Characters

[vc_row][vc_column width=”1/4″ css=”.vc_custom_1593986607570{margin-top: -20px !important;}”][kleo_visibility][/kleo_visibility][vc_column_text][bellows config_id=”main” menu=”47″][/vc_column_text][/vc_column][vc_column width=”3/4″][vc_column_text text_color=”#000000″ css=”.vc_custom_1601308924929{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

CHARACTERS

First of, what you need to play is to create your character. Each character is a combination of game statistics, roleplaying ideas and your imagination: the statistics define what the characters can do, the roleplaying choices outline their identity, but it will be your imagination to give them life and make them unique.
Before diving into the character creation process described in this chapter, take some time to think about the type of adventurer you would like to create, the concept of the character. In this regard, get inspired by books, movies and other science fiction works, and share your ideas with the GM and other players.[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1673014466751{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

CREATING A CHARACTER

Once you have a character in mind, follow these steps described below in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play.
Throughout these document, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet, some form of digital record, or a piece of notebook paper. See the Download sections for several examples of character sheet expressly created for the DD12.

1. Ability Scores

Each character or creature in the game has seven basic abilities that affect most of its activities. Much of what your character does in the game depends on his or her seven abilities.

  • Combativity (CMB), represents the aptitude for combat, the ability to exploit physical and tactical skills to prevail in battle.
  • Strength (STR), represents muscular strength and build, physical endurance and power, the ability to tolerate physical stress and to exploit athletic skills.
  • Dexterity (DEX), represents agility, speed and fluency of movements, coordination and motor accuracy, sense of balance and quick reflexes.
  • Perception (PER), represents acuity of the senses, attention to detail, spirit of observation, as well as general awareness of the surrounding environment.
  • Intelligence (INT), represents acumen, inventiveness, wit and mental clarity, and also the ability to analyze, reason, learn and memorize.
  • Will (WIL), represents the strength of personality, self-confidence, self-control, determination, temperament as well as social and interpersonal skills.
  • Tech (TEC), represents technological affinity and technical preparation, the ability to use, understand and interface with machinery and technological devices.

Each ability is expressed by a score, which is a number you record on your character sheet and that describes both the innate gifts and the aptitude for activities related to that ability. The higher the score, the more a character excels in that ability, with scores of 1 representing the common human average. These scores are the foundation of the rules of the game. The seven abilities and their use in the game are described in more details in the Core Rules section.

Generate Ability Scores

You can randomly generate your character’s seven skill scores. Roll 3d6 and consult the Determine Ability Scores table. Do this six more times to get a total of seven numbers, then assign them to your character’s abilities as you like.
Instead of determining the scores randomly, you can choose to use the following method: you start with all abilities at 0 and you have 9 points to distribute among them as you like, but the maximum score you can assign to an ability is 3.

Determine Ability Scores

3d6 Score 3d6 Score
3 -1 11 1
4 0 12 2
5 0 13 2
6 0 14 2
7 0 15 3
8 1 16 3
9 1 17 3
10 1 18 4

Skills

Skills represent more specific proficiencies included in the broader scope of action represented by each ability. For example, if Dexterity indicates how agile you are in general, the Stealth skill represents a particular proficiency in acting without being detected.
In terms of gameplay, when a character possesses a skill, he or she gains a bonus to ability checks that involve that skill. This bonus is initially +1 but it can be improved as the character’s level increases (see “Gaining Levels”, further on in this section).
Skills are one of the ways you can customize your character. At 1st level, a character gains a series of initial skills through species, background, and class choices. Later, he or she might earn more by dedicating his time between adventures to learning them (see “Between Adventures” in the Core Rules section).
Skills are listed and detailed in the Core Rules section.

2. Species

Every character belongs to a species, one of the many sentient species that populate the galaxy. However, the presence of multiple playable races depends on the type of setting and the style of play that your group and your GM decide to use. It is up to the GM to determine how many and which playable species are available in his or her campaign.
The species you choose helps define your character’s identity but also provides concrete benefits: it increases one or more of your ability scores, grants skills, determines your base speed, the languages you know, and gives your character specific traits (such as special senses or other). For more information, see “Species”, later in this section.
Record the traits and benefits granted by your species on your character sheet.

3. Background

At the beginning of their adventures, characters have a life behind them, represented by their background. Your character’s background describes where he or she came from, his or her origins, and what the character has done throughout his or her life.
A background gives your character a background feature (a general benefit), skills and initial equipment, and it might also give you additional languages. But other than that, it provides roleplaying ideas and guarantees an excellent starting point on which you can build and expand your character’s identity and past history. For more information, see “Background,” later in this section.
Record your background information on your character sheet.

4. Class

Every adventurer is a member of a class. The class is the main definition of a character and represents the archetype on which its development is based.
In the DD12 there are three classes you can choose from, deliberately designed to broadly frame what are the main expertise and tactics of your character, while leaving you complete freedom of customization. The three classes are: the more combat focused Delta, the skilled and versatile Sigma, and the Psi, endowed with mysterious psychic powers.
Each class grants the character special features, some common to all class members, called class features, and others specific, called talents. For more information, see “Classes,” later in this section.

