This may be moved to
http://www.roleplaying-world.co.uk/index.phpvote yes no or idc once you think it over
This is the new character sheet anything changed with my prototype will NOT be chaged here. I will finish the guide and be done with it. sorry for wiping out everyone's character sheets so many times but it was nessicary. Character sheet with guide below...
This is the new V1.0 of the Side Effect Character Sheet. (I'm calling it done as far as the basics, the guide may change but this WONT unless a FATAL flaw is found in it.) P.S. the "*" areas are MANDITORY, everything else, i can easily fill out for you afterward.
Character Sheet for Planet of the Rapes: The Lost Venture (SE v1.0)
(*name)
(*age)
(*race)
(*job)
(*Strength)
(*Endurance)
(*Finess)
(*Intellegence)
(*Perception)
(Phisical appeal)
(Persuasion)
(Health)
(Energy)
(Labido)
(*visual description)
(*biography)
(other personal details)
(*Perks)
(*Flaws)
(Traits)
(*clothing)
(weapons)
(trinkets)
(jewelry)
(tools)
(misc.)
END OF CHARACTER SHEET!Guide lines to filling out your character sheet. (anything in this is purly for aiding you in filling out your character sheet (SE V1.0), please do not include in your post)
Name: Try to keep it easy to remember
Age: Keep it above 20 if your going to be a crew or higher rank, if your going to be UNDER 16 though, the monsters anit gonna touch you sexually (sorry but im
not going to do pedo-monster) and you will be jobless and a level 0 (only 20 stat points) so basically, be 16 or higher, or 20+ if you want a good job (also is a modern reality)
Race: anything that isn't magical or ghostly/supernatural is ok to use here
Job: see the age restrictions above and the list below
Job list:
Captain: Field; Command Ops. Rank; Commander. Perks; Advanced Leadership (+2 leadership bonus to nearby lower levels, +1 to nearby equal levels), Additional; Start at level 4, 40 total stat points but 6 stat points must go to perception. LIMIT:1
Pilot: Field; Command Ops. Rank; Crew. Perks; Advanced Pilot Proficency (Capable of quickly figuring out the controls to even the most complex flying vehicals and piloting them) (Additional; Start at level 3, 30 stat points but 2 must go to perception) LIMIT:4
Navigation operator; Command Ops. Rank; Crew Perks; Navigation (has a nack for navigating and can figure out alternate routes to any previstited point using their honed internal compass) (Additional; Starts at level 3, 30 stat points but 2 must go to perception) LIMIT 1
Weapons operator; Command ops. Rank; Crew Perks; Advanced Weapons Targeting (Capible of expertly aiming and handling heavy weapons and turrets) (Additional; Starts at level 3, 30 stat points but 2 must go to perception) LIMIT 1
Chief of Security: field; Militant Rank;Officer Perks; Ranged Combat training and Hand to hand combat training (+20% to ranged and hand to hand damage) (Additional; Starts at level 3, 35 stat points but 4 must go to Endurance.) LIMIT:1
Security Member: field; Militant Rank;Crew Perks; Hand to hand combat training (+20% to Hand to Hand damage) (Additional; Starts at level 2, 30 stat points but 2 must go to Endurance.)
Guard: field; Militant Rank; Civilian Perks; Basic training (+5% to hth damage) (Additional; no bonus. 25 stat points)
Chief Engineer: Field; Laborer Rank; Officer Perks; Eletronics Expert and Machanic (+2 to Per. and Int. when working on or checking electronics) (Can quickly take apart and reassemble most michanical objects.) (Additional; Starts at level 3, 35 stat points but 4 must go to Strength.) LIMIT:1
Engineer: Field; Laborer Rank; Crew Perks; Electonics Expert (+2 to Per. and Int. when working on/checking electronics (like computers and advanced equipment)) (additional; Starts at level 2, 30 stat points but 2 must go to strength)
Frieght worker: Field; Laborer Rank; Civilian Perks; Hard worker (+1 to Strength/Endurance) (additional; no bonus. 25 stat points)
Chief Medical Doctor: Field; Medical Rank; Officer Perks; Advanced Medical training (+2 to int./Per. while treating or diagnosing paticents) Basic Leadership skills (+1 leadership bonus to all people under thier command) (additional; Starts at level 3, 35 stat points but 4 must go to intelligence) LIMIT:1
Science Specialist: Field; Science Perks; Advanced Scientist (+2 int. when researching, doing biological science, or inventing/modifying things) Gaget Master (Can modify personal use items for AOE use (ie; a point defence system that covers an entire group within an area or a stat buffering device that can be made to create a localized "cloud" that give the group that effect for a short while)) (additional; Starts at level 3, 35 stat points but 4 must go to intelligence) LIMIT:1
Doctor/Surgeon: Field; Medical Rank; Crew Perks; Medical Training (+1 to Int./Per. while treating or diagnosing patients) (additional; Starts at level 2, 30 stat points but 2 must go to intelligence)
Ship Scientist: Field; Science Rank; Crew Perks; Scientist (+1 to int. when researching, doing biological science (medical and otherwise), or Inventing/modifying things) (additional; Starts at level 2, 30 statpoints but 2 must go to int.)
