Editing Character Creation for MEMbrane

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[[MEMbrane.]]
 
 
=='''Character Types'''==
 
The Hero represents the very competent veteran soldier, the all-rounder with an interesting past, the billionaire scientist patron, the Polymath engineer, the intelligence agent planted in the project, the counterintelligence agent planted in the project, the ex-astronaut explorer, the eccentric genius who designed the MEM, the UN liaison officer with special forces training, the shady one the Swiss government insists on being present.
 
 
Hero
 
 
    Attribute Points: 20
 
    Quality Points: 20
 
    Drawback Points: Up to 10
 
    Skill Points: 30
 
    Drama Points: 5 (10)
 
 
Heroes tend to have a past that puts them where they are now. They are highly skilled in many fields and have well defined roles, already established. The expeditions are something their previous lives have already prepared them for, in some way.
 
 
The Companion is the regular person who gets caught up in the expeditions in the course of their work or interests. The brilliant field botanist, the 14-year old kid with the high IQ and perfect photographic memory, the UN soldier/field tech, the nosy reporter they couldn't keep away, the selfish rich guy who invested the family fortune so he could travel to another world, the medic with a heart of gold.
 
 
Companion
 
 
    Attribute Points: 15
 
    Quality Points: 10
 
    Drawback Points: Up to 10
 
    Skill Points: 25
 
    Drama Points: 5 (20)
 
 
Companions tend to have relatively ordinary lives before the expeditions begin - but their path in life is not as well defined as the heroes. The expeditions are a life altering event for companions.
 
 
=='''Skills'''==
 
 
'''Base skill list'''
 
 
{| border="1" cellpadding="2"
 
!width="250"|Skill
 
!width="750"|Specialities
 
|-
 
| Art ||Acting, Beautician/makeup, Dancing (Type), Disguise*, Fine Arts (Type),Play Instrument (Type), Singing, Sleight of Hand, Storytelling, Writing (Type)*  ||
 
|-
 
| Athletics || Acrobatics, Dodge*, Sports, Climbing, Running (Type), Swimming, Weight Lifting, throwing (type)  || 
 
|-
 
| Body Combat || Brawling, Dodge*, Martial Arts (type). ||
 
|-
 
| Covert ||Disguise*, Hacking*, Electronic Surveillance, Lock Picking (Type), Stealth, Surveillance, Traps  ||
 
|-
 
| ''Streetwise'' || Cheating, Escapism, Gambling, Intimidation*, Pick Pocket, Questioning*, Seduction*  Smooth Talking*  ||
 
|-
 
| Driving || Driving (Type) Vehicle,  ||
 
|-
 
| ''Piloting'' || Piloting (Type) Vehicle,  ||
 
|-
 
| ''Riding'' || Animal or vehicle type ||
 
|-
 
| Education || Craft (Type), Electronics, Engineer (Type), Humanities (Type), Myth and Legend (Type), Research/Investigation, Writing (Type), Bureaucracy.  ||
 
|-
 
| ''Computers'' || Hacking*, Programming,  ||
 
|-
 
| Influence || Haggling, Instruction, Intimidation*, Questioning*, Seduction*, Smooth Talking*.  ||
 
|-
 
| Languages || Language (Type),  ||
 
|-
 
| Medicine || First Aid, Medicine (Type), Uncon. Medicine (Type), Veterinary  ||
 
|-
 
| Melee || Hand Weapon (Type)  ||
 
|-
 
| Metaphysics || Trance  ||
 
|-
 
| Notice ||  ||
 
|-
 
| Ranged arms || Guns (Type), Missile weapon (type), Throwing (type)* ||
 
|-
 
| Repair ||Lock Picking (Type)*, Mechanic, Electonics.  ||
 
|-
 
| Science || Sciences (Type)  ||
 
|-
 
| Survival || Snares, stealth*,Tracking, Survival (Type),  ||
 
|-
 
| Wild Card || Demolitions,  ||
 
|-
 
| ||  ||
 
|-
 
| ||  ||
 
|-
 
| ||  ||
 
|-
 
| ||  ||
 
|-
 
| ||  ||
 
|-
 
|}
 
 
 
'''Revised Skill Names'''
 
'''Revised Skill Names'''
  
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         Athletics      Acrobatics/Sports
 
         Athletics      Acrobatics/Sports
 
         Education      Knowledge
 
         Education      Knowledge
         Body Combat    Kung-Fu
+
         Hand-to-Hand    Kung-Fu
         Ranged Arms    Gun-Fu
+
         Marksmanship    Gun-Fu
 
         Medicine        Doctor
 
         Medicine        Doctor
 
         Melee          Getting Medieval
 
         Melee          Getting Medieval
         Metaphysics    Occult
+
         Mythology      Occult
 
         Repair          Mr. Fix-It
 
         Repair          Mr. Fix-It
         Covert          Crime
+
         Stealth        Crime
 
 
 
 
  
 
'''New Wild Card Skills'''
 
'''New Wild Card Skills'''
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Use of skill: Unless some truly unusual situation comes about, skill checks are usually based around Dexterity plus Pilot. Penalties of a range from -1 to even -10 can be applied for weather conditions and familiarity with aircraft. After all, the first time you fly a death-glider is a lot different than flying an F-16.
 
