Post by Gravedust on Jun 11, 2010 21:47:46 GMT -8
STATS
Your character's capabilities within the game are recorded as his/her stats.
There are two kinds of Stats: Basic Stats and Special Stats
Basic Stats are available to every character, but a players may only choose 2 Special Stats for their Character.
All stats range from 0 to 100, zero being the lowest rating, and 100 being the 'best' If you have a Stat at 0 it doesn't mean your character is terrible at the skill, it just means they aren't any better than your average joe at it, and don't have any sort of bonus. Having Basic a Stat at 0 does not make the skill worthless.
____________________
BASIC STATS:
Physical
Toughness (How resistant to injury and damage your character is)
Strength (The physical strength of your character, useful for carrying heavy supplies and grappling)
Agility (Your character's sense of balance and ability to stay on hir feet and dodge incoming unpleasantness)
Combat
Combat Tactics (Ability to get the jump on others in hand to hand or close quarters fighting. (Works like Initiative))
Swashbuckling (Your character's ability in melee fighting)
Musketry (Your character's adeptness at hitting targets with hand-held firearms.)
Skills
Airship Tactics (Ability to gain a tactical advantage in airship Combat. Only applies to the Captain.)
Piloting (Ability to keep an airship under control while maneuvering, or make it harder to hit by flying evasively.)
Cannoneering (Ability to fire accurately with mounted weapons.)
Firefighting (Ability to successfully deal with shipboard fires.)
Mechanical (Ability to use a ship's systems to their fullest.)
Repair (Ability to fix broken or malfunctioning equipment)
Social
Intimidate (Your character's ability to frighten people into doing what you want.)
Charm (Your character's ability to charm people into doing what you want.)
Impress (Your character's ability to make people think s/he's awesome. ..So they do what you want.)
Skulduggery
Stealth (Your character's ability to move unseen and unheard.)
Spot(Your character's ability to notice hidden people or objects.)
Medical
Medicine (Skill at treating wounds and diseases.)
____________________
SPECIAL STATS
Are more specialized, 'perk' stats. You can choose two for your Character.
Unlike Basic Stats, if you have not trained a special stat your character CAN NOT use it's associated ability.
If you do have a Special Stat you can use the associated ability, even if it is at 0.
Entertain (Tell jokes, sing, etc. to raise morale and perhaps earn a little cash.)
Pharmacopia (Prescribe and use stimulants to enhance performance. Some legal, some less so...)
Pickpocketing (Just what it sounds like)
Lockpicking (...also what it sounds like)
Cheat (Lie and Cheat at cards and other games.)
Lie Detector (Tell whether someone is telling the truth)
Damage Control (Reduce the severity of equipment malfunctions.)
Sabotage (Ability to rig equipment so it malfunctions.)
Chef (Increase the morale bonus of food and impart other bonuses.)
Second Shot (A bonus Musketeering Attack.)
Second Strike (A bonus Swashbuckling Attack.)
Bartering (Get better deals when shopping or trading.)
Scrounger (Adept at finding rare and difficult to procure items in port.)
Sapping (Using explosives to blow holes in compartment walls or to destroy equipment)
Leadership (Your character's ability to inspire confidence and to give lucid orders.)
Tailoring (Your character's skill at creating items of clothing with stat bonuses)
Tinkering (Your character's skill at creating gadgets with stat bonuses)
Weaponsmith (Your character's skill at creating sidearms and melee weapons)
__________________
More detailed information regarding the stats and the rolls they are used for can be found here: Statworks - Stats
__________________
Allocating points
Now you have some idea what the stats are and what they govern, let's start using them to define your character.
Start by picking your 2 Special Stats.
Now let's fill out all your stats with points. Stats are 'bought' using Character Points (CP) . Each newly created character starts with 400 Character Points, and each point you wish to buy in a stat costs 5 Character Points. (To simplify things, just think you have 80 points you can put in stats to begin with.)
You can put points wherever you like, the only limitation is you cannot have more than 30 points in any Stat until you begin to play the actual game.
Any Character Points that aren't used during character creation are lost when your character enters the game.