Medic: Field; Medical Rank; Civilian Perks; First Aid (+1 to Int./Per. while treating mild to moderate injurys) (additional; no bonus, 25 stat points)
Scientists aid: Field; Science Rank; Civilian Perks; Science aid (+1 to int. while aiding others) (additional; no bonus, 25 stat points)
Stats: This is the base numerical value of your characters abilities
Strength; How strong you are. It decides how many items (other than trinkets and jewelry) you can carry (strength X2 = number of light items. medium items are worth two light items, heavy worth 3, and from then on ill just estimate (like say an engine for an interceptor)). It also tells how hard you can hit (melee), and what you can pry open or just how good you look standing around.
Endurance; How tough you are. It helps decide many of your advanced stats that include what damage you can take (wounds, exhuastion, pleasure)
Finess; How quick you are. It decides how fast you can run, how gracfully you can dodge around or deftly handle tools, or you could just see how far behind your ears your legs will go
Intellegence: How smart you are. It decides just how much you know and how fast you learn, it allows you to quickly think of new ideas wether they be for ship problems, or getting a gullible sap to do your dirty work... :p
Perception: How attintive you are. It decides how easily you can spot things out of the ordaniary or tell when someone is lying, it lets you aim precisly and become deadly from afar.
Phisical Appeal: (based on Str.+Fin./2) It decides just how sexy you look. It tells you how easily you can make you partener beg for more and force them into multiple orgasms. It also tells you how often a monster will try to unload in you rather than kill you (doesnt sound the best but youll probably survive... probably).
Persuasion: (based on Int.+Per./2) allows you to control anyone through the powers of suggestion and reasoning, pretty handy if you encounter a tribal creature (hint hint) or just need someone to do your light work.
Health:(based on End.+Str.x10) how horribly ripped apart you can get before dieing, it's not candy land out there!
Energy:(based on End.+Fin.x10) everything you do needs this, luckily it goes down slow but if you dont have enough energy your health will act as a nice substitute...
Labido: (based on End.+Int.x10)just how much pleasure you can take before you cum yourself into a massive energy drain... then into a health drain... then fucked to death...
(you cum once at 50% then again at 0%)
PerksClever; +2 to Intellegence
Swift; +2 to Finess
Hardend; +2 to Endurance
Toned; +2 to Strength
Watchful; +2 to Perception
Recovery; You can cum one more time than usual (+50% to labido after first cum)
FlawsStupid; -2 to intellegence
Slow; -2 to finess
Soft; -2 to endurance
Squishy; -2 to strength
Unattentive; -2 to perception
over sensitive; you can only cum once! (-50% to labido and you only orgasam at 0%)
Equipment:Standard Weapons;Combat knife
Survival machet (doubles as a saw on the back)
Plasma pistol
Ionic Plasma Blaster rifle
Partical Propelled Ballistics Railgun (sniper rifle)
Any smuggled weapons must be appoved by me but any "less than legal" or heavier weapons will get limited ammo (about 2 extra clips max) so unless you find the resources to replinish your ammo, be conservitive
Clothes;Civilian clothes (you automaticly have x3 in your room)
Standard ship jumpsuit (auto x2 in your room, they were for leaving the ship while still on duty)
Medical jumpsuit (with optional doctor's coat)
Science jumpsuit (with optional science coat)
Security jumpsuit (impact resistant)
Security Armor (must be worn with security jumpsuit) (both highly kentic and energy weapon resistant on chest, arms, and legs but -1 to finess while worn.)
Engineering jumpsuit (with detachable toolbelt which has the portable torch and omni-tool)
Tools;
Portable energy blowtorch (can possibly be use as a short ranged weapon but is not very effective, combine with a fuel proplent and it will make a much better weapon)
Personal data pad (one per person, infinatly costumizable with 5 terrabytes of data (about as much as some desktop PCs) and 3 module ports plus HD Wi-fi capibility)
Hyposprayer (a virtualy painless device for injections)
Omni-tool (a swiss army knife from the future, contains many of your basic tools such as assorted screw drivers, wrenchs, a small mallet, ect... (doesnt actually have a knife though
))
Surgical kit: a heavy, metal box that has everything you would ever need to preform surgery on someone including a sterilizer for cleaning your tool/bandages after you've used them and a sterile mat and expandible curtain for a mobile surgery bed.
Medikit: a small roll-up kit full of reusable bandages, pain-killers, and bio-foam (a disinfectant foam that is cheap to make and has slight restoritive properties, It is also used as an impact gel for crashing starships and vehicals, one of the most precious resources you will have in the game)
ANY suggestions involving perks, monsters, civilian jobs, and/or flaws will be considered and probably added...