I find this massively amusing. I was ready to invest a ridiculous amount of time making my own sheet and found an amazing sheet on website labeled "nonsense". Each area is neatly designed with large areas suitable for either computer text or handwriting. It corrects the one-side flaw of the original and ups the game with a useful tent.
This is the opposite of nonsense, it's fabulous! I use a 1-5 star system for ratings, so this sheet gets 5 stars.
Sorry, I didn't mean to do a review. But since Polyhedral Nonsense saved me so much time and effort, I had to do it.
Back to your article, already in progress.
The characters...
I assume the characters have lived through the Crash on Volturnus modules. The group lives on the planet Typhon, a water world whose colony supports the post-war effort of decommissioning and preserving warships on the planet Dust. This endeavor requires nearly every skill in known space, of which the characters have a bit. The players will find it easy to fit in and have opportunities to improve their career skills, whatever they might be. They are learning to operate and maintain spaceships.
I have a couple house rules that will be in effect. Spaceship skills are available from the get-go, but this is slightly modified as we are creating higher-level characters. The players will be granted 30 experience points to select any skill from the Alpha Dawn rules and 10 experience points to select spaceship skills from Knight Hawks.
That isn't too unusual. That places the characters with a non-combat PSA plus a couple of Military skills, and one spaceship skill.
What is unusual is the characters all have professions, meaning they draw a salary. At generation, the players can buy a monthly salary of 1000 credits for one experience point, 2000 for 3 experience points, and so on. In addition to this, they get their normal roll for credits plus one month's salary cash. Star Frontiers has a lot of cool gear but hobbles the players and the characters with a lack of credits. I hate that. Each character also has a place to stay, which means they have far more than the typical adventurer.
The players also start with a standard equipment pack plus a laser pistol, coveralls, and a backpack, mementos of their time on Vulturnus. Each one has a professional tool kit. Anyone who has a Military skill will have one appropriate personal weapon assigned to them. If they want more, they need to spend their savings.
The players will discover that Typhon and Dust isn't really a place for weapons, but the moment they get moving on their adventure, they will need them. I need to build a bestiary and make maps for both planets. Life is not especially dangerous, more of a point of interest for the curious player.
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