Level

Typically, a character starts at 1st level and then advances in level by going on adventures and gaining experience. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining a campaign that is already in progress, your GM might decide to have you begin at a higher level, on the assumption that your character has already survived a few previous adventures.
Record your level on your character sheet. If you’re starting at a higher level, also record the additional elements your class gives you for your levels past 1st (for more info, see “Gaining Levels” later in this section).

5. Describe your Character

Once you know the basic game aspects of your character, it’s time to bring him or her to life. Using the information provided in “Description” (later on in this section) you will be able to define the details of your character, such as name, gender, physical appearance, important events from his or her past, and finally his or her personality traits. These traits are the disposition (the main compass that guides his or her decisions, between Order, Chaos, Community, Impulse, Individuality and Reason), peculiarities (ways of doing or oddities), ideals (what or she believes in), bonds (people or things he or she cares about) and the flaws that could penalize him or her.
Write this information down on your character sheet, along with any other details you develop regarding the character’s history, identity and personality.

6. Choose Equipment

Your background determines your character’s starting equipment. In addition, the GM will give your character a certain amount of credits that he or she can spend to purchase additional equipment, including weapons, armor and other gear, with which your character will begin adventuring. If you wish, you can also have a trinket or two at no cost. For more information about the equipment, see the “Gear” section.

7. Complete Statistics

You can now calculate and write down the character’s remaining stats, called derived stats, each of which is briefly described below.

  • Vitality points: A character’s vitality points at 1st level are determined by his class. Determine them as indicated in the description of the class you have chosen.
  • Death Threshold: The character’s death threshold reflects how hard it is to kill him on the spot and it is equal to 10 + STR + WIL.
  • Defense: Defense represents the character’s ability not to get hit in combat, and it’s equal to 13 + DEX. Other game elements, such as talents, class features and equipment, can grant bonuses or penalties to your character’s Defense.
  • Initiative: Normally, the character’s initiative bonus is equal to his Dexterity score. Other game elements, such as talents and class features, can grant bonuses or penalties to your character’s initiative roll.
  • Carrying capacity: The character’s carrying capacity (CC) is equal to 20 + (STR⨯5) and represents the maximum weight in kg that he or she can carry without suffering any consequences or penalties. Carrying more weight that that makes the character overloaded. For more details see “Conditions” in the Core Rules section.

Gather the party

Most characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation will be the key to surviving the many dangers the party will face during adventures.
Talk to your playmates and the GM to decide if your characters already know each other and how they met: they could be relatives or old friends, they could have worked together in the past or come from the same place.
While not mandatory, you should try to find a connection between your character and at least one or two of the other characters in the group. This will help make the company more cohesive right from the start.[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602002111089{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

SPECIES

As already mentioned, the presence in the game of sentient species other that humans depends on the type of setting and the style of play you and your group want to use. It is up to the GM to determine how many and which species are available for the characters in his or her campaign.
This section introduces some example humanoid species (obviously including humans), leaving the introduction of more unusual species at the GM’s discretion.

Species description

The description of each species includes racial traits that are common to members of that species. The following entries
appear among the traits of most species.

  • Disposition: Each race includes individuals of every possible disposition. However, some species demonstrate an overall fondness for certain dispositions, as described in this entry. Such inclination isn’t binding on player characters, but considering why a character deviates from the common tendencies of his or her species could help define his or her personality better.
  • Age: The age entry notes the age when a member of the species is considered an adult, as well as the expected lifespan of that species. This information can help you decide how old your character is at the start of the game. You can still choose any age for your character, which could provide an explanation for some of your ability scores. For example, a young age can explain a low STR score, while an advanced age could be the reason for a high INT or WIL score.
  • Ability Score Increase: Every species increases one or more of a character’s ability scores.
  • Size: Characters of most species are Medium, a size category including creatures that are roughly 120 to 240 centimeters tall. Members of a few species are Small (between 60 and 120 cm tall), which means that certain rules of the game affect them differently.
  • Speed: The character’s speed determines how fast he or she can move during exploration and combat. The character’s speed is expressed in meters.
  • Skills: Every species grants a character two skills.
  • Rest: The rest entry Indicates within how many hours the character needs to complete a full rest.
  • Languages: By virtue of your species, your character can speak, read, and write certain languages. The background could grant your character other languages in addition to those deriving from the species.
  • Specific Traits: Species may have additional specific traits, such as special senses, vulnerabilities, resistances or immunities, or other specific features.

Humans

Enterprising, ambitious and heterogeneous, humans are a tenacious and adaptable species, animated by a natural instinct for discovery, exploration and conquest. Precisely these characteristics pushed humans towards the first space explorations and subsequently allowed them to quickly gain a position and a reputation within the interstellar scenario.
Human society has evolved into a dense and layered network of political institutions, powerful corporations, scientific knowledge and openness of thought. Perhaps, this is what makes human society one of the most hospitable and cosmopolitan. Wherever they go, humans end up being a catalyst for change and an accelerator of revolutionary ideas. This hasn’t always been good in the past, surrounding humans with an aura of unpredictability.