Use of skill: Unless some truly unusual situation comes about, skill checks are usually based around Dexterity plus Pilot. Penalties of a range from -1 to even -10 can be applied for weather conditions and familiarity with aircraft. After all, the first time you fly a death-glider is a lot different than flying an F-16.
  
 
'''==Qualities=='''
 
 
{| border="1" cellpadding="2"
 
!width="300"|Quality
 
!width="50"|Cost
 
!width="300"|Drawback
 
!width="50"|Cost
 
|-
 
|Acute Senses ||  || Impaired Senses  ||  ||
 
|-
 
|Artistic Talent (type)… ||  || Addiction…………  ||  ||
 
|-
 
|Attractiveness…… ||  || Adversary………  ||  ||
 
|-
 
|Charisma……… ||  ||Clown…………  ||  ||
 
|-
 
|Contacts……… ||  ||Covetous………  ||  ||
 
|-
 
|Fast Reaction Time………… ||  ||Cowardly……………  ||  ||
 
|-
 
|Hard to Kill………… ||  || Cruel……………  ||  ||
 
|-
 
|Multiple Identities………… ||  || Delusions……………  ||  ||
 
|-
 
|Nerves of Steel… ||  || Emotional Problems……………  ||  ||
 
|-
 
|Photographic Memory… ||  || Honorable…………  ||  ||
 
|-
 
|Resistance………… ||  || Humorless…………  ||  ||
 
|-
 
|Resources………… ||  || Lazy……………  ||  ||
 
|-
 
|Situational Awareness… ||  || Minority……………  ||  ||
 
|-
 
|Status…………… ||  || Obsession……………  ||  ||
 
|-
 
| ||  || Paranoid  ||  ||
 
|-
 
| ||  || Physical Disability……  ||  ||
 
|-
 
| ||  || Recurring Nightmares……  ||  ||
 
|-
 
| ||  || Secret……………  ||  ||
 
|-
 
| ||  || Showoff…………  ||  ||
 
|-
 
| ||  || Talentless…………  ||  ||
 
|-
 
| ||  || Zealot…………  ||  ||
 
|-
 
| ||  ||  ||  ||
 
|-
 
| ||  ||  ||  ||
 
|-
 
| ||  ||  ||  ||
 
|-
 
| ||  ||  ||  ||
 
|-
 
| ||  ||  ||  ||
 
|-
 
|}
 
  
 
'''NEW QUALITIES'''
 
'''NEW QUALITIES'''
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'''Civilian Specialist''' (4 point Quality)
 
'''Civilian Specialist''' (4 point Quality)
  
The MEM may be a semi-military organization, but even they need help from normal people. However, you don’t get in without having something to offer. Most are scientists and scholars of one kind or another. The Civilian Specialist adds +2 to Intelligence and +1 to Willpower. They also get +2 to Education, Language, Medicine, Mythology, Repair, or any relevant Wild Card skill, as well as an extra two skill points to be added to any skill of their choice. They also have the Misfit drawback, as dealing with others tends not to be their strong suit, as well as an Obsession for their current project.
+
The MEM may be a seni-military organization, but even they need help from normal people. However, you don’t get in without having something to offer. Most are scientists and scholars of one kind or another. The Civilian Specialist adds +2 to Intelligence and +1 to Willpower. They also get +2 to Education, Language, Medicine, Mythology, Repair, or any relevant Wild Card skill, as well as an extra two skill points to be added to any skill of their choice. They also have the Misfit drawback, as dealing with others tends not to be their strong suit, as well as an Obsession for their current project.
  
 
'''Conscientious Objector''' ( 1 to 3 Point Drawback)
 
'''Conscientious Objector''' ( 1 to 3 Point Drawback)
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Fighting isn’t really your way. You are ready to fight if needs must, but if possible you will take any reasonable measures to find a peaceful solution. You can be a thorn in the side of military members of your team as you will question their judgment to fight where there could have been an alternative course of action. The angst and indecision that this drawback brings means that you must make a Willpower doubled roll in the first turn of every combat, achieving a number of success levels equal to your level in this drawback or be unable to attack. This roll is not necessary for subsequent turns. This option is not available to the military.
 
