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Saturday, December 22

Space Opera Character Step-by-Step

To this point, each character has acquired a number of personal traits and capabilities which define the scope of his actions and his reactions only in general terms. All PCs are, as yet, untrained and inexperienced. They lack a background which establishes their expertise in specific areas, and which assists the player to formulate a definite personality for his alter ego which will bring the PC ‘alive’ in the game.” Space Opera Volume 1, Page 30



The game isn't unplayable but it sure is poorly organized. Character creation is fairly simple with some short sidetracks into calculating promotional and material benefits, both which can be jettisoned in favor of a Star Master's own setting information.

I made this step by step guide to help myself quickly navigate the Space Opera rule book when creating a new PC.

1. Choose Character Class. Players are free to choose the class of character they wish to play. Page 9.

2. Random Roll for Personal Characteristics. Fourteen in total, improve with Class specific DM's. Page 11.

3. Random Roll for Planet of Birth. Roll 1d20 for Gravity Field, Atmosphere and Climate. Page 12.

4. Choose Character Race. Note Planetary Types preferred/required. Page 15.

5. Determine Height, Mass(Weight), Stamina (optional), and Damage Factors per rule book tables. Page 19.

6. Choose a “qualified” career and roll Initial Enlistment term. If this initial roll would not qualify as a successful re-enlistment roll too, subtract the minimum enlistment score needed from the base 3d6 roll (unmodified by PC DMs). This negative value represents a penalty DM applied in -2 DM blocks against the chances at promotion in initial tours of service. Page 30.

7. Roll for chance of promotion for every two years term of service. Page 31.

8. Calculate Benefits. Severance as well if PC is not re-enlisting. Page 40.

9. Calculate Skill Points (SP) and purchase Expertise Levels in desired Skills. Page 42.
Armsman: PCs receive 1 SP x sum of Strength, Constitution, Dexterity, Agility, Intelligence, Leadership, and Bravery scores.
Tech: PCs receive 1 SP x sum of Dexterity, Intelligence, Intuition, Leadership, GTA, MechA, and EIecA scores.
Research Scientist: PCs receive 1 SP x sum of Dexterity, 3x Intelligence, 2x Intuition, and any one of GTA, MechA, or ElecA scores.
Medical Scientist: As for Research Scientist, Only with a strong emphasis on medical and biological science fields.
MediTech: A MediTech can be given SP as described for a Tech or he can be awarded I SP x sum of Dexterity, 2x Intelligence, Intuition, GTA, MechA, and EIecA, whichever is more advantageous to him.
Scientist-Engineer: As for Research Scientist, only specialization may be split between general science, engineering science, and technical skills.
Astronaut: PCs receive I SP x sum of Dexterity, Agility, 2x Intelligence, Leadership, Bravery, and GTA.

PC rolls 6d6 for skill points which can be applied to the purchase of General Skills only.

And that is fucking it! I mean, you still need to go to Volume 2 and drool over the equipment lists. Spend whatever cash you have on hand and stock your sci-fi guy. This means you can hand over Volume 1 to the next person on the couch who needs to roll up a character!

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