Human Traits

Work in progress[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1601311994248{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

BACKGROUNDS

This section presents a series of backgrounds from which you can choose the one that best suits your character.

Background Description

A background description includes the following elements:

  • Skills: Each background provides a character with two skills to be chosen from those listed on this entry.
  • Languages: Some backgrounds give characters extra languages, in addition to those granted by the species.
  • Equipment: Each background provides a character with a set of starting equipment.
  • Background Traits: Every background grants the character a specific background trait. The description of each background features various traits from which you can choose the one that best suits your character.

Optional Rule: Native Place

Your character’s native place represents the place where he or she grew up and can be an important part of his or her identity. You can choose or randomly determine (by rolling a d6) the type of native place of your character among those described below. The associated skill (indicated in brackets) is added to the list of those available in the background that you choose for your character (if it isn’t already among those).

  1. Center of Power (Socialite): You come from an important center of political power, such as the capital of a nation, a city-state, or a large space station that serves as the administrative and political hub of an entire region of space.
  2. Center of Knowledge (Erudition): You come from a place that houses a renowned center of knowledge, such as a large archive, a university, a research institute or a scientific academy.
  3. Rural region (Nature): You come from a village or a farm immersed in a rural landscape, among cultivated fields, woods and meadows, where people are dedicated to breeding, agriculture and all other activities typical of a rural context.
  4. Trade Hub (Trading): Whether it’s a simple village or a big city, the place you come from serves as an important hub crossed by busy trade routes. The dominant activity concerns the buying and selling of goods and services, often coming from distant and exotic places.
  5. Borderlands (Cunning): You come from little-traveled territories on the borders between nations, often disputed and poorly controlled by autorities. This makes them a sort of “no man’s land”, places full of opportunities but also infamous and very dangerous.
  6. Wilderness (Survival): You come from uncontaminated and sparsely inhabited territories, dominated by wild nature. In them, there may be small settlements of pioneers who came from afar, together with villages or camps of nomadic or barbaric peoples who have instead lived in those territories for generations.

 

Work in Progress

 

 

[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602161014900{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

CLASSES

In 5E Evolved there are three classes you can choose from, deliberately designed to be generic archetypes, “containers” that help you frame what are your character’s main capabilities and tactics, but it is up to you to “fill in” them by choosing class features and talents, according to your character’s concept.
This section contains all the information relating to the three character classes. Here is a brief presentation of them.

  • Delta: Delta characters are professional fighters, endowed with extraordinary combat skills and unparalleled expertise in the use of weapons.
  • Sigma: Sigmas characters are individuals with unparalleled knowledge and practical skills, thanks to which they manage to get by in any situation.
  • Psi: Psi characters exploit the extraordinary potential of the mind, the mysterious psionic power, thanks to which they develop amazing psychic abilities.

Class Description

Each class description includes the following elements:

  • Initial Vitality: A character’s vitality represents their psycho-physical health state, their ability to resist damage and their reserve of physical and mental energy. The class determines the character’s starting vitality points pool. Thereafter, the character’s vitality points maximum will increase with level (see “Gaining Levels,” later on).
  • Initial Skills: At 1st level, the class provides a character with a series of initial skills.
  • Class Features: Each class grants the character a variety of special features, including talents and other specific capabilities. These features are listed and explained in detail in each class description, ordered according to the level the character must reach to obtain them.

Delta

Delta-class characters are professional fighters and none excel as they do in the arts of war. They can be soldiers, raiders, paid mercenaries, lone warriors or members of an assault team. Whether they’re fighting for glory, money, or just to experience the thrill of battle, deltas do it because that’s what they do best.
Deltas have exceptional tactical and combat abilities, and benefit from their physical skills and rigid discipline learned during training. Each single delta cultivates different styles, specializing in the use of certain weapons and adopting specific tactics. They tend to be confident and ready in any situation and their cold blood is unlikely to betray them, even in the most dangerous circumstances.
Most deltas have received at least basic training from a mentor or military corp. However, there is no shortage of self-taught people who are trained thanks to experience in the field.

DELTA

Level Class Features
1 Action Surge (1 use), Danger Sense
2 Talent
3 Chosen Weapons
4 Talent
5 Extra Attack (1)
6 Talent
7 Indomitable (1 use)
8 Talent
9 Action Surge (2 uses)
10 Talent
11 Indomitable (2 uses)
12 Talent
13 Extra Attack (2)
14 Talent
15 Indomitable (3 uses)
16 Talent
17 Action Surge (3 uses)
18 Talent
19 Specialized Weapons
20 Talent

Class Features

As a Delta, you gain the following class features when you reach the specified level (see the Delta table).

Initial Vitality: 15 + ROB + VOL.

Initial Skills: You gain the following skills.