____________________
____________________
So, at this point let's take a look at your character sheet.
There are two options, you can either download and print the PDF version here:
PDF Character Sheet
(I recommend this version)
Or the online forum version here:
Text Character Sheet Template
Both are more or less identical as far as what they record.
First thing first, Fill in your character's name and mark down their stats on the Stats area.
Each stat is broken up into 3 sections:
The Stat | Bonus | Total
(on the online sheet the ##s indicate where numbers should go.)
The points in a stat you purchase with CP are indicated on the far left. This is the Base Stat.
The Bonus area is where we'll put bonuses from gear or other things, but we'll address that later, once we've got some gear.
The Total should be the sum of the points you allocated to the Base stat, plus the Bonus. But there's no Bonuses yet, so it should be the same as the Base Stat.
Remember to fill in the names for the Special Stats you picked at the bottom.
And there you go! You have a character ready to play (albeit an ungeared, penniless one)
As you're looking over the rest of the sheet, you probably are wondering about the other things you see on there.. So let's explain about those now.
____________________
Health
Health in this game goes from 10 (perfectly healthy) to 0 (unconscious or otherwise unable to act) to -4 (dead) There's no way (currently) to increase health levels above 10, but you can reduce the amount of damage your character takes by investing in lots of Toughness. 10 hit points may not seem like a lot (and it isn't) but even so your characters are pretty durable. They do lose a lot of capability when injured (starting at health 6 and lower) so it pays to keep them in good shape.
____________________
Morale
Morale is a catchall that includes factors like health, actual morale, and physical condition. Basically is is a bonus that affects all rolls the characters make. If your characters are well-fed, well-rested and in good spirits, they'll perform better. If they're tired, sick or unhappy.. Well. There you go.
Morale ranges from +100 to -100
For every 10 points of morale you have, all your rolls gain a +1 bonus.
For every 10 points of negative morale, you receive a -2 penalty to all rolls.
Morale can be increased by:
Eating Food (Bonus depends on food, can be increased by people with the Chef skill)
Drinking Liqour (though it temporarily Degrades your skills)
Resting (bonus determined by Bunks or other resting surfaces.)
Gambling (In port or aboard ship)
Being Entertained (by people with the Entertain skill)
Certain items can grant a morale bonus if they are kept as possessions.
Morale degrades naturally at a rate of 10 per day, increased by 1 per day the ship is not in port.
Duties aboard ship (Between -5 and -15, depending on the duty)
Not sleeping (-2 for every hour of missing sleep)
Being sick or injured (-1 every hour spent ill)
Other things can affect morale either positively or negatively during the story, at the GM's discretion.
New characters start with a morale of 0.
____________________
Honor, Infamy, and Renown
These three attributes are measurements of your character's reputation (or lack thereof) in the world.
Honor is gained by doing good deeds (for their own sake) promoting justice and being honest and fair.
Infamy is gained by lying, cheating, stealing, injustice, etc.
Renown is a measure of how 'famous' your character is, or basically how likely your character is to be noticed while walking down the street. (This may be a good thing or bad, depending on your character. Infamous characters certainly may not WANT to be recognized.)
All three go from a scale of 0 to 100.
Honor and Infamy are not mutually exclusive, either. A robin-hood like character could have a measure of both, Honor for helping the needy, Infamy for stealing to be able to do so.
Certain NPCs may not want to deal with a character that has too much Infamy, and others may not like characters they see as too Honorable. (Lots of shadiness going on in the world) On the other hand, Honor improves your Impress rolls (by 1 point per 5 points of Honor) so there are times you can bank on your reputation in that way. Infamy, of course, affects your Intimidate rolls the same way.
Honor, Infamy and Renown are awarded by the GM based on your character's actions in game. Be aware that actions done by aboard ship will tend to reflect on the crew of the entire ship, so if your vessel guns a ship full of orphans out of the sky, be prepared to receive a healthy dollop of Infamy as the result, whether you helped or not.
All three stats decay over time, albeit slowly. (About 1 point a game week for all 3) So you will have to work to maintain your reputation, such as it is.
