bradleyclark_47 (bradleyclark_47) wrote,
bradleyclark_47
bradleyclark_47

First Contact Character

Here you go jkahane be gentle lol.

First Contact is an RPG set in 2014 here on Earth. An unknown alien species is in the opening stages of an invasion of Earth. The UN has set up an organization called Global Defense to battle the invaders. Of course there is lots of political intrique etc that gets in the way but the GM as usual has final say.

As for most of my games I play in, I tend to lean towards combat or stealth type characters and for my first LJ creation this will be no exception.

There is 9 steps for creating a character. They are as follows:
Step 1 Concept
Step 2 Division of Attribute Points
Step 3 Choose Trained Skills
Step 4 Divide Points Among Trained Skills
Step 5 Calculate Secondary Abilities
Step 6 Choosing Advantages and Disadvantages
Step 7 Standard of Living
Step 8 Character Points and Points of Guts
Step 9 The Spark of Life

So Step 1 Concept
.....My character is Eric Davis. I will make him a Canadian Special Forces officer. Possibly he is in charge of the player characters.
Done!


Step 2 Division of Attribute Points
...to generate your attributes you must divide 18 dice(I Should mention this game uses a d6 die pool) among 6 attributes. 2 is the lowest score and 5 is the highest. Each dice can also be divided into 3 pips which give you 3 +1 pips with the maximum of +2 pips to an attribute. All a pip does is it adds +1 or +2 to you attribute roll. So for Eric this is what my attributes will look like.
Agility (athletic ability-balance speed and flexibility)-23
Dexterity(hand eye coordination)-24
Strength (muscle capacity, stamina and resilience)- 23
Knowledge (knowledge retention and cultural and general knowledge)-233
Perception (how sharp the characters senses are, noticing of details and reaction speed)- 23
Presence (personality, charisma and willpower)-2
So putting the minimum of 2d6 per attribute I still have 6 dice left. Using the 6 remaining dice I added 1 dice to Agility, Strength, Knowledge and Perception bringing all to 3; 2 dice to Dexterity bringing it to 4. So at the end of Step 2 these are Eric's scores:
Agility-3 Dexterity-4 Strength-3 Knowledge-3 Perception-3 and Presence-2.
Done!


Step 3 Choose Trained Skills
...So each Attribute has several skills that relate to it. In order to form your dice pool you add your Attribute to your skill score. More on that later. First Contact has two types of skills. These are Trained and Untrained. Trained skills have as a base the same number as the controlling attribute. Trained skills are also the only skills that you can buy various specializations for. Untrained skills have 1 fewer die than the controlling attribute. In this RPG you can have up to 12 trained skills initially.
Agility- Acrobatics, Brawling, Climbing, Dodge, Escape Artist, Jumping, Melee Weapon, Riding and Stealth
Dexterity- Boating, Driving, Firearms, Lock Picking, Piloting, Ranged Weapons, Repair, Sleight of Hand, and Throwing
Strength- Lifting, Running, Stamina and Swimming
Knowledge- Academics, Business, Computers, Demolitions, Electronics, Forgery, Languages, Medicine, and Security
Perception- Art, Camouflage, Gambling, Investigation, Orientation, Search, Streetwise, Survival, and Tracking
Presence- Animal Handling, Deceit, Disguise, Empathy, Intimidation, Leadership, Persuasion, Seduction, and Willpower.
Hmmmm so I have to pick 12.
Agility-3 {Melee Weapon, Dodge, Stealth}
Dexterity-4 {Firearms, Lockpicking}
Strength-3 {Swimming}
Knowledge-3 {Languages, Medicine}
Perception-3 {Search, Survival, Tracking}
Presence-2 {Leadership}
So each skill listed in the brackets above are Eric's trained skills. Again these will use whatever the Attribute rating is. Examples: Firearms would use 3 dice as its governing attribute (Dexterity has a score of 3) Leadership would use 2 dice because Eric's Presence score is 2. Boating is a Dexterity based skill but since it's an untrained skill Eric would use 3 dice as its one dice below the Attribute for untrained skills. Art (Perception of 3) would be 2 dice.
Still with me? Ok....that is trained skills.
Done!


Step 4 Divide Points Among Trained Skills
You have 7 dice to divide amongst your 12 trained skills. You can only assign a maximum of 2 dice per skill. You can also divide up to 4 of your 7 dice into pips. These pips act the same as they do for those pips assigned to your Attributes.You can also divide some of your 7 dice into specialization dice. Each dice you convert gives you 3 specialization dice. For ease of understanding I will not convert the 7 dice into pips or specialization dice. So before I add the 7 dice this is what my skills stand at:
Agility-3 {Melee Weapon-3, Dodge-3, Stealth-3}
Dexterity-4 {Firearms-4, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Languages-3, Medicine-3}
Perception-3 {Search-3, Survival-3, Tracking-3}
Presence-2 {Leadership-2}
I will now add my 7 dice to my skills:
Agility-3 {Melee Weapon-3, Dodge-34, Stealth-34}
Dexterity-4 {Firearms-4 6, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Languages-3, Medicine-34}
Perception-3 {Search-3, Survival-34, Tracking-3}
Presence-2 {Leadership-2}
So I increased Eric's skills in Dodge, Stealth, Medicine and Survival by 1 and increased his Firearms by 2.
Agility-3 {Melee Weapon-3, Dodge-4, Stealth-4}
Dexterity-4 {Firearms-6, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Languages-3, Medicine-4}
Perception-3 {Search-3, Survival-4, Tracking-3}
Presence-2 {Leadership-2}
Done!

