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Old April 30th, 2014, 10:50 PM
SpaceBadger SpaceBadger is offline
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Finally got that all sorted out (how to show you examples of die-rolling without triggering the die-roller to actually convert them to rolled results).

For most folks, the first step in Character Generation is to decide what kind of character you want to play, so you have some idea of the end goal of your efforts. Other folks just like to roll dice and see what they come up with, then play that.

Either way, the next step is Rolling Characteristics (also known as Stats). In T5 these are numbered as C1, C2, C3, C4, C5, and C6. For Humans characters these correspond to Strength (Str), Dexterity (Dex), Endurance (End), Intelligence (Int), Education (Edu), and Social Level (Soc).

Marc Miller (in T4) suggested three different methods of generating Characteristics. You should check with your GM/Referee as to which are allowed for the game in which you will be playing. For any of these methods, keep track of which die is first for each characteristic, if you will be using the T5 Genetics rules.
Method A (Old School) is simply to roll 2d6 for each Characteristic in order, and use those. The downside is that if you wanted to play a physically oriented character and you rolled 3, 3, and 4 for your Str, Dex, and End, you are going to have a hard time getting decent results from character generation.
The die-roller template for Method A is simple:
Str: [roll]2d6[/roll] Dex: [roll]2d6[/roll] End: [roll]2d6[/roll] Int: [roll]2d6[/roll] Edu: [roll]2d6[/roll] Soc: [roll]2d6[/roll]

Method B allows a little more customization, as you roll 2d6 six times, then assign the results to whichever characteristics work best for your goal:
[roll]2d6[/roll] - [roll]2d6[/roll] - [roll]2d6[/roll] - [roll]2d6[/roll] - [roll]2d6[/roll] - [roll]2d6[/roll]

Method C allows even more control, as you simply roll 12d6 and assign them as you choose, ending with 2d6 for each characteristic (note we are using rollv to show us the individual die results):
[rollv]12d6[/rollv] - assign two dice to each of the six characteristics.
Education: The next step is usually pre-career education for your character, such as college, grad school, military academies, etc. I am omitting this step from this tutorial for two reasons: 1) the options are complicated enough that I could not give you simple templates to cover all; and 2) I don't often use them myself, so am not familiar with all of the nuances.

One very simple Education method is Ed5 (p.71). If you have a character with Edu of less than 5, you can roll 2d6 for Int or less, and if successful automatically raise Edu to 5. This takes no time, and there is no penalty for failure.
If Edu<5 and [roll]2d6[/roll]<=Int, then raise Edu to 5

Next: Applying these Templates to a Sample Character
GM Maxim #2: If the Players have any kind of Ship, deckplans are mandatory. Otherwise, the Players will wander around with vague and contradictory notions of where things are, and Chaos results.

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Last edited by SpaceBadger; April 30th, 2014 at 11:02 PM..
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