Character Creation for MEMbrane

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MEMbrane.

Skills

Revised Skill Names

       New Skill       Old Skill   
       Athletics       Acrobatics/Sports
       Education       Knowledge
       Body Combat     Kung-Fu
       Ranged Arms     Gun-Fu
       Medicine        Doctor
       Melee           Getting Medieval
       Metaphysics     Occult
       Repair          Mr. Fix-It
       Covert          Crime

Base skill list Skill Category Cost Type


Brawling Combat R 91 Bureaucracy Scholastic R 91 Cheating Streetwise R 91

Computer Hacking Military/Spy R 91 Computer Programming Scholastic R 91 Computers Scholastic R 91 Craft (Type) Scholastic R 91 Dancing (Type) Artistic R 92 Demolitions Military/Spy R 92 Disguise Military/Spy R 92 Dodge Combat R 92 Driving (Type) Vehicle R 92 Electronic Surveillance Military/Spy R 92 Electronics Scholastic R 92 Engineer (Type) Scholastic R 92 Escapism Streetwise R 93 Fine Arts (Type) Artistic R 93 First Aid Medical R 93 Gambling Streetwise R 93 Guns (Type) Combat R 93 Haggling Streetwise R 93 Hand Weapon (Type) Combat R 93 Humanities (Type) Scholastic R 94 Instruction Scholastic R 94 Intimidation Streetwise R 95 Language (Type) Scholastic R 95 Lock Picking (Type) Streetwise R 95 Magic Theory Scholastic R 95 Martial Arts Combat S 95 R: Regular S: Special Skill Category Cost Type Mechanic Vehicle R 96 Medicine (Type) Medical S 96 Myth and Legend (Type) Scholastic R 96 Notice Streetwise R 96 Occult Knowledge Scholastic S 96 Pick Pocket Streetwise R 96 Piloting (Type) Vehicle R 96 Play Instrument (Type) Artistic R 96 Questioning Streetwise R 97 Research/Investigation Scholastic R 97 Riding (Type) Vehicle R 97 Rituals (Type) Scholastic R 97 Running (Type) Athletic R 98 Sciences (Type) Scholastic R 98 Seduction Streetwise R 98 Singing Artistic R 98 Sleight of Hand Artistic R 98 Smooth Talking Streetwise R 98 Snares Outdoor R 98 Sport (Type) Athletic R 98 Stealth Streetwise R 99 Storytelling Streetwise R 99 Streetwise Streetwise R 99 Surveillance Military/Spy R 99 Survival (Type) Outdoor R 99 Swimming Athletic R 99 Tracking Outdoor R 100 Trance Scholastic S 100 Traps Military/Spy R 100 Uncon. Medicine (Type) Medical S 100 Veterinary Medicine Medical R 100 Weight Lifting Athletic R 100 Writing (Type) Scholastic

  • Athletics
  • Art
  • Computers
  • Covert
  • Medicine
  • Driving
  • Melee
  • Ranged arms
  • Influence
  • Education
  • Body Combat
  • Languages
  • Repair
  • Riding
  • Notice
  • Metaphysics
  • Science
  • Survival
  • Wild Card
Skill 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
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),
Repair Lock Picking (Type)*, Mechanic,
Science Sciences (Type)
Survival Snares, stealth*,Tracking, Survival (Type),
Wild Card Demolitions,



New Wild Card Skills

Demolitions

Ever wanted to be on a bomb disposal unit? This is the skill you need to do your job. Demolitions regulates the setting and deactivation of high explosives, such as semtex, C-4, land mines, and grenades.

Use of skill: Most Demolitions rolls will involve Intelligence plus Demolitions to create or defuse a bomb in a controlled environment. Perception plus Demolitions can be used to spot booby-traps. Dexterity plus Demoltions would be appropriate for trying to cut one specific wire in a nest of many while under fire.

Pilot

Pilot does for jets and spacecraft what Drive does for cars. This allows your character to fly fighters and starships with skill and grace as opposed to blind terror. A few ranks represent a recreational flyer while 5 or more ranks would represent an experienced combat pilot.

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.


NEW QUALITIES

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.

Conscientious Objector ( 1 to 3 Point Drawback)

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.
  • 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.

Diplomat (4 point Quality)

Diplomats are people who, simply put, specialize in getting people who hate each other to like each other, or at the very least, sit down and talk. This requires a degree of intelligence, but the best have an instinctive grasp of human nature and an uncanny ability to read people, as well as a great deal of patience. Diplomats receiver +2 to Perception, +1 to Willpower, +1 to Education and +2 to Influence. They also tend to be opposed to violence and militaristic action, and anyone who tries to persuade them to take such action suffers a -2 penalty to the attempt.


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 Mmembrane.


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.


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.

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.

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)

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)

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.

They must use stealth and whatever weapons they can devise, giving them +1 to Athletics and Stealth, as well as 4 skill points to allot as they see fit to Hand-to-Hand, Melee, and Marksmanship. Their time in the wild hones their reflexes as well as their instincts. Fear has little place in a Survivor, and they receive both Fast Reaction Time and Nerves of Steel.

Living this lifestyle tends to take its toll, however, driving them to treat any they encounter as an enemy, and the ruthlessness that comes with someone who spends more time closer to nature than to civilization. They gain Mental Problems (Mild Cruelty and Mild Paranoia). Some go even further into these manias, and many have spent so long out of contact with others that they lose their ability to function in a “normal” environment, giving them a -1 penalty to social interactions.

All sourced from [1]