Character Creation
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The Character Generation system on Pax Republica should feel familiar to experienced MUSHers who have played on past Star Wars MUSHes, but be easy enough for new players to understand and progress through. We use a variation of the D6 roleplaying system, so if you're unfamiliar we suggest you read through our D6 information file before beginning Character Generation.
Basic Information
Here you will be able to choose your character's species, from the available races, and set your character's basic details like gender, height, weight, hair, eyes, and skin, as well as your in-game description.
Force Sensitivity
Any player may create a Force Sensitive character, without it being considered one of their character bonuses. This comes with a few caveats to consider.
- A player may possess only one Force Sensitive character at a time.
- In game terms, non-Jedi Force Sensitives will be considered potential threats, or even enemies of the Jedi Order, and treated as such by the Jedi. This doesn't mean you can't play a non-Jedi Force User, but be aware of the challenges doing so may create.
- Force Sensitive characters are subject to Dark Side Point rules, and accruing a high Dark Side Point count may potentially result in your character being consumed by the Dark Side, at which point they become largely unplayable.
- Characters with Force Sensitivity are not given additional skill or attribute dice to use toward Force abilities. These will have to come out of the character's regular attribute or skill dice pool.
Bonus selection
Every character may choose a start-up bonus from the following:
Cybernetics
This bonus will allow the player to raise any of his character’s Attributes up to 5 points above the maximum for his species. However, for every point raised above the maximum, the character receives a -1 penalty to all Force skills. This penalty will apply to any Force skills the character may attempt to learn in the future as well. For example, raising an Attribute score +1 above the racial maximum using the cybernetics bonus will require the character to spend 2 Skill Points to gain +1 in a Force skill instead of 1 Skill Point.
Skill
The Skill bonus will grant the character an extra 10 Skill Points to spend on skills in addition to the standard 20.
Resources
This bonus will grant the 10 Resource Points to spend on any of the following 3 types of assets:
NPC
Players will be given 20 points to allocate to the NPC’s Attribute scores should they choose to spend Resource Points on skills/specializations for an NPC. The costs of raising the Attributes will be the same as player characters, but NPCs may not learn Force skills.
Vehicle
Players may spend points on a vehicle of their choice from a list of vehicles and vehicle mods created by staff using a simple stat system (Armor, Shields, Firepower, Hit Rating, Maneuverability, Velocity, Sensors). These stats will be similar to Attribute scores and follow the same modifier assignment patterns as normal characters. Vehicle HP pool will be determined by its Armor + Armor modifier and Shields will be determined by its Shields score + Shields modifier. Vehicle combat will work similarly to normal combat, except vehicles don’t have skills so it will just be rolling Hit Rating for attack rolls and comparing to Armor, Shields, or Maneuverability scores for defense. Upon a successful hit, the targeted vehicle will take the difference between the attack roll and the defensive attribute score as damage first to Shields if applicable and then Armor + attacking vehicle’s Firepower modifier. Vehicles must have a score of at least 12 in Firepower to use a Firepower-based attack. If using a ram attack, Velocity modifier will be added instead, and the attacking vehicle will take 50% of the damage dealt to the target to itself upon a successful hit. Upon a failed ram attack, the attacker will take the difference in the 2 rolls as damage + the defender’s Shields or Armor modifier if the defender used Shields or Armor as a defensive roll. If Maneuverability was used, no damage is taken by either party. Ship combat actions are also subject to Multiple Action Penalty rules. Shields may be restored by the vehicle’s owner any time outside of combat. Armor must be restored by the appropriate Vehicle Engineering specialization or by Starship Engineering in the case of ships. Terrestrial and Atmospheric vehicles may not have a Velocity score above 14 and Spacefaring vehicles may not have a Velocity score below 15.
Assets
Players may spend points on a Stronghold, Wealth, and/or Reputation. These will work the same way skills do as in the points will be added to D20 rolls. Assets may not be raised beyond +10.
Attributes
These represent your character's overall talent, aptitude, and physical ability, and provide a base value for all the skill in their respective trees. All characters are given a total of 18D+0 (20D+0 if you chose the attribute bonus) attribute dice, minus the minimums for their selected race, to distribute within the bounds of your character's racial minimum and maximum values.
Skills
Skills represent your character's trained or learned abilities, and build on the attribute values set in the previous step. All characters are given 12D+0 in skill dice (or 19D+0 if you chose the skills bonus). These may be distributed as you like, with the following restrictions:
- No skill may be set more than 2D+0 above the racial attribute maximum for that skill's parent attribute. If you're Human, this means that 6D+0 is the highest you can set a skill in Character Generation.
- No more than 3D+0 may be placed in any single skill.
- You must have at least 8 skills visible on your sheet in order to progress to the next step.
These restrictions are intended to prevent players from unreasonably min/maxing their character sheet, and to give everyone a more well-rounded set of abilities.
Specializations
Specializations are special skills which represent a character's focus on a certain specific aspect of the parent skill, and can only be used in specific situations. For example, the "Blaster Pistol" specialization may replace the "Shoot" skill, when the character is using a blaster pistol, but not when they are using a blaster rifle, bowcaster, or firearm. Specializations chosen in Character Generation are given at 1D+0 above the parent skill level, and cannot be raised further until your character is approved. After approval, specializations may be raised at half the regular Character Point cost, rounded up. You may choose up to three specializations in Character Generation.
Traits
Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expand and define your character. You can choose as many or as few traits as you want, but they all have a point value; traits which provide an advantage cost points, while those which put your character at a disadvantage refund points.
Choose your traits carefully; while they provide bonuses or penalties to your character rolls, they are intended more to add more dimension to your character, and your roleplay. Don't take a trait you don't intend to play.
Languages
The number of languages you can speak is determined by your Languages skill, or your Knowledge attribute if you haven't raised Languages. All characters begin with their racial default language, and you may purchase as many additional languages as you have available points for.
Please note that if you wish to learn a restricted language, you must have points in the Languages skill above your Knowledge attribute base value. To learn a restricted language, please submit a +request to staff. Understand that restricted languages may have additional requirements, depending on the rarity of the language.
Background
Your background tells us where your character came from, and how they got to where they are now. Where they were born, how they grew up, any defining events in their life. There is no minimum or maximum length for your background, but while staff doesn't want to sift through novels, your background should be long enough to give us a clear picture of who and what your character is.
Any high-level skills should be justified in your background. While we don't require every item on your sheet to be explained, your background and your sheet should be compatible at a glance. If your sheet is combat-based, but there is no evidence of combat training in your background, staff will ask for you to revise.
Review and Submit
Take a look over your character's information, sheet, and background, and be sure that you're happy with your work before submitting your application. It may take some time to review and approve your character, so be patient. We'll let you know by @mail when you've been approved, or if there are any changes that need to be made.