____________________
Character Points
Character Points function a lot like XP in most other games. You use them to buy stats and improve your Character. What is a little different about this game is that Character points aren't earned by killing enemies or completing missions, but rather by simply participating in the game itself. CP will be awarded by the GM each RL day based on the players activity in the game, and how much time and effort they put into their postings. I think this ought to make the game more fun for everyone, since where RP is concerned the more everyone puts in, the more everyone gets out. The amount awarded will probably go from about 1-6, with 1 being basic attendance, and 6 being a truly epic contribution. (in terms of content, not length >.> )
Things I would award bonus points for:
- Well-written posts (again, this does not mean LONG. Short and sweet will do it)
- Playing in-character, in speech, mannerisms, or how your character would react in certain situations.
- Thinking up a clever solution to a problem
- Saying something funny, witty or profound in-character
- Taking risks (Caution won't be rewarded as much as daring. Don't do anything suicidal, but a little risky action is fun.
- Artwork, drawings or side-stories, or whatever specialness your OOC talents can bring to the table.
CP can be spent on stats whenever you like. The going rate is 5CP per Stat Point, for any stat.
I'm not certain this will stay in effect, but since we're in Alpha: If your character dies, I'll allow you to roll-over his or her accumulated Stat Points for use on your next character (I.E. If your character dies with 86 total Stat Points (before bonuses) then you'll have 86 Stat points to distribute to your new character on character creation.
The limitation being that it MUST be a new character, you cannot reincarnate your old one.
____________________
So now that we have a basic understanding of the Stats and how the rest of the character sheet works, let's put Alex Windlee (remember him?) down on paper (or in this case, the text version of the character sheet:
NAME: Alex Windlee
_______________________
HEALTH: 10
Morale: 0
-
Honor: 0
Infamy: 0
Renown: 0
-
Character Points: 0
_____
STATS
======
Physical
Toughness: 10 (Bonus 0) TOTAL =10
Strength: 5 (Bonus 0) TOTAL = 5
Agility: 0 (Bonus 0) TOTAL = 0
Combat
Combat Tactics: 0 (Bonus 0) TOTAL = 0
Swashbuckling: 0 (Bonus 0) TOTAL = 0
Musketry: 0 (Bonus 0) TOTAL = 0
Skills
Airship Tactics: 0 (Bonus 0) TOTAL = 0
Piloting: 15 (Bonus 0) TOTAL = 15
Cannoneering: 0 (Bonus 0) TOTAL = 0
Firefighting: 0 (Bonus 0) TOTAL = 0
Mechanical: 10 (Bonus 0) TOTAL = 10
Repair: 30 (Bonus 0) TOTAL = 30
Social
Intimidate: 0 (Bonus 0) TOTAL = 0
Charm: 0 (Bonus 0) TOTAL = 0
Impress: 0 (Bonus 0) TOTAL = 0
Skulduggery
Stealth: 0 (Bonus 0) TOTAL = 0
Spot: 0 (Bonus 0) TOTAL = 0
Medical
Medicine: 0 (Bonus 0) TOTAL = 0
Special
Damage Control: 10 (Bonus 0) TOTAL = 10
Lie Detector: 0 (Bonus 0) TOTAL = 0
____________________
So let's take a look at what I did:
First of all I took 2 special skills: Damage Control and Lie Detector. Damage Control was an easy pick because of his mechanical training and his tendency to keep his cool enough to handle things even when gunfire is crashing around the ship. He'd be the type of person to know just what to do to minimize the damage as it's happening. Lie Detector is a less obvious choice, but I thought it fit in well with his stoic demeanor. Not talking a lot means he's listening a WHOLE lot, and tends to notice the telltale signs of someone being untruthful.
I put 15 points in Damage Control but left Lie Detector at 0, since he can still use the skill without any points invested in it and I wanted to have them to spend elsewhere.
As for Alex's Basic Stats, I put 10 in Toughness because of his strong build (never know when that'll come in handy) and another 5 in Strength, again because of his large-ness, but also because it's a useful skill for a ship-related character to have for hauling, lifting, etcetera. I passed over the combat skills since he isn't a fighter by trade.