  • You get two skills of your choice from the following list: Cold Weapons, Energy Weapon, Kinetic Weapons, Natural Weapons.
  • You get three skills of your choice from the following list: Alertness, Athletics, Climbing, Computer, Explosives, Fortitude, Gunnery, G-Zero, Inspection, Intimidation, Medicine, Piloting, Reflex, Stamina, Stealth, Survival, Swimming, Throwing, Warfare, Wrestling.

Action Surge
Starting at 1st level, you can push yourself beyond your normal limits for a short time. Once during your turn, you can take an additional action on top of your regular action and a minor action. Once you use this feature, you must finish a rest before you can use it again. Starting at 9th level you can use it twice before resting, and 3 times from 17th level.

Danger Sense
Thanks to your military training, you are always on the alert. Starting at 1st level, you gain a bonus to your Defense and to your initiative rolls equal to half your Combativity score, rounded down.

Talents
Whenever you reach an even level (2nd, 4th, 6th, and so on), you gain the first rank in a new talent or an additional rank in a talent you already own. Talents are described in the “Talents” section, later in this chapter.
Deltas can select their talents from the following list: Athlete, Armor Training, Astronaut, Bastion, Commander, Cybernetic Affinity, Demolition Man, Gladiator, Hunter, Martial Artist, Mixed Training, Psionic Aptitude, Physical Endurance, Radiation Resistance, Sharpshooter, Sneak Attack, Vanguard.

Chosen Weapons
At 1st level, choose one skill you have from the following: Cold Weapons, Energy Weapons, Kinetik Weapons or Natural Weapons. When you use a weapon of that type, you get the following benefits:

  • When you hit, the weapon deals +1 extra damage.
  • You ignore the weapon Strength requirement.
  • You have advantage on checks made to avoid being disarmed.

Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level.

Indomitable
Starting at 7th level, you can re-roll a failed attack roll or saving throw. If you do so, you must use the new roll, and you can’t use this feature again until you finish a full rest. You can use this feature twice between full rests starting at 11th level, and three times between full rests starting at 15th level.

Specialized Weapons
Starting at 19th level, when you hit using your chosen weapon, you deal +2 extra damage (instead of +1). Also, once per turn when you roll damage for an attack made with your chosen weapon, you can re-roll the damage from the weapon and use the best result.

Sigma

Sigma-class characters are experts and specialists with extensive knowledge and practical skills. These are mechanics, technicians, scientists, doctors, pilots, thieves, smugglers, or any other role involving exceptional talent in a professional or skill field.
In general, sigmas make good use of cleverness and practical skills to achieve their goals. They are not as used to combat as deltas, but none are better suited than them when it comes to solving problems and devising ways to get out of tricky situations. They tend to have unshakable confidence in themselves and their abilities, and it’s also thanks to it that they succeed so well in what they do.
Sigmas can be independent figures, ready to put their signature where the pay is good and their skills are used in the best way, or they can work for an organization or even be part of a crew or a military body.

SIGMA

Level Class Features
1 Expertise (1), Assured Outcome (1 use)
2 Talent
3 Overturn the Odds (1 use)
4 Talent
5 Assured Outcome (2 uses)
6 Talent
7 Expertise (2)
8 Talent
9 Extra Attack
10 Talent
11 Overturn the Odds (2 uses)
12 Talent
13 Expertise (3)
14 Talent
15 Assured Outcome (3 uses)
16 Talent
17 Overturn the Odds (3 uses)
18 Talent
19 Infallible Expertise
20 Talent

Class Features

As a Sigma, you gain the following class features when you reach the specified level (see the Sigma table).

Initial Vitality: 13 + ROB + VOL.

Initial Skills: You gain the following skills.

  • You get one skill of your choice from the following list: Cold Weapons, Energy Weapon, Kinetic Weapons.
  • You get two skills of your choice from the following list: Computer, Cybernetics, Explosives, Gunnery, G-Zero, Mechatronics, Medicine, Sleight of Hand, Tampering, Trading.
  • You get any two skills of your choice from those not mentioned in the previous points.

Expertise
At 1st level, choose two skills that you possess. Whenever you make an ability check involving one of these skills, you can treat a total roll of 5 or less (on the sum of 2d12) as if it were 6. If you roll a 1 on any of the dice, this feature has no effect. At 7th level and 13th level, you can choose two more of your skills on which to apply this privilege.

Assured Outcome
Starting at 1st level, you can choose to use this feature when you make an ability check involving one of the skills you have. If you do so, you roll only one d12 and automatically consider the result of the other one a 12.
Once you have used this feature, you must finish a rest before you can use it again. Starting at 5th level, you can use it twice before resting, and three times from 15th level.

Talents
Whenever you reach an even level (2nd, 4th, 6th, and so on), you gain the first rank in a new talent or an additional rank in a talent you already own. Talents are described in the “Talents” section, later in this chapter.
Sigmas can select their talents from the following list: Astronaut, Athlete, Commander, Cybernetic Affinity, Demolition Man, Detective, Drone Companion, Hunter, Mixed Training, Pilot, Psionic Aptitude, Radiation Resistance, Rogue, Sage, Sneak Attack, Technician, Technomedic, Vanguard.