Fighting isn’t really your way. You are ready to fight if needs must, but if possible you will take any reasonable measures to find a peaceful solution. You can be a thorn in the side of military members of your team as you will question their judgment to fight where there could have been an alternative course of action. The angst and indecision that this drawback brings means that you must make a Willpower doubled roll in the first turn of every combat, achieving a number of success levels equal to your level in this drawback or be unable to attack. This roll is not necessary for subsequent turns. This option is not available to the military.
  
*'''1 Point''': You will calmly assess the situation and fight if necessary or if your SG Team commanding officer orders it. You may question his/her judgment afterwards.
+
1 Point: You will calmly assess the situation and fight if necessary or if your SG Team commanding officer orders it. You may question his/her judgment afterwards.
*'''2 Points''': You will fight if you or a comrade is attacked or if you are severely provoked. You will also fight in the defence of innocents. You will be a rigorous critic of the overtly military approach adopted by your SG Team leader and the SGC in general.
+
2 Points: You will fight if you or a comrade is attacked or if you are severely provoked. You will also fight in the defence of innocents. You will be a rigorous critic of the overtly military approach adopted by your SG Team leader and the SGC in general.
*'''3 Points''': You will only ever fight in self-defence and to defend non-combatants. You will overtly and harshly criticise military decisions, including those made by members of your team.
+
3 Points: You will only ever fight in self-defence and to defend non-combatants. You will overtly and harshly criticise military decisions, including those made by members of your team.
  
 
'''Diplomat''' (4 point Quality)
 
'''Diplomat''' (4 point Quality)
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'''Human Offshoot''' (Variable Point Quality)
+
Human Offshoot (Variable Point Quality)
  
Many of the worlds are populated by humans that have evolved differently from those on Earth (not all of them naturally). Basically, simply use the Demon Creation Rules and a little common sense (as well as input from your Director) from the Angle Core Rulebook, and come up with a near-Human race that can be met on any journey through a Membrane.
+
Many of the worlds are populated by humans that have evolved differently from those on Earth (not all of them naturally). Basically, simply use the Demon Creation Rules and a little common sense (as well as input from your Director) from the Angle Core Rulebook, and come up with a near-Human race that can be met on any journey through a Mmembrane.
  
  
'''Military Officer''' (3 point Quality)
+
Military Officer (3 point Quality)
  
 
Military Officers make up the bulk of the field personnel of the Stargate Command. Officers receive a +1 to one mental attribute, as well as +1 to Influence and Notice. They also get two skill points to assign as they see fit. To take this Quality, the character must have the Soldier Quality and at least 3 levels of the Military Rank Quality. The Officer also gains a Major Obligation to the troops under his command.
 
Military Officers make up the bulk of the field personnel of the Stargate Command. Officers receive a +1 to one mental attribute, as well as +1 to Influence and Notice. They also get two skill points to assign as they see fit. To take this Quality, the character must have the Soldier Quality and at least 3 levels of the Military Rank Quality. The Officer also gains a Major Obligation to the troops under his command.
  
  
'''MEM Training''' (5 point Quality)
+
MEM Training (5 point Quality)
  
 
When the Membrane Program first started, they only took the best and brightest of UN Special Forces. As the casualty rate mounted, a program was set up to recruit the best from the military academies. Those who join fresh from academy or basic training must pass through a training program, including a simulation of a Foothold scenario. Those who pass gain +1 to one Physical and one Mental attribute. Also, they can choose either Nerves of Steel or Fast Reaction Time. They get +1 to Marksmanship and Stealth. They also get +2 to Membrane to represent the specific training in dealing with brane operations, both in the MEM and off-world. In return, they gain the downside of a three-point Secret (the Membrane program), the revelation of which to the wrong party could have drastic consequences for the world. Note, this cannot be taken jointly with the SpecOps quality.  
 
When the Membrane Program first started, they only took the best and brightest of UN Special Forces. As the casualty rate mounted, a program was set up to recruit the best from the military academies. Those who join fresh from academy or basic training must pass through a training program, including a simulation of a Foothold scenario. Those who pass gain +1 to one Physical and one Mental attribute. Also, they can choose either Nerves of Steel or Fast Reaction Time. They get +1 to Marksmanship and Stealth. They also get +2 to Membrane to represent the specific training in dealing with brane operations, both in the MEM and off-world. In return, they gain the downside of a three-point Secret (the Membrane program), the revelation of which to the wrong party could have drastic consequences for the world. Note, this cannot be taken jointly with the SpecOps quality.  
  
