationThis is a character template for the test Waylights game. Chargen is explained here. For use: remove the notes and replace the sample data. CharacterName is a character for the test Waylights game. Character
Stats
Note: 3 represents the weighed average for all races. If Attunement is 1, it means that the character has the Psi Null trait. PC stats start at 2. 10 points can be spent to raise stats. Raising a stat to 3 costs 1, raising a stat to 4 costs 3, raising a stat to 5 costs 6. Lowering a stat to 1 refunds 1. Derived stats
Psi Powers (INT-2)
Note: These are psi circuits characters know by heart when they start out. Focus determines how often they can be used and Attunement determines how effective they are. Traits
Note: Characters may have 0-2 traits, each of which is composed of a perk and drawback. Action SkillsImportant Note: The skill budget is 20, of which 5 go to action skills, 5 to nonactions, and 10 free. Raising a skill from 0 to 1 costs 1, raising a skill from 1 to 2 costs 2, etc. A skill cannot be higher than the lowest of the stats it depends on. All skills must depend on one or two stats. Sample skills:
Note: 15 points can be distributed here: 1 point in a skill costs 1, 2 point costs 1+2=3, 3 points 1+2+3=6 and so on. Action Skills encompasses combat, acrobatics, in general things done when timing is important. Other SkillsSample skills:
Note: 15 points can be distributed here: 1 point in a skill costs 1, 2 point costs 1+2=3, 3 points 1+2+3=6 and so on. Other Skills encompasses those things which can happen without immediate time constraints. StuffNote: A list of your character's possessions, in order of availability: On Person - Backpack - Stashed. Assumed to be on your character's person unless specified otherwise. Example:
Pack:
Stashed:
BackstoryThe backstory should be one to three paragraphs long and include a character's ambition.
Howto: http://emlia.org/emlia-wiki/index.php?title=RPG_Character_Attributes Attunement in this case is indicative of psionic strength/potential; psionic finesse (magical skill) is a learned ability. Learning or creating new circuits requires Intellect, while for using ritual magic for extended periods, Focus is also important. Characters with zero attunement cannot use psi at all and must exert mental effort into even activating a named or even a refined crystal, but are immune to some mind-altering effects. Humans have no special modifier. Womps are on average more simpleminded and have less attunement, but have much greater endurance. Geeps should prioritize quickness over toughness, and have high attunement. Lemlins tend to be small, quick and weak. Fins I have no idea. Suggested additional skill sets and skills: Magic: Circuit Drafting, Ritual Casting, Memory Casting, Crystal Imprinting, Crystal Processing Combat: Wing-Do, Omnite, Crystal Baritsu, Heliconian Twisting / Wingcape Dancing, Sharpshooting, Grapple Launching, Destreza, Heavy Hitting, Brawling, Improvised Weapons, Javelinist, Rocketeer Mobility: Rig Riding, Ship Piloting, Horseback Riding, Mountaineering, Ground Trekking, Navigation, Heliconian Twisting / Wingcape Dancing Tech: Airframe Mechanics, Engine Mechanics, Electricity, Synchro/Clockwork, Signal Operation Interaction: Crew Management, Cricca Contacts, Squad Leadership, Wing Leadership, Trade Routes Knowledge: Ground Env, Cliff Env, Alpine Env, Ice Env, Desert Env, Deep Botany, Alpine Botany, Deep Ethology, Alpine Ethology, Field Medicine, Ward Medicine, Ancient Languages, Plateau Language, Stream Language in general for equipment think 1930s pulp novels, sky captain, etc. most stuff is xtal powered and again there's no automatic weapons. Radios are shoebox sized. You do NOT start out with a ship or a rig, so guess what your first objective is :p in general for magic: intellect = how many formulas you know, attunement = how effective they are, focus = how often can you spam them |