About Player Characters...

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About Player Characters...

Post by Renny on 19th December 2016, 10:57

Here's what the numbers mean on your character sheet

Name and Species should be fairly self explanatory


When a character is created, the character’s player creates several short phrases or statements that describe the attitudes, beliefs, and convictions of that character. These are not simple opinions, but the fundamental structure of the character’s morals, ethics, and behavior. They are the things that define who a character is as a person, why they behave the way they do, and what drives them during times of struggle and hardship.

A character’s Values can help a character in difficult situations. They often provide an additional push to succeed, as the character’s convictions drive them to achieve more than they might have done otherwise. Whenever a character is attempting a Task for which one of their Values would be advantageous, and purchases one or more additional d20s for that Task, the character gains one point of bonus Momentum on that Task.

Each character is defined by a collection of six attributes. These attributes indicate a character’s inherent abilities, and their physical and mental advantages and limitations. Most attributes for characters have values from seven to twelve, with eight representing the human average. Higher attribute ratings, though rare, represent greater ability, though no creature or character can have an attribute with a value above fourteen.
The six Attributes are as follows:
-Daring comes into play whenever a character seeks to show daring, when they are at risk, and when they enter combat and other perilous situations.
-Control is about the character controlling themselves, both physically and mentally. It covers hand-eye coordination and physical discipline, as well as mental stability and emotional control.
-Insight is used to understand the feelings of others, and it is vital in healing and treatment of both injuries and psychological strain.
-Presence is power of personality, for being diplomatic during negotiations, commanding the respect of others, and even being charming or seductive.
-Reason is at the heart of any action that applies to the rational mind, such as applying theoretical knowledge, and making observations and deductions.
-Fitness is a matter of physical and mental strength, resisting hardship and employing direct methods such as brute force.

In addition to the six attributes, each character has six Disciplines, which encompass the broad roles that Starfleet Officers are expected to be proficient within. A character will have a value from 1-5 in each Discipline.
- Command is diplomacy, persuasion, decisive decision-making, coordination of teams, bolstering morale, resistance to fear, panic, or intimidation, and anything else expected of leaders.
- Conn is piloting, astronavigation, and a broad knowledge of starship operations and functions. It also covers the operation of vehicles other than starships, from shuttlecraft to ground vehicles.
- Engineering is understanding and interacting with technology, including developing technical solutions to problems.
- Security is the use of force to subdue or eliminate threats, as well as strategy and tactics, interrogation techniques, and peacekeeping methods. Security is often used to remain wary of one’s surroundings, to avoid notice, and to perform a range of intense physical activities.
- Science is the understanding of numerous fields of scientific study, both on a theoretical level, and in terms of their practical applications. This does not just cover “hard” sciences like physics, chemistry, and biology, but also social sciences like anthropology. It also covers observation of one’s surroundings and discerning small details.
- Medicine is the understanding of the physical and mental makeup of lifeforms, including a knowledge of ailments and diseases that might befall them, the injuries and stresses they can suffer, and the methods for treating those maladies in a wide range of species.

The Disciplines characters are trained in are broad; Focuses allow a character to demonstrate talent for a smaller range of fields, representing specialization.
Players are encouraged to create their own Skills Focuses, but examples include:
- Command: Diplomacy, Linguistics, Persuasion, Composure, Philosophy
- Conn: Astronavigation, Evasive Action, Helm Operations, Small Craft, EVA
- Engineering: Computers, Electro-Plasma Power Distribution, Transporters and Replicators, Warp Field Dynamics
- Security: Shipboard Tactical Systems, Hand-to-hand Combat, Infiltration, Espionage, Hand Phasers, Interrogation
- Science: Physics, Astrophysics, Geology, Exo-tectonics, Spatial Phenomena, Quantum Mechanics, Anthropology, Botany
- Medicine: Emergency Medicine, Trauma Surgery, Psychology, Alien Anatomy, Infectious Diseases, Virology, Cybernetics, Genetics

Talents are additional benefits that a character possesses, that define areas of specialty, the advantages of their personal approach to circumstances, and other interesting advantages. These normally take the form of a bonus – extra d20s, re-rolls, bonus Momentum, the ability to use a different skill in a situation, and so forth – that applies when the character is performing types of Task or taking an approach to a situation.

"Believe it or not," Doc advised her, "we get some fun out of this sort of thing."

Currently GM-ing: Star Trek Adventures Playtest
Currently Reading: Nigel Kneale - Quatermass


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Name: Renny

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