Overturn the Odds
Starting at 3rd level, when you roll a 1 on any dice of an ability check, you can decide to turn it into a 9 instead. Once you use this feature, you must finish a rest before you can use it again. Starting at 11th level you can use it twice before resting, and three times from 17th level.

Extra Attack
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Infallible Expertise
Starting at 19th level, whenever you make a check involving one of the skills selected for your Expertise feature, you can treat a total roll of 8 or less (on the sum of 2d12) as if it were 9. If you roll a 1 on any of the dice, this feature has no effect.

Psi

Psi-class characters are individuals capable of manifesting the power of their mind and this gives them extraordinary abilities. However, being able to master psionic powers requires constant exercise and an iron mental discipline. For this reason, the psi give up versatility to focus on the use of their mysterious psychic potential.
Often, however, possessing psionic abilities also turns out to be a curse, placing those who possess them in a difficult position towards people who do not. In fact, “normal” people are not infrequently led to be wary of psi and to fear the strange and dangerous powers they possess.
Psis can develop their skills through formal training or self-taught, starting from an innate spark. In any case, anyone who demonstrates the ability to use psionic powers sooner or later attracts attention and, whether they want it to or not, this gift radically changes their life.

PSI

Level Class Features Praxis Powers LP
1 Psionic Powers, Discipline (1) 2 1 2
2 Talent 2 1 2
3 Eidetic Mind 3 1 3
4 Talent 3 1 3
5 4 1 4
6 Talent 4 1 4
7 Discipline (2) 4 2 4
8 Talent 4 2 4
9 Iron Mind 5 2 5
10 Talent 5 2 5
11 Psionic Restoration (1) 5 2 5
12 Talent 5 2 5
13 Discipline (3) 5 3 6
14 Talent 5 3 6
15 Psionic Longevity 6 3 6
16 Talent 6 3 6
17 Psionic Restoration (2) 6 3 7
18 Talent 6 3 7
19 Discipline (4) 6 4 7
20 Talent 6 4 7

Class Features

As a Psi, you gain the following class features when you reach the specified level (see the Psi table).

Initial Vitality: 11 + ROB + VOL.

Initial Skills: You gain the following skills.

  • You get the Fortitude and Psionics skills. If you already have any of these skills, you can replace it with one of those listed in the next point.
  • You get two skills of your choice from the following list: Alertness, Charisma, Cunning, Erudition, Insight, Inspection, Intimidation, Lucidity, Medicine, Nature, Science, Socialite.

Psionic Powers
Much of a psi’s potential comes from their ability to manifest psionic powers. See the “Psionics” section for detailed rules on the use of psionic powers.
Praxis: Praxis are small psionic powers that you can manifest at will without having to expend psi points (see below). You know the number of praxis listed in the Praxis column of the Psi table, in addition to any other praxis you know from other sources (such as racial traits or talents).
Powers: The number of psionic powers you know depends on your level, as indicated in the Powers column of the Psi table. You can only choose powers that belong to disciplines you have access to (see below). Furthermore, every time you get a new level, you can decide to replace a power you know with another of your choice, always belonging to one discipline to which you have access.
Psi Points: The psi points represent your psionic potential. You have a pool of psi points equal to 6 + INT. This pool increases by 1 for each level you gain beyond 1st level and whenever your Intelligence score increases by 1. You spend psi points when you manifest your psionic powers. Finishing a full rest restores all spent psi points.
Psionic Limit: When manifesting a power, you must spend a certain amount of psi points. However, in doing so you can spend a maximum amount of psi points equal to your psionic limit (PL), the value of which depends on your level, as indicated in the PL column of the Psi table.

Discipline
At 1st level, you gain access to a psionic powers discipline of your choice. You will have access to an additional discipline of your choice when you reach 7th, 13th and 19th levels. Disciplines are described in the “Psionics” section.

Talents
Whenever you reach an even level (2nd, 4th, 6th, and so on), you gain the first rank in a new talent or an additional rank in a talent you already own. Talents are described in the “Talents” section, later in this chapter.
Psis can select their talents from the following list: Astronaut, Athlete, Biotic, Charmer, Commander, Cybernetic Affinity, Detective, Illusionist, Mentalist, Mixed Training, Precog, Psionic Aptitude, Psychic Fighter, Radiation Resistance, Sage, Technomedic.

Eidetic Mind
Starting at 3rd level, your mind is able to perceive and store a large amount of passive information. You gain the following benefits:

  • You vaguely sense magnetic fields and this allows you to always know where north is, provided you are on a planet with a geomagnetic field.
  • You can instinctively keep track of the passage of time, even if you are devoid of any reference.
  • You can perfectly remember anything you have seen or heard in the last few months.

Iron Mind
Starting at 9th level, you have advantage on ability checks made to maintain concentration and to resist effects that make you stunned. Furthermore, thanks to the iron self-control necessary to master psionics, you have advantage on Will checks you make to avoid letting others see your emotions.

Psionic Restoration
Starting at 11th level, every time you finish a rest that isn’t a full rest you recover 1 psi point. Once you reach 17th level, you recover 2 psi points instead.

