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=Character Generation= | =Character Generation= | ||
==Level== | ==Level== | ||
− | + | You can start your character at different levels. | |
− | *''' | + | *'''Novice''' = 4 Bennies, 3 XP per session |
− | *''' | + | *'''Seasoned''' = 4 Advances, 2 Bennies, 2 XP per session |
− | *''' | + | *'''Veteran''' = 8 Advances, 0 Bennie, 1 XP per session |
− | + | When the character reaches Heroic level (60XP) (20 episodes for any character) their Bennies reset to 3 and they get variable XP (1-3 per session). | |
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==Background== | ==Background== | ||
Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4). | Your home planet type (Core, Border, Rim, Black) grants you background knowledge and a free skill (d4). | ||
*'''Core''' = ''Knowledge'' (everyone in the core, rich or poor, has a better than average education). | *'''Core''' = ''Knowledge'' (everyone in the core, rich or poor, has a better than average education). | ||
− | *'''Border''' = '' | + | *'''Border''' = ''Streetwise'' (people on the Border have to go outside the law on occasion just to get the necessities of life) |
*'''Rim''' = ''Survival'' (people on the Rim are independent and can rely on no one but themselves) | *'''Rim''' = ''Survival'' (people on the Rim are independent and can rely on no one but themselves) | ||
− | *'''Black''' = ''Technical | + | *'''Black''' = ''Technical'' (people born and raised out in the black of space rely on technology for their very survival). |
+ | |||
+ | ==Skills== | ||
+ | *'''Athletics''' (new skill - strength or agility) - use to do feats of physical prowess, swim, jump, climb. | ||
+ | *<del><span style="color:red">Boating</span></del> (delete, is combined under Driving) | ||
+ | *<del><span style="color:red">Climbing</span></del> (delete is combined under Athletics) | ||
+ | *<del><span style="color:red">Guts</span></del> (delete) Use Spirit Instead or Edge (Brave) | ||
+ | *'''High Society''' (as per streetwise, but with the opposite end of society). | ||
+ | *<del><span style="color:red">Intimidation</span></del> (delete, combined with Persuasion)† | ||
+ | *'''Mechanical''' (replace Repair - smarts) - Use to operate, manipulate or repair mechanical devices. | ||
+ | *<del><span style="color:red">Swimming</span></del> (delete, combined under Athletics) | ||
+ | *<del><span style="color:red">Taunt</span></del> (delete, combined under Persuasion)† | ||
+ | *'''Technical''' (new skill - smarts) - use to operate, manipulate or repair new-tech device | ||
+ | *<del><span style="color:red">Throwing</span></del> (delete, combined under Shooting) | ||
+ | *<del><span style="color:red">Tracking</span></del> (delete, combined under Survival) | ||
+ | †Taunt and Intimidate actions may gain benefits from edges, or circumstances. <br> | ||
+ | |||
+ | ==Hindrances== | ||
+ | *'''Browncoat''' (minor/major) -2 to Charisma with Alliance Personnel/System. As Major character goes out of way to harm the Alliance. | ||
+ | *'''Twitchy''' (minor) Natural 1s on Trait rolls for Notice and Investigate give character misleading information, seeing dangers where there are none (or dangers of a different form). | ||
+ | *'''Leaky Brainpan''' (minor/major) -2 to Charisma, as a major, character is Shaken every time he/she rolls a Natural One (on a Trait die) | ||
− | == | + | ==Edges== |
− | + | *'''Companion''' +2 to Charisma, special privileges throughout the 'Verse. | |
− | + | *'''Cortex Spectre''' -4 to Investigation checks by others. | |
− | + | *'''Religion''' +2 most Spirit rolls | |
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+ | =Equipment= | ||
+ | *'''''Mesh''''' = As per Kevlar 2/6 (bullets) (-4 AP) | ||
=Combat= | =Combat= | ||
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<br> | <br> | ||
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<br> | <br> | ||
[[Little Sister]]<br> | [[Little Sister]]<br> |