I sunk 30 points into Repair (up to the starting level maximum) to make him handy around the vessel, and another 10 for Mechanical, so he can use his expertise to help the ship run a little better. I put 15 in Piloting as well, since it's one of his big interests.
And there you have it, that's Alex on paper.
Next let's see what we can do about fitting him out with some gear...
Character Creation - Gear
Your character's capabilities within the game are recorded as his/her stats.
There are two kinds of Stats: Basic Stats and Special Stats
Basic Stats are available to every character, but a players may only choose 2 Special Stats for their Character.
All stats range from 0 to 100, zero being the lowest rating, and 100 being the 'best' If you have a Stat at 0 it doesn't mean your character is terrible at the skill, it just means they aren't any better than your average joe at it, and don't have any sort of bonus. Having Basic a Stat at 0 does not make the skill worthless.
____________________
BASIC STATS:
Physical
Toughness (How resistant to injury and damage your character is)
Strength (The physical strength of your character, useful for carrying heavy supplies and grappling)
Agility (Your character's sense of balance and ability to stay on hir feet and dodge incoming unpleasantness)
Combat
Combat Tactics (Ability to get the jump on others in hand to hand or close quarters fighting. (Works like Initiative))
Swashbuckling (Your character's ability in melee fighting)
Musketry (Your character's adeptness at hitting targets with hand-held firearms.)
Skills
Airship Tactics (Ability to gain a tactical advantage in airship Combat. Only applies to the Captain.)
Piloting (Ability to keep an airship under control while maneuvering, or make it harder to hit by flying evasively.)
Cannoneering (Ability to fire accurately with mounted weapons.)
Firefighting (Ability to successfully deal with shipboard fires.)
Mechanical (Ability to use a ship's systems to their fullest.)
Repair (Ability to fix broken or malfunctioning equipment)
Social
Intimidate (Your character's ability to frighten people into doing what you want.)
Charm (Your character's ability to charm people into doing what you want.)
Impress (Your character's ability to make people think s/he's awesome. ..So they do what you want.)
Skulduggery
Stealth (Your character's ability to move unseen and unheard.)
Spot(Your character's ability to notice hidden people or objects.)
Medical
Medicine (Skill at treating wounds and diseases.)
____________________
SPECIAL STATS
Are more specialized, 'perk' stats. You can choose two for your Character.
Unlike Basic Stats, if you have not trained a special stat your character CAN NOT use it's associated ability.
If you do have a Special Stat you can use the associated ability, even if it is at 0.
Entertain (Tell jokes, sing, etc. to raise morale and perhaps earn a little cash.)
Pharmacopia (Prescribe and use stimulants to enhance performance. Some legal, some less so...)
Pickpocketing (Just what it sounds like)
Lockpicking (...also what it sounds like)
Cheat (Lie and Cheat at cards and other games.)
Lie Detector (Tell whether someone is telling the truth)
Damage Control (Reduce the severity of equipment malfunctions.)
Sabotage (Ability to rig equipment so it malfunctions.)
Chef (Increase the morale bonus of food and impart other bonuses.)
Second Shot (A bonus Musketeering Attack.)
Second Strike (A bonus Swashbuckling Attack.)
Bartering (Get better deals when shopping or trading.)
Scrounger (Adept at finding rare and difficult to procure items in port.)
Sapping (Using explosives to blow holes in compartment walls or to destroy equipment)
Leadership (Your character's ability to inspire confidence and to give lucid orders.)
Tailoring (Your character's skill at creating items of clothing with stat bonuses)
Tinkering (Your character's skill at creating gadgets with stat bonuses)
Weaponsmith (Your character's skill at creating sidearms and melee weapons)
__________________
More detailed information regarding the stats and the rolls they are used for can be found here: Statworks - Stats
__________________
Allocating points
Now you have some idea what the stats are and what they govern, let's start using them to define your character.
Start by picking your 2 Special Stats.
Now let's fill out all your stats with points. Stats are 'bought' using Character Points (CP) . Each newly created character starts with 400 Character Points, and each point you wish to buy in a stat costs 5 Character Points. (To simplify things, just think you have 80 points you can put in stats to begin with.)