Psionic longevity
Starting at 15th level, the psionic energy flowing in your body makes you age much more slowly: your body ages by only one year every five years.[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602159986014{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

TALENTS

The talents available to the characters are described below. Each talent grants a character new capabilities or features, or improves the ones he or she already has.
If a talent has prerequisites, you must meet all of them to be able to select it. If you ever lose the prerequisite for a talent you own, you will no longer be able to use that talent until you have recovered the prerequisite.
Most talents contain a number of related capabilities, called perks. Whenever you choose a talent for the first time or get a new rank in it, you will be able to select one of these perks. Sometimes, perks are numbered, in which case you’ll must select them in order starting from the first, and getting the next each time you get a new rank in the talent. Other times the perks are not numbered and you can select one of your choice whenever you get a rank in it. However, in these cases, the perks may have prerequisites that you must meet in order to acquire them (for example, having one or more perks from the same talent). Unless otherwise noted, talent perks can only be chosen once.
Some talents contain only one perk. In those cases you can only get one rank on such a talent, or instead the talent grant a single benefit that improves each time you get a new rank in it.

Astronaut

Prerequisites: Strength 1, G-Zero

You are used to life in space. This talent has only one rank. When you acquire it you get the following benefits:

  • You experience no negative effects (both immediate and long-term) from low-gravity or zero-gravity conditions, and you become almost instantly accustomed to them.
  • Gain a +1 bonus to all your ability checks while aboard a spaceship, space station, or similar structure in space.
  • You know how to face the risks of the space environment. You have advantage on ability checks and saves related to depressurization, vacuum exposure, radiation, and any other space-related environmental hazards.

Athlete

You are a skilled athlete. This talent has only one rank. When you acquire it you get the following benefits:

  • When prone, getting up costs you only 1 meter of movement (instead of 3 meters).
  • Your speed is not halved when climbing or swimming.
  • You can move only 2 meters (instead of 3) immediately before a jump, to jump the full lenght (or height).
  • You have advantage on saving throws made to avoid exhaustion.

Demolition Man

Prerequisites: Explosives, Gunnery

Demolition men specialize in the use of heavy weapons, artillery and explosives. This talent has only one rank. When you acquire it you get the following benefits:

  • When using weapons with the heavy property, you take no penalty to Defense and Initiative rolls, nor disadvantage to attack rolls with them if your size is Small.
  • When you take the attack action using an gunnery weapon, you can make the number of attacks you can normally do, instead of being limited to just one.
  • When you throw a hand-held explosive weapon, you can throw it at close range without having to make any ability check, and the weapon will explode exactly at the point you indicate. If instead you throw it at short range, you suffer no disadvantage on the check made for that purpose (see Combat).
  • When you use placeable explosives and mines, they deal 2 extra damage dice when they explode.

Mixed Training

Choose two talents that don’t normally belong on the list of talents available to your class. From now on, you can select them as if they were on that list. Remember that in order to select a talent you must still meet any prerequisites it might require.

 

Work in Progress[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602158615501{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

DESCRIPTION

Characters are not only defined by game aspects such as species, class and background, but are individuals with their own stories, interests, relations and quirks. This section deals with the details that make each character unique, from basic elements such as name and physical appearance, to more complex ones such as personality.

Character Details

Your character’s name and physical appearance may be the first thing that other players sitting at the table will know about him or her. It’s important to think carefully about how these traits reflect the character you have in mind.

Name

Your species description gives examples of typical names of its members. Think carefully about your character’s name, even if you’re just picking one from a list. An unsuitable, banal or burlesque name could prove to be a burden. Each name, in fact, reflects the language and traditions of the people to which it belongs, and can strongly characterize a character. Remember, if the characters’ names are consistent with the world they move in, the game will be more engaging, and the characters will be a part of that world in a deeper way.

Sex

A character can be male or female, at the player’s choice. This choice does not make any difference in terms of rules, but plays a central role when it comes to roleplaying and interacting with other character.
Think about how your character does or does not conform to the broader cultural expectations about gender and sexual behavior. You don’t need to be confined to binary notions of sex and gender: your character’s sexual orientation is completely your choice.

Height and Weight

You can decide your character’s the weight and height, using the information provided your species description.
Think about how the character’s ability scores can describe his or her height and weight. An agile character could be slender. A strong and sturdy character can be tall or just heavy.
If you prefer, you can randomly determine your character’s height and weight using the Random Height and Weight table. Roll the dice indicated in the “Height Modifier” column and add the result (in centimeters) to the base height to determine the actual height of the character. After that, you can calculate its weight using the appropriate “Weight Factor” indicated in the table, as follows.

Weight = Height * Height (in meters) * Weight Factor

The weight factor represents body density: the higher it is, the higher the weight of the character in relation to his height. Remember that the weight calculated in this way is an “optimal weight”, always proportionate to the height. You can modify it as you wish to fit your idea of the character.

