DS Character Creation
STATS: 60pts max stat of 8
After you assign stats, you will have -1 BOD applied due to life in Space.
Will be using these LUCK Rules
ROLES
All base book with the addition of Workgangers, Pilot, Salver, Marine.Only one Fixer or Corp in the group maximum. Though a they are not required. Fixers and Corps get contacts. Use the Big League (Not the Hot Stuff) system from Wildside. Netrunner will be using the Quick Netrunning Rules.
List of Space Careers/roles:
- Workganger (Nomad) 25%
- Support (Fixer/Media) 10%
- Technician/Medtech/Biotech (Tech/Medtech/Netrunner) 20%
- Corporate (Corp) 5%
- Security (Solo) 6%
- Marine (Solo) 6%
- Shuttle Pilot (Nomad) 5%
- OTV Pilot (Nomad) 5%
- Military Pilot (Nomad) 5%
- Salver (Nomad) 1%
- Entertainer (Rocker) 4%
- High Ranking Official (Corp) 6%
Techie Skill list - As part of the techies' choice of Tech skills, includes Programming, Spacecraft Tech (new skill, used for working on n stablization engines and spacecraft engines.)
SKILLS
Role Skills: 40pts, Pickup skills: 15 pts; Career skill one can be 8, the rest have a max skill level of 6. All career skill have a minimum of 1. Pickup skills max level is 5.Starting characters get +2 in these 3 skills: Zero-G Maneuver (REF), EVA (REF), and Space Survival (INT). These can be swapped with any role skill or use pickup skill as well. Zero-G Combat replaces Brawling and Martial Arts and is used instead.
In addtion, players will get 10 extra points in Languages. No language choosen this way can be greater than 4.
LIFEPATH
This is a combination of the main book and the custom Deep Space Lifepath charts. Every Llife Event had something happen, re-roll if nothing happened.NOTE: the first space colony on Tycho was founded in 1997, current year is 2022. This means that if you were born in space you cannot be older than 25 years old.
RADIATION
Radiation can never be escaped in space. The longer you live in space the more rads you will have accumalated. To reflect this characers will have 1d6 -1 rads per 5years for ages 1-15, and then 1d6-1 per year after that. Since the first colony was found in '97 and campaign starts in '22, max dice would be 13d6-13 (avg 33 rads).
MONEY/GEAR/CYBERWARE
Space isn't like Earth and Night City. Depending on where you are, currency is almost useless. You would need to be an exec or manager to be able to have the room to store any luxury items you possess. The other thing is that equipment on the station is usable by all the staff. Majority of spacers don't have many personal possessions.
The other thing is that possessions of weapons are strictly controlled by the station/colony security. Getting caught with one that isn't registered or you don't have the proper permit will get you in the brig or exiled immediately.
What's the purpose of getting paid then? Food, air, and oxygen are starters. But with corporate script you can indulge in better food, more water, brain dance, better living condition, and some personal possessions.
To reflect this, all characters start wtih 1,000eb worth of gear. You can have another 2,000eb in cyberware.
Bioware/Nanotech is very common in space, since it is where most of the manufacturing of this technology is done. To reflect this, bioware/nanotech cyberware costs between 50%-75% depending on what it is. See DS Cyberware Costs for pricing.