The Resistance RPG
Character Creation
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---Stats---

Strength: Increases damage done in melee, allows your character to pick up and move heavier things.

Perception: Allows your character to notice things, and react to them. Important in piloting, gunning, repairing, and table tennis.

Dexterity: Hand eye coordination, allows for grace and steadying weapons. Important for shooting things with guns and throwing grenades. Also important for fixing up ships and patching up fallen comrades.

Endurance: The more endurance your character have, the more strenuous physical activities they can do without becoming tired. It also allows you to take more damage, and keep going.

Charisma: Useful in convincing others to do things, bartering prices down, talking your way out of a tough spot...

Intelligence: Your brains. Needed to man some ships, stations and weapons, very important for hacking computers.

Agility: Your characters physical speed. Allows them to move out of the way of attacks, or get to places quicker. Also determines how nimble you are.

Luck: Four leaf clovers, rabbit feet... Makes your character lucky, gives improved criticals as well.

All stats start out at 5. You have 6 stat points to distribute, and also class bonuses.

--- Skills ---

(Feat) Skills: There are no 'levels' of Feats, you just have it or dont have it, but you need to use 3 skill points to attain that feat. Passive feats are always on, all other feats need to be activated.

All other skills, such as piloting, or weapons, you can level up in. One skill point for one level.

Melee Combat: Allows you to use melee weapons better.

Weapons (Light): Allows you to use light weapons better, such as laser pistols.

Weapons (Medium): Allows you to use medium weapons better, such as pulse rifles.

Weapons (Heavy): Allows you to use heavy weapons better, such as missile launches and laser gattling cannons.

Weapons (Thrown): Allows you to use thrown weapons better, such as plasma grenades.

Assault (Passive Feat): This skill increases your efficiency in the heat of combat.

Computing (Feat): This skill increases your ability to use computers, searching for information, hacking, disabling security systems, and so on.

Stealth (Feat): This skill increases your sneakyness, allowing you to move and do things unnoticed.

Crafting (Feat): This allows the creation of items, what you chose to build can vary from a pistol to a Transwarp Engine for a massive Dreadnought.

Repair (Feat): This skill allows you to repair any mechanical thing, from ships to computer chips.

First Aid (Feat): This allows you to fix up other living, biological creatures.

Piloting (Light): Allows better piloting of light spaceships, such as interceptors, and fighters.

Piloting (Heavy): Allows better piloting of ships larger than a fighter.

Gunnery (Light): Allows better use of weapons and turrets based on fighters.

Gunnery (Heavy): Allows better use of weapons and turrets based on ships larger than a fighter.

Command (Passive Feat): Inspires others on your ship to perform better. Useable in all ships besides light ships.

Boarding (Passive Feat): Allows you to dock with other hostile ships to board them without crashing. Useable in all ships.

Focus (Passive Feat): Great concentration allows gunners to pick out targets, and rip them to shreds with deadly precision.

Evasion (Feat): Allows you to evade missiles, lasers, and other attacks in your ship. Only useable in light and medium ships.

Convincing [Commander class only] (Feat): Using both your natural charms and quick wittiness, you are an expert at pursuing people to do what you wish of them. This is useful for mundane convincing ("Could you pass me the ketchup"), to more extreme requests such as asking a group of pirates to throw down their weapons.

Jury-rig [Engineers only] (Feat): Being cut off from equipment designed for specific tasks, you have had to learn how to improvise, using what you have on hand. With this feat, you are very adept at altering any piece of technology to do what it wasn’t meant to do, like EXPLODE.

Heavy hitter [Spartans] (Feat): When you witness enough large explosions, or sometimes are the cause of them, you become quite capable with all things that make a big boom. With this feat you gain an expertise with heavy weapons and grenades.

Tacticians [Tactical officers] (Feat): With this skill, you begin to see patterns and relationships in combat. Using this skill, you can come up with strategies that effectively counter the enemy’s. This is used like the craft skill to create new patterns of attack for both in space and on the ground.

Field upgrades [Master Builder] (Feat): In a few seconds, a resourceful man or woman can alter a weapon of a comrade to operate more effectively for a short period. These modifications are unstable at best and usually last only a few minuets, thought it makes the person quite handy to have in a firefight.

Observer [Spy only] (Feat): Details are essential in a tactical situation, and noticing them are crucial to survival. When a spy is trained for it, he often can sense details outside of the normal human perception range; ("The person walks with a slight limp in their left leg.", "The person was obviously lying", etc.").

Researcher [all classes] *you must choose a field of study (Feat): In the far flung future, science is king. Understanding the key principles of the universe are a valuable tool to any crew who has a specialist on board. With this feat, you are capable of recognizing a phenomena in your chosen field of study, and are quite capable of advancing the technology of that field.

You get 10 skill points to distribute.