Other Physical Peculiarities

It’s up to you to choose your character’s other physical details, such as age, the color of his or her hair, eye and skin, and other physical traits based on his species. To add a special touch, you could give your character unusual details such as a scar, a strange gait, a tattoo, an extravagant hairstyle and so on.

Languages

The character’s species determines which languages he or she can speak by defaut (as a native speaker). In addition, the background may grant you one or more additional languages of your choice. Choose from the common languages listed in the “Languages” table or from those common in your campaign. With the GM’s permission, you can choose an exotic language instead. The “Languages” table shows some examples.
Characters can spend time between adventures to learn new languages (see “Between Adventures”).

Table: Languages (work in progress)

Personality

The guidelines and hints provided in this section will help you define your character’s personality, the set of attitudes, traits, habits, beliefs and flaws that give each individual a unique identity, and that will allow you to give life and depth to your character during the game.

Disposition

Usually, a creature possesses a disposition, which describes in general terms its propensity towards a certain type of behavior, ideology and attitude towards the world and other people.
Sentient creatures can have any disposition, although some species display an innate tendency towards certain dispositions rather than others. On the contrary, creatures without sentient thought (such as most common animals) do not follow any disposition: they do not make moral or ideological choices, they simply act according to their bestial nature.
In the game, the spectrum of all possible dispositionsis divided into six categories – Order, Chaos, Community, Impulse, Individuality and Reason – arranged to form a pattern called the “Wheel of Dispositions”, depicted below.
This scheme serves to understand the reciprocal relationships between the various dispositions: each disposition has two adjacent ones, called convergent, two non-adjacent, called divergent, and an opposite disposition. A character with a certain disposition will tend to get along well with those with converging dispositions, will often find himself in disagreement with those with diverging dispositions, while he will easily come into conflict with those of opposite disposition.

Image: Wheel of Dispositions (work in progress)

As can be seen from the wheel, each disposition includes a variety of different ideas, ideologies, principles and attitudes, so that even those who share the same disposition will still be different (as indeed happens in reality).
A second aspect of the disposition, called moral, concerns the propensity towards good or evil. The wheel of dispositions does not take morality into consideration, since every disposition has positive and negative sides: an individualistic character may have great self-confidence but little trust in others or find it difficult to think about the common good; he may turn out to be a good leader, a sneaky opportunist, or a ruthless oppressor. It is up to you to decide how to roleplay your character’s disposition based on his or her morals.
To make your character’s personality even more complex, you can choose a primary disposition and a secondary one, even in open contrast. Indeed, very few people are totally consistent with themselves or adhering to their values. For example, a character with Reason as his or her primary disposition might have a propensity for community, an individualistic attitude or even struggle with an impulsive and emotional side.

Personality traits

Fleshing out your character’s personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game.
Four categories of personality traits are presented here: peculiarities, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and minor quirks, and whatever else you can imagine.
It’s not at all wrong to choose traits that conflict with each other (such as an ideal that collides with a bond).This can generate interesting elements of inner conflict. Remember that personality aspects are not constraints: a character who is “afraid of spiders” will not necessarily run away from a spider. You simply have to make that emotion an integral part of the roleplay.

Peculiarities
Give your character at least two peculiarities. They are small and simple ways to help you make your character unique.
Your peculiarities should tell you something interesting and fun about your character, and they should be self-explanatory on how they do it. “I’m smart” is not a good peculiarity, because it describes so many characters. Instead, “I’m passionate about biology” tells you something specific about your character’s interests and disposition.
Peculiarities might describe the things your character likes or dislikes, his or her past accomplishments, your character’s self attitude or mannerisms, or his typical behaviors.
A useful starting point for defining peculiarities is the character’s highest and lowest ability scores, and define one peculiarity related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

Ideals
Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the moral foundations and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system.
An ideal could be a rule of life, a vow, a simple existential principle, an oath, a creed, an ideology or a philosophy. Ideals might answer any of these questions: What are the principles you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the most important thing you aspire to?
You can choose any ideals you like, but your character’s disposition is a good place to start defining them.

Bonds
Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals.
Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?
Your bonds might be tied to your background, your race, your class, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.

Flaws
Finally, choose one or more flaws for your character. Your character’s flaw represents some vice, compulsion, weakness or someone o something he or she fear or hate. More generally, a flaw can be anything that someone else could exploit to bring you to ruin or cause you to act against your best interests.
A flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What do you hate deeply? What are your vices?

Developing the Personality

The disposition and personality traits you choose during the creation of your character broadly define the key points of his or her persona. However, during the game the character’s personality might change in some aspects or be enriched with details.
During the course of a campaign, the character’s disposition might change and new traits might develop, while others might disappear or lose their meaning, based on the events experienced by the character. One bond could break, other bonds could form. One flaw could be overcome, but others could be created. An ideal could be shattered, replaced by a new belief. New peculiarities could appear to further delineate the character’s identity.

Changing Disposition
The character’s disposition is not immutable. On the contrary, it’s tied to his or her behavior and can change in two ways: you could decide to change the disposition of your character, but in doing so you should provide the GM with a valid reason for such a change; otherwise, it could be the GM who decides to change a character’s disposition (regardless of the player’s opinion) if his or her conduct does not reflect the current one.

