Sphere RPG Character Creation: Difference between revisions

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==[[Character Generation]]==
==Character Generation==
''Step 1)  Character Concept''
===General Concepts===
:The character concept is the most important thing to have to start a character.  Are they a rugged freedom fighter?  A cultured oligarch?  An untested rookie?  A free trader on his third career?  Where do they come from?  All these things are fundamental to making a character.
'''Character Points'''<br>
''Step 2) Determine Genetic Background''
Character Points (CP) are how characters are paid for - both during character generation and during gameplay for character improvement. CP is used to pay for elements such as attributes, skills and powers, as well as similar aspects that are relevant on the character level. Consequently it is the core part of designing a character.<br>
:Now that you have a character concept, the next step is to determine the character's genetic background. It may form a fundamental part of a character's identity, conversely, the specific choice made may be broadly irrelevant to the character concept. Either way, a character's genetic background will have substantial effects both on character generation, attributes and how they interact with people and institutions.
:Sphere has several ways to determine a character's genetic background and consequently the GM should apply this equally. Find out what method your campaign is using first - it may allow for unlimited choice, or may result in some hard limits.
''Step 3) Assign Attributes''
:Attributes are a core element of your character, determining what you are naturally good and bad at. Mechanically speaking, they are your dice pool for performing skill tests.
:A character must assign one attribute as a Strength (3) and another as a Weakness (1), while all others are rated at 2. These will have substantial long-term effects on a character's growth and development; barring cyberware or extensive biological reworking, their Strength will always be a strong point and their Weakness a weak point.
:Finally, many genetic backgrounds have specific attribute allowances or limits; for example designed-for-socialization Ishtars do not allow Charisma as a Weakness.
''Step 4) Lifepath''
:Once a character's starting attributes are assigned, he or she is essentially 'born'. They will now enter the lifepath, which is a series of choices that determines a character's skills, merits and other elements. This gives a character a basic skeleton for their personal history to date - what sort of school they went to, what previous careers they engaged in, so forth. Conversely, it provides hard statistics for characters following


'''Design Points'''<br>
Design Points (DP) are also used during character generation; however unlike CP, Design Points are used to buy major, larger-scale elements.  This can include transgenic or cybernetic upgrades, 'ownership' (de facto or de jure) of large assets such as mobile suits and starships or the character having important position, fame or wealth - or any combination of these.  Design Points can also be traded in to buy additional character points, representing (for example) an individual with a greater breadth of experience.


===[[Genetic Templates]]===
====Sidebar:  Yes, they really are superior====
''"Why are transgenic templates free?  That's not very fair."''


Emergent Properties is an unabashedly transhumanist settingA fundamental element of the setting is that the human body and mind can and will be improved through the application of technologyMoreover, and more importantly, Emergent Properties does not take a position on the ''morality'' of human enhancement. Like any other technology human enhancement can be used to improve the lot of those affected, or be used to conduct repression on a grand scale.
===Making a Character===
'''Step 1)  Character Concept'''<br>
The character concept is the most important thing to have when creating a characterCharacters will grow and flesh out during the creation progress - sometimes in unexpected ways - but having an initial starting point is vitalAre they a rugged freedom fighter?  A cultured oligarch?  An untested rookie?  A free trader on his third career?  Where do they come from? All these things are fundamental to making a character. In addition, what sort of campaign is it; ZOCU mecha pilots?  Outer rim traders?  Exhuman revolutionaries?  A 'motley crew'?<br>


What Emergent Properties does not make any apologies for is the simple position that transhumans ''are'' superior.  That is, after all, the entire point of the multigenerational exercise that a substantial segment of the human population has been engaged in.  Transhumans in all their myriad forms are improvements upon the 'normal' humans that we, the players and GMs, are familiar with.  In Emergent Properties being a transhuman is not just an informed attribute; it is a very real thing .
'''Step 2)  Choose Personal Template'''<br>
 
The next step is to select your character's Personal Template; all Personal Templates are paid for with Design Points.
===[[Life Events]]===
Any excess CP for a skill that would be insuficient to reach the next rank (eg, having 6 CP in a skill - enough to get rank 3 but 2 CP short of rank 4) can either refund the excess into a character's general CP pool or spend CP to make up the shortage.
 
:Rank 3 skills (4 CP each)
:Rank 2 skills (2 CP each)
:Rank 1 skills (1 CP each)
 
 
All characters must take '''one Educational Background''' to determine their initial skill spread.  These fill a character's early life up to the point at which they stopped focussing on education
 
Childhood/family situation?  Have to determine what it affects.
 
====[[Educational Backgrounds]]====
 
====[[Careers]]====




[[Category: Sphere RPG]]
[[Category: Sphere RPG]]

Latest revision as of 15:18, 23 July 2012

Character Generation

General Concepts

Character Points
Character Points (CP) are how characters are paid for - both during character generation and during gameplay for character improvement. CP is used to pay for elements such as attributes, skills and powers, as well as similar aspects that are relevant on the character level. Consequently it is the core part of designing a character.

Design Points
Design Points (DP) are also used during character generation; however unlike CP, Design Points are used to buy major, larger-scale elements. This can include transgenic or cybernetic upgrades, 'ownership' (de facto or de jure) of large assets such as mobile suits and starships or the character having important position, fame or wealth - or any combination of these. Design Points can also be traded in to buy additional character points, representing (for example) an individual with a greater breadth of experience.


Making a Character

Step 1) Character Concept
The character concept is the most important thing to have when creating a character. Characters will grow and flesh out during the creation progress - sometimes in unexpected ways - but having an initial starting point is vital. Are they a rugged freedom fighter? A cultured oligarch? An untested rookie? A free trader on his third career? Where do they come from? All these things are fundamental to making a character. In addition, what sort of campaign is it; ZOCU mecha pilots? Outer rim traders? Exhuman revolutionaries? A 'motley crew'?

Step 2) Choose Personal Template
The next step is to select your character's Personal Template; all Personal Templates are paid for with Design Points.