Step 5 Calculate Secondary Abilities
Secondary Abilities are calculated through a character's Attributes. The Secondary Abilities are as follows:
Damage Bonus= to half a characters Strength rounding up. Strength 3. Damage Bonus is 2
Damage Resistance= to Strength plus 4. Strength 3 plus 4 equals 7. Damage Resistance is 7
Defence=To Agility plus 7. Agility 3 plus 7 equals 10. Defence is 10
Movement= Agility plus Strength. Agility 3 plus Strength 3 equals 6. Movement is 6
This is how Eric is shaping up:
Eric Davis
Canadian Special Forces Officer
Agility-3 {Melee Weapon-3, Dodge-4, Stealth-4}
Dexterity-4 {Firearms-6, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Languages-3, Medicine-4}
Perception-3 {Search-3, Survival-4, Tracking-3}
Presence-2 {Leadership-2}
Damage Bonus-2
Damage Resistance-7
Defence-10
Movement-6

Done!

Step 6 Choosing Advantages and Disadvantages
All characters begin the game with one free advantage. They may also choose a disadvantage which will give the character one more additional advantage. There are several advantages and disadvantages so I am not going to list them all here. Eric will pick the Marksman advantage which gives him a bonus 1d to his Firearms skill, bringing it to 7d. I will have Eric pick a disadvantage as well and looking over the list in the corebook I will pick Computer Illiteracy. Eric is one of those who sees the infamous blue screen quite frequently. This disadvantage gives him a 1d penalty when using a computer. As Computer is an untrained skill for Eric his skill is now 1d. In picking a disadvantage Eric gains an additional advantage and he picks Fast Reactions which gives him 1d to his initiative rolls. Initiative is a Dexterity roll and in Eric's case that is now 5.
Eric after Step 6:
Eric Davis
Canadian Special Forces Officer
Agility-3 {Melee Weapon-3, Dodge-4, Stealth-4}
Dexterity-4 {Firearms-7, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Computers-1, Languages-3, Medicine-4}
Perception-3 {Search-3, Survival-4, Tracking-3}
Presence-2 {Leadership-2}
Damage Bonus-2
Damage Resistance-7
Defence-10
Movement-6
Initiative-5

Done!

Step 7 Standard of Living
As most of the characters will be members of Global Defence, I as the GM, generally hand out weapons and equipment as needed. So this step really does not apply.
Done!

Step 8 Character Points and Points of Guts
All characters begin with 5 Character Points. If in Step 6 they took a disadvantage they start with 6. Characters begin the game with 1 point of Guts. Character Points give the character extra dice to roll to a maximum of 2d. These extra dice also becomes a 2nd/3rd Wild Dice (wild dice).. If a character spends his Gut he can double the number of dice rolled or can reroll before the result is narrated. The second roll must be kept whilst the first roll is discarded. There are mechanics in the game on how Character Points and Gut Points are replenished.
Eric Davis
Canadian Special Forces Officer
Agility-3 {Melee Weapon-3, Dodge-4, Stealth-4}
Dexterity-4 {Firearms-7, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Computers-1, Languages-3, Medicine-4}
Perception-3 {Search-3, Survival-4, Tracking-3}
Presence-2 {Leadership-2}
Damage Bonus-2
Damage Resistance-7
Defence-10
Movement-6
Initiative-5
Character Points-6
Guts-1

Done!

Step 9 The Spark of Life
This is where you can describe your character's appearance, his/her history etc.
Eric Davis-Captain- Canadian Special Operations Regiment
Height- 5 10
Weight- 160
Hair- Brown (buzzed cut)
Eyes- Blue
Distinguishing Marks- tattoo of a lighthouse on his right calf, gunshot scar right bicep, burn scar right hand
Age-33
Birthplace- Yarmouth, Nova Scotia Canada
Character Notes- Eric is a 15 year veteran of the Canadian military having served in Iraq and Afghanistan before the invasion. Whilst stand offish he cares for those under his command and will look out for his troops even if it means butting heads with the brass.
Equipment: CADPAT uniform with tan beret with CSOR badge, combat boots, body armour and helmet, googles, load bearing webbing,combat day pack, multi tool. tactical folder knife, camelback, 3 MREs, Sig P226 9mm pistol with 3 15 round magazines, C8 5.56mm Carbine (M4) with 9 30 round magazines red dot sight, tactical flash lights mounted on both pistol and carbine, suppressor for carbine, bayonet, Mossberg 500 cruiser 12 g shotgun with 15 shells mounted in scabbard attached to combat pack, 6 frag grenades, 2 smoke grenades, 2 flashbang grenades, tactical radio, secure smart phone.
Agility-3 {Melee Weapon-3, Dodge-4, Stealth-4}
Dexterity-4 {Firearms-7, Lockpicking-4}
Strength-3 {Swimming-3}
Knowledge-3 {Computers-1, Languages-3, Medicine-4}
Perception-3 {Search-3, Survival-4, Tracking-3}
Presence-2 {Leadership-2}
Damage Bonus-2
Damage Resistance-7
Defence-10
Movement-6
Initiative-5
Done!
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