Character Archetypes

Commander: Experienced in descision making, the Commander always knows whats going on. They are smart, desicive men and women, and very charismatic. Usually pretty good looking men/women. They can handle small weapons fairly well, and have very basic piloting skills.
Stats: +2 Intelligence, +3 Charisma, -2 Strength, -1 Endurance, -1 Perception, -1 Luck
Skills: Command (Feat), +1 Piloting (Heavy), +2 Weapons (Light)

Spartans: You dont want to get on the wrong side of these guys. They'll chew you up and spit you out. Adept will all sorts of weapons, these guys can take out a battalion of enemy troop, alone. Put them in a pilot's seat, and they'll crash the ship, though.
Stats: +3 Endurance, +2 Dexterity , +1 Strength, -2 Intelligence, -2 Agility, -2 Charisma
Skills: Assault (Feat), +1 Weapons (Light), +1 Weapons (Medium), +1 Weapons (Heavy)

Helmsman: A master pilot. They can handle all sorts of crafts with great skill. They could fly circles around anyone else, with years of experience both in a simulator and in the field. Legends of heroic deeds are best told from the pilots seat.
Stats: +3 Perception, +2 Intelligence, -2 Endurance, -1 Agility, -1 Strength
Skills: +2 Piloting (Light), +4 Piloting (Heavy)

Tactical Officer: They are responsible for protecting the ship and crew from harm. Adept both with hand weapons and the ships onboard weapon systems. Not as good with weapons as the Spartan, but he can hold his own.
Stats: +2 Perception, +2 Dexterity, +1 Intelligence, -2 Agility, -2 Charisma, -1 Luck.
Skills: +2 Weapons (light), +2 Weapons (Medium), +2 Gunnery (Heavy)

Mercenaries: These people are independent contractors, motivated very well from contracts given to them. They will follow their Captains orders to the death, as long as he promises to pay them. As they come from all walks of life, they have very differing skills.
Stats: Mercenaries have eight skill points to distribute, rather then six.
Skills: Mercenaries get 14 skill points to distribute, rather then 10.

Master Builder: A knack for constructing and designing items. If he has the right supplies he can create anything from a toothpick to a quantum death beam. His main talent that sets him apart from engineers is his creativity, he can design original items from scratch and then construct them. He also knows how to use some of the weapons he makes.
Stats: +3 Intelligence, +3 Dexterity, -2 Strength, -2 Endurance, -1 Perception, -1 Luck
Skills: Crafting (Feat), Weapons (light): 3

Spies: Sneaky commandos. These boys will infiltrate a enemy ship, plant explosives, steal some stuff, then get off the ship before no one has any idea whats going on. They can handle weapons with a resonable degree. They also are great guys to have on your side if you need a decisive advantage.
Stats: +2 Agility, +1 Perception, +2 Intelligence, -2 Endurance, -2 Strength, -1 Luck
Skills: +2 Weapons (Light), Spies also get an extra feat.

Engineer: A fixer, a grease monkey, etc. This guy can fix anything with a fork, should it be a toaster or a Mk.XXII Extra-dimensional warp drive with triple redundant flux capacity. Make sure security keeps the bad guys off his back or the Engines stop working. Hes also quite the medic, I guess when you get your face blown off by a reactor it helps to know your way around a medkit.
Stats: +3 Intelligence, +2 Dexterity, -2 Strength, -1 Endurance, -1 Perception, -1 Luck
Skills: Repair (Feat), First Aid (Feat)

- Sample Character -
 
Name: Captain Dyson Phoenix
Class: Commander
 
- Stats -
Strength: 3 (+1) = 4
Perception: 4 (+2) = 6
Endurance: 4 (+1) = 5
Charisma: 8 (+1) = 9
Intelligence: 7
Agility: 5 (+1) = 6
Luck: 4
 
- Skills -
Command (Feat)
Sneak (Feat)
Piloting (Light): 0 (+1) = 1
Piloting (Medium): 1 (+1) = 2
Weapons (Light):  1 (+3) = 4
Weapons (Medium):  1 (+2) = 3
 
Background: Dyson joined up with the Terran Navy when he was 16, two years younger then he should have but he lied about his age. The Navy trained him in to be quiet proficient with small arms, but he can also hold his own with a rifle in hand. Dyson was always very adept at command, and this caught the eye of several high ranking admirals, he was given command of a battleship when he was only 28. His ship was assigned to patrol the Alpha Draconsis system, in the fringes of colonized space. Out there his crew and him realized that life is much harder out there then it is on mother Earth, eventually they started raiding smaller transports for supplies, but they did not stop there, soon they were stealing from entire colonies. The Terran Navy got word of this conduct unbecoming a Navy ship and officially declared them rogue, also placeing a rather large bounty on Dysons head. Some of the more treasonous members of his crew staged a mutiny, Dyson was able to escape in a lifepod with nothing other then the shirt on his back, so to speak. His pod landed on a desolate mining world, his primary objective now is to get back into space with a ship of his own.

Appearance: Dyson has been described by many as a very attractive individual, he stands just under six feet tall, not particularly well built but he would never be considered weak. He wears a brown leather jacket and blue jeans, not the clothes of choice for an average spacer, but they serve him well.

Huray for Dread, he made most of this information up. He is a GMing god.