You can put points wherever you like, the only limitation is you cannot have more than 30 points in any Stat until you begin to play the actual game.
Any Character Points that aren't used during character creation are lost when your character enters the game.
____________________
Special section: How much in a stat is enough?
So you want to know how many points you should put in a stat to make your character not suck at something but don't have much perspective?
Well, most of the rolls in the game are opposed percentile rolls. I.e. it will be a random number between 1-100, with the applicable skill added on top.
This roll will either be matched against a difficulty level, or a similar opposing roll.
As a simple example of a difficulty roll, We have a character trying to force their way through a closed door. After a bit of consideration about the door and the situation the GM assigns a Difficulty rating of 80 to the roll. So in order to get the door open, or character has to roll a 80 or better. Giving him about a 20% chance.
So the roll looks like this: (D100 Vs. Difficulty 80.)
Except wait! The Character has 30 points in Strength. And since Strength is a related stat (he's trying to force the door open) the Strength adds a bonus to his roll.
So the roll looks like this: (D100+30(str) Vs. DIfficulty 80) So really he has about a 50/50 chance of getting the door open.
Oppossed rolls are usually made against other characters, and they match applicable skills against each other.
To use a very common example of an opposed roll, let's do some Arm wrestling.
Let's say Rob has a Strength of 30 and Tom has a Strength of 10
Since the applicable roll is again Strength, their rolls look like this:
(D100+30(Str) Vs. D100+10(Str)
As you can see it's still possible for Tom to beat Rob, but Rob has an advantage.
Opposed rolls don't always match the same stat for both people.
To make another example let's say Tom is standing in a hallway that Lex wants to get through. Tom won't let Lex pass. Tom has a Strength of 30, and Lex has a Strength of 0, so while it's possible she might force her way by, it's less likely than she'd like. So instead using brute force to get through she opts to try to juke Rob and slip by, relying on her quickfootedness (She has an Agility Stat of 30) to be able to squirm out of Bob's grasp. Her player proposes the plan to the GM who decides it's okay, with the caveat that if Lex's Agility roll fails she'll be wind up stuck in Rob's grasp the next round.
So in this case the roll is D100+30(Str) Vs. D100+30(Agi)
Anyway... Hope that helps explain things a bit.. Generally, having 10 points in a stat makes you 10% better than someone who has no points in it.
Special Section: Which stats are the most "Useful"?
All the stats are useful in some way or another. However there are some that can be less desireable when just starting the game, or unless you have a specific role in mind. To help make some choices easier I'll point out some symmetries and quirks that may not be immediately obvious.
Airship Tactics will only come into play under specific circumstances, namely if your character is Captaining an airship. (Though it's a powerful stat in the occasions that it does come into play.)
Toughness is usually a good pick, if your character has a reason to have it, as it increases your character's survivability.
Strength is not required for melee-centric characters, though it is useful in other situations. Airships require a lot of heavy lifting, especially in combat to move ammo (and wounded crew)
Agility is used for a number of defensive rolls.
Mechanical is a useful stat for aspiring airship gunners, as it lets them get more range and power out of their guns.
The ultimate usefulness of the Social stats really depends on the GM and hir ability and willingness to come up with social solutions for problems. But speaking for myself I plan on providing a social solution for many if not most of the problems that arise in-game.
"Buff" stats like Chef, Leadership, and Pharmacopia all stack, and while they are decent individually, together they add up powerfully.
Stats like Firefighting and Repair are valuable to everyone, you never know who may have to fix what in a pinch, and fire can be a shipkiller.
Having about 10 points in Piloting will make you crash-proof in most ships, so long as you take it slow and easy.
____________________
So, at this point let's take a look at your character sheet.
There are two options, you can either download and print the PDF version here:
PDF Character Sheet
(I recommend this version)
Or the online forum version here:
Text Character Sheet Template
Both are more or less identical as far as what they record.
First thing first, Fill in your character's name and mark down their stats on the Stats area.
