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Stars Without Number: The High and the Mighty
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== Character Generation & Advancement == *Character attributes will be 18, 14, 14, 10, 10, 7, arranged to taste. *Characters begin at level 1, with 0 Experience points *Hit Points will start out at maximum for the class, '''plus 10.''' *Each level, All hit dice will be rerolled. The new total is kept if it is larger, the previous total is kept if the new roll is smaller (There is no +1HP consolation prize!). Note that the +10HP bonus given at character generation is a one-time bonus. It will not apply to later rolls, and it is thus highly probable that characters will not gain HP during their first few levels. Think of it as an advance on future advancement. *Noble characters are trained to destroy their lesser foes in droves. When fighting generally unworthy opponents, their damage rolls can "blow through" an opponent reduced to zero, and apply to any further unworthy opponents who do not have stronger defenses. *All PCs must take the Noble background, but may select whatever training package they wish. *English is the common language of New Eden. *All PCs treat Exosuit as an in-class skill. *Combat/Unarmed is replaced with Combat/Melee. This adds the skill bonus to attack and damage for unarmed and melee attacks. Combat/Primitive must still be used for grenades and the like, so it isn't useless. Combat/Melee OR Combat/Primitive may be used to modify AC when in personal-scale combat versus other melee fighters, provided that the defender made a melee attack on their last action. *PCs may replace the Noble package's Combat/Primitive with Combat/Melee. This option is not available at other steps of character generation. *At character creation, Noble characters receive an additional allotment of skill points equal to what their class would normally grant (two for warriors or psychics, three for experts.) *After character creation, Noble characters receive double skill points (Four for warriors or psychics, six for experts.) The normal skill maximum by character level still applies. *'''The game will be using the rules from various other books'''. It is advisable that the party pay special attention to the skill functions in those books. Particularly if the group intends to engage in mercenary or other military conflict, it may be wise to plan for one Warrior character to function as captain of the ship and general in charge of ground forces; this would involve high mental attributes and maxed-out Leadership and Tactics skills. **Suns of Gold: "A merchant’s expertise is simply the total of his or her Business skill, relevant Culture skill, and the better of their Intelligence or Charisma modifiers. If they have absolutely no planetary Culture skill, they suffer a penalty of -1. A group can pool their talents to use the best numbers available to them, but this requires close cooperation and trust. **Skyward Steel: "To determine a ship’s Crew Points, first add the crew’s highest available skill levels for Athletics, Combat/Gunnery, Computer, Culture/Spacer, Exosuit, Leadership, Navigation, Tech/Astronautics, Tactics, and Vehicle/Space. If no PC has the skill above level 0, assume some NPC crewman has it at level 1. Double this total to find the Crew Point total. **Starvation Cheap: "Add up the army's most common Tech Level, plus the lower of the commander's Tactics or Leadership skills, plus the total of the commander's Wisdom, Intelligence, and Charisma modifiers...Extremely well-commanded armies might not have enough troops to pad out all the possible units they can support. In this case, any unassigned unit points can be divided up and added to the Strength of one or more units, to represent the surfeit of leadership available to them." *'''Equipment''' **Rather than give a particular budget for starting equipment, the PCs are welcome to take any TL4 equipment that seems reasonable. Post your equipment list in the chargen thread and I'll veto anything I deem excessive. A TL4 backpack, a compad, a primary weapon and sidearm, and an armored undersuit should be considered the minimal necessary equipment. The character will also receive 1d1000+1000 Astaroth credits. **Each character will also receive a Pilot Suit, which is in essence an AC4 version of the Vacc Skin. They're Encumbrance 0, have an interface for your compad, and are considered TL5 equipment. They can be worn inside a mech, unlike other armor. **No cybernetics. **Characters will generally receive XP at my discretion. Expect 1XP per 5 Credits captured, looted, or earned from mercenary work. Mercantile ventures do not grant XP. XP from combat will only accrue if the opposition is meaningful. Meeting goals may result in bonus XP awards. *The character advancement tables are going to get simplified a little. **Experts level at 1500, 3000, 6000, 12000, 25000, 50000, 100000, 200000, etc. **Warriors and Psychics level at 2000, 4000, 8000, 16000, 32000, 64000, 128000, 250000, 370000. **Further, PCs will receive some special abilities at level 3 and above, which we'll go into later. *Nobles are harder to kill than lesser men. They may make a physical effect save on the first three rounds after reaching 0 hit points to automatically stabilize. Lazarus Patches do not begin to accrue penalties until after the first three rounds, but are still useless after six. Biopsionic stabilization works automatically, but is still useless after six rounds.
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