Disposition and persolaity traits
The character’s disposition should be relatively consistent with his or her personality traits. However, this is not a rule. In fact, you could give your character traits in open contrast to his disposition, thus creating original roleplaying ideas. For example, a community-oriented character might have an innate greed, which very often puts him or her in difficulty when pursuing the common good means giving up a large booty.

Optional Rule: Fulfill or Contrast
During the game, when something involves one of the character’s personality traits, he or she can react by fulfilling or contrasting the emotion deriving from that trait. For example, if a person dear to the character (bond) is threatened, he or she would be pushed to help (fulfill) but, realizing that it is a trap, the character might hold back from doing so (contrast).
In such cases, at the GM’s discretion, the character might have advantage or disadvantage on ability checks related to that course of action, depending on how the player decides to make him or her react.[/vc_column_text][vc_column_text text_color=”#000000″ css=”.vc_custom_1602017426382{padding-top: 20px !important;padding-right: 20px !important;padding-bottom: 20px !important;padding-left: 20px !important;background-color: #ffffff !important;}”]

GAINING LEVELS

Going on adventures, your character will face challenges, dangers and enemies, and will complete missions and jobs, gradually becoming more experienced and capable, expanding and improving his capabilities. In the game, this advancement is called gaining a level.
The Game Master will tell you when your character gets a new level. Usually, how often and how this happens depends on the progress of the narrative. Therefore, characters gain a new level when they complete an adventure or a major story arc in the campaign, or when they achieve something that advances their own individual history.
Another option, often preferred by beginner GMs and players, is to base the progress of the characters on the number of sessions played by the group.
The Game Master section provides further information and useful advice for the GM to manage the characters’ level advancement.

Benefits of Level Advancement

When your character gains a new level, you immediately get the following benefits.

Vitality Points: Your vitality point maximum increases by 1.

Advancement Points: You get 10 Advancement Points (AP), which you can spend in the following ways:

  • You can increase by 1 one of your ability scores by spending a number of AP equal to double the current value of that ability score (minimum 1), up to a maximum score of 6. For example, increasing an ability score from 5 to 6 costs 10 AP.
  • You can increase the bonus granted by one of your skill by 1, by spending a number of AP equal to the value of the bonus you get, up to a maximum bonus equal to +6. For example, increasing a skill from +2 to +3 costs 3 AP.

You cannot increase a single ability or skill by more than 1 point per level, but there is no limit to the number of different abilities or skills you can increase. If you don’t spend all your advancement points, the ones you don’t use will add to those you get the next level. Remember to write them down on your character sheet so you don’t forget to have them available.
The level advancement does not allow the character to acquire new skills in addition to those he or she obtains at 1st level. However, remember that the character can learn new skills by spending his or her downtime for this purpose (see “Between Adventures” for more information).

Class Features: Your character gets the class features related to the level he or she reached (see your class description).

Starting at Higher Levels

More experienced players, who are familiar with the characters’ capabilities and are eager to face more significant adventures, might welcome the idea of starting a campaign with characters above the 1st level.
Creating a higher-level character follows the same procedure illustrated at above (see “Creating a Character) and the rules for leveling up described here.
Such characters have more vitality points, class features and talents, and probably start with better equipment. Starting equipment for characters above 1st level is at the GM’s discretion.

The Tiers of Play

The twenty levels that make up the complete development of the characters can be divided into four tiers. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.
However, crossing the threshold that leads to the next tier involves a change in characters’ life, in terms of social status, notoriety and responsibility. For this reason, the change of tier should mark a pivotal moment in the life of adventurers.

Newbies (levels 1-4): At the beginning of their journey, the characters are nothing more than newbies intent on taking their first steps in a world full of dangers. The challenges they will face are relatively simple, such as local thugs, wild beasts, or other threats capable of endangering settlements or small towns.

Valiants (levels 5-10): By the time they reach this tier, characters know their stuff and travel through the world in search of fortune. Journeys to unexplored places, filthy slums, ravagers assaults or colonies threatened by marauders. Slowly, the deeds of the characters guarantee them a little fame, but the road to becoming someone is still long.

Heroes (levels 11-16): Those who cross the 10th level threshold are decidedly out of the ordinary individuals who soon become heroes (or anti-heroes) in the eyes of common people. Over time, these individuals gain glory and power but increasingly more responsibilities also fall on their shoulders: the fate of planets or entire systems could be the stakes of their adventures.

Legends (levels 17-20): The characters who reach this rank become real living legends, “icons” whose extraordinary deeds are told in every corner of the cosmos, and whose name becomes a reason for inspiration or terror among the people. The power of these individuals reaches shocking heights, so much so that their actions can influence or even change the fate of all known space.
Finally, reaching 20th level doesn’t necessarily mean the end of a campaign. These powerful characters may be called upon to take on epic challenges, and as a result of these adventures, their abilities can continue to evolve, even if they can no longer gain new levels.[/vc_column_text][/vc_column][/vc_row]