Each stat is broken up into 3 sections:
The Stat | Bonus | Total
(on the online sheet the ##s indicate where numbers should go.)
The points in a stat you purchase with CP are indicated on the far left. This is the Base Stat.
The Bonus area is where we'll put bonuses from gear or other things, but we'll address that later, once we've got some gear.
The Total should be the sum of the points you allocated to the Base stat, plus the Bonus. But there's no Bonuses yet, so it should be the same as the Base Stat.
Remember to fill in the names for the Special Stats you picked at the bottom.
And there you go! You have a character ready to play (albeit an ungeared, penniless one)
As you're looking over the rest of the sheet, you probably are wondering about the other things you see on there.. So let's explain about those now.
____________________
Health
Health in this game goes from 10 (perfectly healthy) to 0 (unconscious or otherwise unable to act) to -4 (dead) There's no way (currently) to increase health levels above 10, but you can reduce the amount of damage your character takes by investing in lots of Toughness. 10 hit points may not seem like a lot (and it isn't) but even so your characters are pretty durable. They do lose a lot of capability when injured (starting at health 6 and lower) so it pays to keep them in good shape.
____________________
Morale
Morale is a catchall that includes factors like health, actual morale, and physical condition. Basically is is a bonus that affects all rolls the characters make. If your characters are well-fed, well-rested and in good spirits, they'll perform better. If they're tired, sick or unhappy.. Well. There you go.
Morale ranges from +100 to -100
For every 10 points of morale you have, all your rolls gain a +1 bonus.
For every 10 points of negative morale, you receive a -2 penalty to all rolls.
Morale can be increased by:
Eating Food (Bonus depends on food, can be increased by people with the Chef skill)
Drinking Liqour (though it temporarily Degrades your skills)
Resting (bonus determined by Bunks or other resting surfaces.)
Gambling (In port or aboard ship)
Being Entertained (by people with the Entertain skill)
Certain items can grant a morale bonus if they are kept as possessions.
Morale degrades naturally at a rate of 10 per day, increased by 1 per day the ship is not in port.
Duties aboard ship (Between -5 and -15, depending on the duty)
Not sleeping (-2 for every hour of missing sleep)
Being sick or injured (-1 every hour spent ill)
Other things can affect morale either positively or negatively during the story, at the GM's discretion.
New characters start with a morale of 0.
____________________
Honor, Infamy, and Renown
These three attributes are measurements of your character's reputation (or lack thereof) in the world.
Honor is gained by doing good deeds (for their own sake) promoting justice and being honest and fair.
Infamy is gained by lying, cheating, stealing, injustice, etc.
Renown is a measure of how 'famous' your character is, or basically how likely your character is to be noticed while walking down the street. (This may be a good thing or bad, depending on your character. Infamous characters certainly may not WANT to be recognized.)
All three go from a scale of 0 to 100.
Honor and Infamy are not mutually exclusive, either. A robin-hood like character could have a measure of both, Honor for helping the needy, Infamy for stealing to be able to do so.
Certain NPCs may not want to deal with a character that has too much Infamy, and others may not like characters they see as too Honorable. (Lots of shadiness going on in the world) On the other hand, Honor improves your Impress rolls (by 1 point per 5 points of Honor) so there are times you can bank on your reputation in that way. Infamy, of course, affects your Intimidate rolls the same way.
Honor, Infamy and Renown are awarded by the GM based on your character's actions in game. Be aware that actions done by aboard ship will tend to reflect on the crew of the entire ship, so if your vessel guns a ship full of orphans out of the sky, be prepared to receive a healthy dollop of Infamy as the result, whether you helped or not.
All three stats decay over time, albeit slowly. (About 1 point a game week for all 3) So you will have to work to maintain your reputation, such as it is.
____________________
Character Points
Character Points function a lot like XP in most other games. You use them to buy stats and improve your Character. What is a little different about this game is that Character points aren't earned by killing enemies or completing missions, but rather by simply participating in the game itself. CP will be awarded by the GM each RL day based on the players activity in the game, and how much time and effort they put into their postings. I think this ought to make the game more fun for everyone, since where RP is concerned the more everyone puts in, the more everyone gets out. The amount awarded will probably go from about 1-6, with 1 being basic attendance, and 6 being a truly epic contribution. (in terms of content, not length >.> )
Things I would award bonus points for:
- Well-written posts (again, this does not mean LONG. Short and sweet will do it)
- Playing in-character, in speech, mannerisms, or how your character would react in certain situations.
