Changes

Character customization

1,133 bytes added, 17 March
* Equipment selection
* Character sheet building
 
A blank character sheet template can be seen '''[https://docs.google.com/document/d/1HYPcrWE2Q__lBeRpt3mQMRGtzntNtvSk1825XMcHbWg/edit here]'''. Using a copy of this sheet to build your character and manage your inventory is '''highly recommended'''!
== Primary stats ==
You may customize your character with a wide selection of '''traits'''.
You have '''3trait points''' points to spend on traits. Traits are divided in '''positives''' and '''negatives'''. Positive traits '''cost''' points, while Negative traits '''grant''' points back. Any unspent Trait points are transferred over to your [[Character customization#Spending points on skills|pool for skills]].* If your character is a [[human]], you start with '''4 trait points''' instead.
For a full list of traits and their effects, see [[Character traits|this page]].
=== Combat skills ===
[[Combat skills]] are grouped into subcategories and reflect your character's level of skill and proficiency with the corresponding type of weapon. In total, there are '''2930''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 15 skills).
'''Firearms'''
* Thrown weapons
* Martial arts
 
'''Shields'''
* Shields
=== Non-combat skills ===
=== Spending points on skills ===
You can spend up to '''12 skill creation points''' on skills, plus any unspent points during Trait selection. Certain traits may affect the number of points you can spend.
* If your character has one of the '''[[Character traits|Greenhorn]]''' traits, you may have '''fewer''' points to spend (9, 6, or 3 + unspent trait points).
* If your character has one of the '''[[Character traits|Seasoned]]''' traits, you may have '''extra''' points to spend (15, 18, or 21 + unspent trait points).
You start out at Level 1 (Unskilled) in every skill, and you must reach a certain amount of Skill Points to increase your skill level. Every skill has five levels, in order from level 1 to level 5: Unskilled, Basic, Skilled, Expert, and Master.
All combat skills (except [[Shields]]) have the same thresholds: 10 SP to reach Basic, 25 SP to reach Skilled, 50 SP to reach Expert, and 100 SP to reach Master.* [[Shields]] work differently due to being both useful as combat and non-combat tools: 50 SP to reach Basic, 100 SP to reach Skilled, 200 SP to reach Expert, 400 SP to reach Master.
Non-combat skills have different requirements and thresholds.
When spending skill creation points on combat skills, you will obtain Training Points (TP) for them in return. 10 Training Points are worth 1 Skill Point. Training Points are normally earned through training exercises in the game, and you cannot get more than 250 TP per combat skill - just enough to reach Skilled, and no more. There is only so much experience your character can get by training; you must be on the field to progress any further. * If you are purchasing Training Points for the [[Shields]] skill, the maximum number of Training Points is '''1000'''. For each '''1 skill creation point''' spent, you get '''125 TP'''.
When spending skill creation points on non-combat skills, you will be buying a certain skill level directly. If your GM has locked certain non-combat skills, your character will be Level 0 (Unaware) in these skills, and you cannot progress at all to Level 1 until you buy access to the skill (if your GM allows it) or unlock the skill during a session. The recommended cost of unlocking a locked skill is 1 point.
'''Combat skills''': 1 skill creation point = 50 TP* '''Skill packages''': Certain combat skills are closely related, and you can get a 'discount' and pay a little less than you normally would if you bought them individually. It costs '''3 skill creation points''' to get 100 TP (Basic), and '''8 skill creation points''' to get 250 TP (Skilled) in all of the skills included in the package.
** '''Pistol package''': Semi-auto pistol + Automatic pistol
** '''Rifle package''': Semi-auto rifle + Automatic rifle
** '''Sword package''': One-handed sword + Two-handed sword
'''Non-combat skills''': 2 skill creation points for Level 2 (Basic), 4 skill creation points for Level 3 (Skilled), 8 skill creation points for Level 4 (Expert)* If any non-combat skills are locked, they should cost 1 skill creation point to unlock and obtain Level 1 (Unskilled).
GMs are free to adjust the costs of skills depending on how much experience and capabilities they wish the players to have. The recommended costs are ideal for new but balanced characters. The costs can be adjusted up or down, depending on whether you prefer your PCs to have less or more talents at their disposal.
Unless the campaign is supposed to start with them naked and defenseless, every character should have at least a few pieces of gear in their starting inventory.
At the very least, [[clothing and armor]], some [[load-bearing equipment]], and at least one or two [[weapons]] (preferably weapons that match your character'sskills), plus [[weapon accessory|accessories]] and [[ammunition]] as needed. Extra stuff, such as [[food]], [[meds]], or items necessary for non-combat skills (e.g. [[Crafting items|lockpicking kits]]), should also be considered.
The recommended method of equipment attribution is for the GM to set a monetary budget, and let the players peruse this very wiki to pick and choose their starting gear themselves. Any left-over or unused money should be turned into cash for the character to carry, or added to the character's bank account. Specific restrictions on types of items should also be introduced, in order to avoid min-maxing for the best equipment right from the beginning, and generally to prevent starting characters from getting 'too good' gear.
Additionally:
* Certain If your character has one of the '''[[Character traits|traitsPauper]] may affect your starting ''' traits, you have '''a lower budget''' to spend on equipment ([[File:Parallar symbol.png|10px]] '''3500''', [[File:Parallar symbol.png|10px]] '''2000''', or [[File:Parallar symbol.png|10px]] '''500''')* Certain If your character has one of the '''[[Character traits|Wealthy]]''' traits, you have '''a higher budget''' to spend on equipment ([[File:Parallar symbol.png|10px]] '''6500''', [[File:Parallar symbol.png|10px]] '''8000''', or [[File:Parallar symbol.png|10px]] '''9500''')* If your character has the '''[[Character traits|Gaged Connections]] ''' trait, the maximum Rarity for weapons is '''6''' instead of 3, there is no Armor Class limit (however, Power Armor is still restricted), and the GM may allow you , at their own discretion, provide the character with an NPC contact willing to buy rarer or more expensive gearsell equipment at preferential rates.
Naturally, this isn't the only way to pick or assign gear. Ultimately, it is up to the GM to determine the best way to assign equipment. Here are some pointers:
* GMs can take out the "choice" part entirely and simply assign new characters standard-issue equipment. Ideal for military or police-themed campaigns.
* The sky is the limit! If you have other ideas entirely, run with it!
 
= Building the character sheet =
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