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Character Generation.

Posted by GMFor group 0
GM
GM, 20 posts
Tue 11 Apr 2023
at 05:14
  • msg #1

Character Generation.

It's an Ultra Tech society with the most advanced tech humanity has ever managed. AI companions, medical science that can replace anything and cure nearly anything.

Computers are just as ubiquitous as they are in the 21st century, if not more so.

Cyber is seen as pointless and expensive. It's cheaper and quicker just to regrow the missing bits, and personal augmentation is really not needed in polite society, and will trigger security checkpoints right away. Besides, Cyber needs maintenance and power.

Genetic disorders are gone. And most mental disorders are gone or minimized. This will make Disadvantages hard. You may well have very few disadvantage points. This is intentional, and you're starting level is generous to compensate. You're healthy and have a decent basic education.

Remember, you've passed physical and mental screenings since you applied for the Lottery. Requirements are the same for everyone, including the potential to handle a full gravity with training or experience (ie: G-Experience, 1G). Yes, this means Belters, Ringers, and Loonies need a better G tolerance than Martians, and Sardines and Earthers get by on the basics. Mechanically it's not the same, but RP it is. That's what we'll go with.

This is a Realistic game with standard tech, so no psi, magic, etc. Nothing Cinematic, and no variant tech.

Characters will start with 250 points. I'll limit Disadvantages to 50 points, but please don't take that as a challenge. if you chose fewer that is to the good. You're certified sane. If I don't think your character meets that criteria, it WILL be rejected.
GM
GM, 21 posts
Tue 11 Apr 2023
at 05:15
  • msg #2

Physical Disadvantages.

None, not even a lowered Stat or Speed. All stats should be at 10 or higher.

Actually, I WILL allow Skinny and Overweight, and even Unattractive. Nothing less in appearance, or more in weight issues.
This message was last edited by the GM at 05:19, Tue 11 Apr 2023.
GM
GM, 22 posts
Tue 11 Apr 2023
at 05:38
  • msg #3

Social Advantages and Disadvantages

Most won't matter. Whatever your status or fame before the Lottery, you're all equal, now. Nor can you "bring it with you" so wealth or the lack is moot, as well.

Still, you may well have had issues before your number came up,, or money. This is best reflected when you outfit. Shop according to your background Status, possibly even spending a point or two on Signature gear for a better pocket comp or AI companion.  Also note: If your AI's point value,, including body, exceeds 0 you'll need to spend for the Ally. 1 or 2 points will likely cover it.

If you absolutely HAVE to have an indication of your previous Status, a point of Reputation can do it. it need not be an Advantage, but you'll likely need to buy it off later (Good or bad) as it fades away into history. You just aren't going to be that famous unless you're too far gone for the Lottery, and any bad Rep (and probably any good Rep) will fade when Earth is a century or two behind you.

Low tech is not an option, not even for belters. While they have lower tech skills, they also know their way around TL 12.

While your AI may be an Ally, and you MAY qualify to be a K10 handler later, you won't have any dependents to start. And probably not an Ally unless you spend a Signature Gear point or two for an upgraded Computer

Culture: Western is the default. Belters and Martians will also have their own Cultures (As will Easterners from Earth). Those won't ever apply so we'll skip them. Still, if you'd like, you may buy them for color.
This message was last edited by the GM at 16:13, Sat 15 Apr 2023.
GM
GM, 23 posts
Tue 11 Apr 2023
at 05:53
  • msg #4

Mental Disadvantages

For the most part any control numbers should be 12 or 15, depending on the Disadvantage. I'll handle that as it comes up, but remember: You got through your psych eval, so many won't be allowed at all.

No Addictions. They don't have a point value for "in recovery".

A basic Duty to the colony is assumed. No points come with it, it's basic survival.

There are more of course, and I'm not going to go over them all, but common sense applies:
Delusions most likely means you failed the psych eval, Indecisive probably means you're still deciding whether to apply or not, etc.

I really hope I don't get a bunch of over sexed absent minded teenagers that freeze up when the local bully walks by. I really do. And no lone wolves. This is a group game.
This message was last edited by the GM at 16:15, Sat 15 Apr 2023.
GM
GM, 27 posts
Tue 11 Apr 2023
at 06:52
  • msg #5

Skills

Everyone should have some form of Mathematics and Area knowledge to 1 point each. Also at least one point into Computer Operation. These cover a basic education, your knowledge of home after 2 decades, and how to get around in a post computer age.

Certain backgrounds will have other requirements, as well. And most have limits. Earth has neither extra requirements, or many limits.

You're approximately 20 years old. In theory this reflects Native Culture and Language, plus enough of everything else to have enough exposure for default levels, plus 12 or 13 years of schooling that probably doesn't teach as much as the game says it should. That being said, you have a limit of 100 points for skills, including all required skills (The basics of math, location knowledge, and computer use, plus certain emergency skills based on some backgrounds).

So... let's go old school and limit skill points. You're at most first or second year college or military.  You just haven't had time for a broad or deep education.

The Limits: in addition to the 90 point cap: no more than 2 points to any one skill. You haven't had time to learn anything in depth, yet. Also, common sense applies. If you want camping skills, you need to be from Earth. If you want gun skills, you need to be in the military (and from Earth), and you're a recruit. There WILL be additional required skills if this option is taken.

The three required skills, above, need to be paid for and are also be limited to 2 points each. Some backgrounds will have required skills: Generally reflecting emergency training and involving a Vacc or NBC suit

Some skills, including Area Knowledge and Regional Geography will be converted to history skills later, when they are no long possibly useful as they are now. Basically when you're a couple centuries in the future, anyhow.
This message was last edited by the GM at 17:51, Tue 30 May 2023.
GM
GM, 28 posts
Sat 15 Apr 2023
at 18:56
  • msg #6

Wealth and Signature Gear

I've been thinking on how to reflect wealth and the differences between what 1 point in Cash gives you vs 1 point into Signature gear.

First: I do NOT recommend going down an equipment rabbit hole during character creation. Outfitting is done after you've been added to the  game and play starts. There are specific limitations to weight and Legality. Set 5 or so points aside and spend them after. You can always spend left overs on another skill or perk.

Points for cash gives $10,000 Yes, your character will have a lower total than others, bit this also reflects lost Wealth, and will even out over time.

Points for Signature Gear gives $50,000 This is ONLY for your AI's host computer and base software. It has to be small and you want it to be boosted as much as possible as it determined the level of IQ the AI may have. Don't forget that giving it a lot of starting skill points adds to software cost, but at TL 12, that is almost not worth mentioning.

Also note that printed computers, such as in the Space Biosuit, can't be augmented with out a major redesign of the outfit it's printed in, so it's not possible to have custom printed computer clothing. You'd have to pay for a new set of custom blueprints, first, THEN the outfit. Assuming you had access to an Engineer that could design it.
This message was last edited by the GM at 19:00, Sat 15 Apr 2023.
GM
GM, 455 posts
Thu 1 Jun 2023
at 00:58
  • msg #7

Common Sense

Common Sense is an Advantage. This has come up. A lot on one player/character, in fact.

If you give me a list of activities you are going to do unless you think it is stupid, unwise, silly, etc. and you have NOT bought Common Sense, you will be doing those activities and dealing with any results.

If you don't know and want to use the GM's judgement, then pay for it. Anything else is not fair to the other players, especially of one or more of them HAS paid for it.

Much as a Disadvantage has to actually have a game effect to be worth points, you must buy an Advantage to benefit from it, and this Advantage actually exists in the game.
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