- Thinking up a clever solution to a problem
- Saying something funny, witty or profound in-character
- Taking risks (Caution won't be rewarded as much as daring. Don't do anything suicidal, but a little risky action is fun.
- Artwork, drawings or side-stories, or whatever specialness your OOC talents can bring to the table.
CP can be spent on stats whenever you like. The going rate is 5CP per Stat Point, for any stat.
I'm not certain this will stay in effect, but since we're in Alpha: If your character dies, I'll allow you to roll-over his or her accumulated Stat Points for use on your next character (I.E. If your character dies with 86 total Stat Points (before bonuses) then you'll have 86 Stat points to distribute to your new character on character creation.
The limitation being that it MUST be a new character, you cannot reincarnate your old one.
____________________
So now that we have a basic understanding of the Stats and how the rest of the character sheet works, let's put Alex Windlee (remember him?) down on paper (or in this case, the text version of the character sheet:
NAME: Alex Windlee
_______________________
HEALTH: 10
Morale: 0
-
Honor: 0
Infamy: 0
Renown: 0
-
Character Points: 0
_____
STATS
======
Physical
Toughness: 10 (Bonus 0) TOTAL =10
Strength: 5 (Bonus 0) TOTAL = 5
Agility: 0 (Bonus 0) TOTAL = 0
Combat
Combat Tactics: 0 (Bonus 0) TOTAL = 0
Swashbuckling: 0 (Bonus 0) TOTAL = 0
Musketry: 0 (Bonus 0) TOTAL = 0
Skills
Airship Tactics: 0 (Bonus 0) TOTAL = 0
Piloting: 15 (Bonus 0) TOTAL = 15
Cannoneering: 0 (Bonus 0) TOTAL = 0
Firefighting: 0 (Bonus 0) TOTAL = 0
Mechanical: 10 (Bonus 0) TOTAL = 10
Repair: 30 (Bonus 0) TOTAL = 30
Social
Intimidate: 0 (Bonus 0) TOTAL = 0
Charm: 0 (Bonus 0) TOTAL = 0
Impress: 0 (Bonus 0) TOTAL = 0
Skulduggery
Stealth: 0 (Bonus 0) TOTAL = 0
Spot: 0 (Bonus 0) TOTAL = 0
Medical
Medicine: 0 (Bonus 0) TOTAL = 0
Special
Damage Control: 10 (Bonus 0) TOTAL = 10
Lie Detector: 0 (Bonus 0) TOTAL = 0
____________________
So let's take a look at what I did:
First of all I took 2 special skills: Damage Control and Lie Detector. Damage Control was an easy pick because of his mechanical training and his tendency to keep his cool enough to handle things even when gunfire is crashing around the ship. He'd be the type of person to know just what to do to minimize the damage as it's happening. Lie Detector is a less obvious choice, but I thought it fit in well with his stoic demeanor. Not talking a lot means he's listening a WHOLE lot, and tends to notice the telltale signs of someone being untruthful.
I put 15 points in Damage Control but left Lie Detector at 0, since he can still use the skill without any points invested in it and I wanted to have them to spend elsewhere.
As for Alex's Basic Stats, I put 10 in Toughness because of his strong build (never know when that'll come in handy) and another 5 in Strength, again because of his large-ness, but also because it's a useful skill for a ship-related character to have for hauling, lifting, etcetera. I passed over the combat skills since he isn't a fighter by trade.
I sunk 30 points into Repair (up to the starting level maximum) to make him handy around the vessel, and another 10 for Mechanical, so he can use his expertise to help the ship run a little better. I put 15 in Piloting as well, since it's one of his big interests.
And there you have it, that's Alex on paper.
Next let's see what we can do about fitting him out with some gear...
Character Creation - Gear