'''Soldier''' (3 point Quality)
+
Soldier (3 point Quality)
  
 
A character with this quality is a member of the armed forces of some nation. This quality represents enlisted personnel. Military Officers need to take the Quality of the same name, as enlisted personnel are not field personnel at the MEM. Still, even officers must go through basic training, and so should possess this quality as well. Thanks to basic training, all those who join the military gain +1 Constitution. For those with a Strength and Dexterity of 2 or less gain +1 to one of their choice. Those with a 3 or better in physical attributes gain no physical benefit from basic training.
 
A character with this quality is a member of the armed forces of some nation. This quality represents enlisted personnel. Military Officers need to take the Quality of the same name, as enlisted personnel are not field personnel at the MEM. Still, even officers must go through basic training, and so should possess this quality as well. Thanks to basic training, all those who join the military gain +1 Constitution. For those with a Strength and Dexterity of 2 or less gain +1 to one of their choice. Those with a 3 or better in physical attributes gain no physical benefit from basic training.
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They also gain +1 to Athletics, Hand-to-Hand, Marksmanship and Repair. Also, most have to choose their specialty. Field troops get another +1 to Hand-to-Hand or Marksmanship. Technicians get +1 to Repair or Sciences. Pilots and Mechanized Infantry get +1 to Driving or Pilot (choose one). All soldiers have a three-point Obligation to their nation, and those who betray it gain a three-point adversary in the form of those they served. It goes without saying the Military Rank feat is almost a requisite for anyone who wants to be an officer. This entry assumes the soldier to be just out of basic training with the Military Rank Quality at -1 (Private or equivalent).
 
They also gain +1 to Athletics, Hand-to-Hand, Marksmanship and Repair. Also, most have to choose their specialty. Field troops get another +1 to Hand-to-Hand or Marksmanship. Technicians get +1 to Repair or Sciences. Pilots and Mechanized Infantry get +1 to Driving or Pilot (choose one). All soldiers have a three-point Obligation to their nation, and those who betray it gain a three-point adversary in the form of those they served. It goes without saying the Military Rank feat is almost a requisite for anyone who wants to be an officer. This entry assumes the soldier to be just out of basic training with the Military Rank Quality at -1 (Private or equivalent).
  
'''SpecOps''' (7 point Quality)
+
SpecOps (7 point Quality)
  
 
A member of a military Special Forces team represents some of the most well-trained warriors on Earth, no matter what government they serve. They undergo intense physical training for combat skill and endurance, and are psychological tested and trained for intense loyalty. A character with this quality gains two points to assign to any two attributes. They also gain +1 to Athletics, Hand-to-Hand, Marksmanship, and Stealth. They also gain Nerves of Steel, Resistance (Pain) 1, and Mental Problems (Mild Zealotry for their government). Now this conditioning has been known to backfire should the focus of their loyalty betray (actually or perceived).
 
A member of a military Special Forces team represents some of the most well-trained warriors on Earth, no matter what government they serve. They undergo intense physical training for combat skill and endurance, and are psychological tested and trained for intense loyalty. A character with this quality gains two points to assign to any two attributes. They also gain +1 to Athletics, Hand-to-Hand, Marksmanship, and Stealth. They also gain Nerves of Steel, Resistance (Pain) 1, and Mental Problems (Mild Zealotry for their government). Now this conditioning has been known to backfire should the focus of their loyalty betray (actually or perceived).
  
'''Survivor''' (13 point Quality)
+
Survivor (13 point Quality)
  
 
Survivors are those who have managed to keep going in the face of insurmountable odds. For whatever reason, they have been forced to survive on their own, no supplies, no support, no hope of help. All they have to rely on is themselves and their skills to make it through day-by-day. Survivors gains +1 to all their physical attributes due to the rigors of the life they lead. They also gain +1 to Perception for their ability to stalk live prey (sentient or wildlife) and to notice when others hunt them. Due to the remarkable patience that Survivors show, they also gain +1 to Willpower. All of these attributes cap out at 6, as normal.
 
Survivors are those who have managed to keep going in the face of insurmountable odds. For whatever reason, they have been forced to survive on their own, no supplies, no support, no hope of help. All they have to rely on is themselves and their skills to make it through day-by-day. Survivors gains +1 to all their physical attributes due to the rigors of the life they lead. They also gain +1 to Perception for their ability to stalk live prey (sentient or wildlife) and to notice when others hunt them. Due to the remarkable patience that Survivors show, they also gain +1 to Willpower. All of these attributes cap out at 6, as normal.

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