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Stripped Gears Character Creation
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==Humans== Humans start with 85 character points, or CP, which can be used to buy the following features. ===Stats=== Every human character has six stats that determine general aptitudes: Body, Charm, Command, Coordination, Mind, and Sense. A human cannot have a stat higher than 5. Stats default to 2 and cost 5 CP to raise. *Body describes physical toughness and power. A character with low Body could be considered "scrawny", while a character with high Body could be referred to as "beefy". *Charm describes a character's ability to manipulate social situations. A character with low Charm could be considered "boorish", while a character with high Charm could be referred to as "persuasive". *Command describes a character's force of personality. A character with low Command could be considered "meek", while a character with high Command could be referred to as "forceful". *Coordination describes physical agility and dexterity. A character with low Coordination could be considered "clumsy", while a character with high Coordination could be referred to as "graceful". *Mind describes a character's intelligence. A character with low Mind could be considered "stupid", while a character with high Mind could be referred to as "brilliant". *Sense describes a character's ability to perceive the world around them. A character with low Sense could be considered "oblivious", while a character with high Sense could be referred to as "vigilant". ===Skills=== Skills represent learning and life experience above and beyond natural aptitude. When a character uses a skill, they add their Skill total to the appropriate Stat to find the size of their die pool. For example, a character with Robotics (Hardware) 3 and Mind 4 would roll seven dice in their pool. Humans can raise no skill higher than 6, but they can attempt to use any skill - even ones they aren't trained in - as long as they have at least a 2-die pool. For example, a person with Mind 1 can attempt an untrained Cooking check with the help of some situational bonuses, like a detailed cookbook (+1), a well-stocked kitchen (+1), and enough time to be careful and do things right (+1 or 2), bumping his overall die pool up to 3 or 4. Buying a point of a skill costs 1CP. ====Body Skills==== *Athletics: You are able to run efficiently, use your body’s leverage to lift heavier things than otherwise, climb rapidly, and so on. *Block: You can intercept and deflect incoming attacks. *Endurance: Endurance lets you push through pain and push your body to its limits. *Melee [[Combat]] [Type]: You are skilled in a type of melee [[combat]] or weapon focus. Example Types: Boxing, Judo, Wrestling, Swords, Clubs, Flails. ====Coordination Skills==== *Acrobatics: You are a skilled gymnast and can complete flips, rolls, and handsprings. You can also use this skill to fall properly and to retain your footing after being thrown or knocked back. *Ranged Weapons [Type]: You know how to use ranged weapons. Example Types: Guns, Throwing Knives, Crossbow. *Dodge: You are adept at getting out of the way of attacks and danger you can see coming. *Vehicle [Type]: You have training in the use of a specific type of vehicle. Routine use does not require a roll. Example Types: Car, Motorcycle, Truck, Blimp, Hang-Glider, Jet Aircraft, Helicopter, Sailboat, Speedboat. *Escape Artist: You are skilled at escaping ropes, handcuffs, and other restraint devices. *Lockpick: You are familiar with how to force, pick or bypass locks. *Pick Pocket: You are skilled at sleight of hand and are capable of stealing jewelry, wallets, and other personal effects from people without their knowledge. This typically means a dynamic contest of your Coordination+Pick Pocket vs. the victim's Sense+Perception. *Stealth: You are light on your feet and know how to remain unheard and out of sight. This typically means a dynamic contest of your Coordination+Stealth against their Sense+Perception. ====Sense Skills==== *Awareness: The ability to rapidly track changes in an environment. *Empathy: The ability to discern lies and the emotional state of a person. *Perception: The ability to rapidly spot details at a glance (like spotting an access panel on an enemy robot). *Scrutiny: The ability to sift through an area or document in an organized manner. ====Mind Skills==== *Computer Hardware: You can repair and build computers. *Cooking: You can cook. *Programming: You can program or reprogram computers. *Electronics: You can build, repair, and disassemble electronics without electrocuting yourself. *First Aid: With the proper equipment, you can treat minor wounds in the field and help a badly injured patient survive long enough for more intensive treatment. *Forgery: You can forge documents and recognize forgeries. *Housekeeping: You can clean, put beds in order, and handle simple, regular maintenance of the household (like changing light bulbs). *Mechanic [Type]: You can repair or build machinery of a particular type. Example Types: Cars, Jet Aircraft, Industrial Machinery. *-Ology [Type]: A catchall skill for any form of high-level field. Example Types: Criminology, Cardiology, Law, Psychiatry *Robotics (Hardware): You have the ability to work on the mechanical and electronic hardware of a robot. *Robotics (Software): You have the ability to write and refine software packages for robots. *Tactics: You are well versed in the arts of war and know how to use terrain, manpower, and equipment to coordinate attacks, prepare and avoid ambushes, and gain the upper hand in battles. ====Command Skills==== *Intimidation: You can cause a person to fear you through physical or psychological threats. This usually means a dynamic contest between Command+Intimidation and Charm+Resist. *Leadership: You can effectively guide and direct others, even under fire. *Performance [Type]: You have an entertaining skill and the confidence to perform it in front of large groups. Example Types: Acting, Flute, Guitar, Public Speaking, Singing. *Robotics (Command): You know what orders to give to get the most out of your robot in-[[combat]]. *Seduction: You’re skilled at attracting and manipulating others, particularly in a romantic sense. ====Charm Skills==== *Counseling: You can talk down a traumatized individual. *Deception: You can obfuscate the truth and create convincing lies. *Persuasion: You can convince people to see your side of an argument. *Resist: You are unusually resistant to psychological and physical coercion such as intimidation, torture, telepathic attack, and brainwashing. ===Advantages=== Advantages represent talents and any other feature a character might have that doesn't fall under skills or stats. Players should attempt to tie their advantages to their characters background. ====Resources==== Resource advantages give the player character 1 bonus CP per level to work with when creating a robot. If the object the CP is spent on is destroyed, the player regains the CP. CP from resource advantages must be spent in the specified area. It represents access to supplies, from a job in a junkyard to a stolen briefcase full of programs. *Resource: Software - 5CP per level - This resource gives extra CP that must be spent on the robot's skill points. *Resource: Mods - 5CP per level - This resource gives extra CP that must be spent on add-ons. *Resource: Hardware - 5CP per level - This resource gives extra CP that must be spent on stats. *Resource: Repairs - 5CP per level - This resource gives extra CP that must be spent on repairs. ====Income==== Income advantages give the player character a monthly supply of CP to use to upgrade a robot. It represents the spare money the character has, whether it comes from a job or another source. *Income - 5 CP per level - This advantage gives one extra robot CP per month of in-game time per level. ====Spare Time==== Spare time advantages give the player character free time to spend on robot-related activities. *Busy - 0 CP - The character has 1 free hour per day. *Time - 5 CP per level - The character has 1 free hour per day per level. Stacks with Busy. Cannot exceed 11.
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