Characters
Characters are all part of a specific
Faction and Species, but otherwise have a lot of freedom to
come up with different Builds and Types. Characters have a
number of points to purchase Skills and Abilities when
created, and they will accumulate more points with each
Event they attend. A Character's Species will provide some
baseline abilities, such as their starting hits and Death
Count, but most Abilities and Skills are available for all
Characters to Purchase.
Character Skills are grouped into the following sets:
§ Combat
Training - Weapon & armor use skills, increased
hits or death count, reduced knockout time.
§ Professional
Skills - Skills to work with items or investigate
Plot, for Scientist, Engineer or Medical Characters.
§ Starship
Skills - Training to use the various consoles on a
Starship Bridge Interface.
§ Reputation
- Status with Starport Industries or Factions, grants more
plot opportunities and Specialist Missions.
§ Faction
or
Species-specific abilities:
§ Psionic
Powers for Betazoid and other Psionic Species. Psionic
Powers are grouped into trees such as Telepathy and
Telekinesis, only some of which can be used by certain
Species.
§ Devotion
Abilities for Species such as Vulcan Priests and
Klingons. These grant the ability to perform specific
Religious Ceremonies, or allow Klingons to perform mighty
Rituals relevant to their chosen path of a Warrior.
§ Discipline
Skills - Vulcans are trained to overcome all manner of
influences and hindrances by willpower alone.
Characters
A Player's Character is the core of
every LARP Experience. Your Character is the Role you play
within the Gameworld. This section, and its linked Pages
detail the Framework for your Roleplay at Events.
Character
Basics
Creation
§ All Characters must belong to one
of the Major Factions – the Federation, Outpost Citizen,
Dominion and Free Union.
§ You must Play one of the Species
associated with your chosen Faction – either the Main
Species, or one of the Faction’s Vassal Species. The
Species you choose determines your starting Hits and Death
Count, and may give you access to some rare Skills &
Abilities.
§ You have 10 Character Points to
spend on Skills and Abilities for your Character.
§ Your Character must eventually
belong to a Team – you can Join an existing Team
or start play as a Team of one.
§ Your Character should have a
Background. This is a concise paragraph detailing a bit
about how your Character fits into the setting.
SAMPLE
PROFILE:
STARFLEET
HISTORICAL DATABASE FILE: Kara Angelina
Littlefeather
MID-LEVEL
BIOGRAPHY BRIEF MODE:
Final
Rank: Cadet
Full
Name: Kara Angelina Littlefeather
Date
of
birth: Sept 26, 2252
Place
of
Birth: Taos, New Mexico - Papago
Indian Reservation
Education:
Papago Indian Reservation Learning Academy
Marital
Status: Single
Children:
none
Serial
number: S.F.33996
STARFLEET
CAREER SUMMARY:
2252 –
Born in a Reservation Hospital in Taos, New Mexico, the
daughter of a Stellar Cartographer and her Father, the Chief
of Security of the USS Chadwick.
2264 –
At the Papago Indian Reservation, she excelled in the
Martial Arts and at the Tactical Sciences, but her Mother
pressured her to find her softer side to settle down and
start a Family, while her Father stressed and demanded a
Starfleet Military Career.
2260 –
After a disastrous first-year Student at the University of
New Mexico in which she participated in 25 Brawls (all but
five, in the local Bars surrounding the University, and all
resulting in sever injuries to more than 75 persons mostly
males)
Counselors
Note:Kara
is an exceptionally bright young Lady, but is prone to
violent confrontations, and often is the initiator of the
event. She at times shows a total lack of respect for
authority figures, but is fiercely loyal and competitive.
She has deep unresolved issues that she refuses to discuss
but I am certain they are responsible for her oft times
overtly violent nature.
2277 – After
failing the Starfleet Academy Entrance Exam , she re-applies
and is accepted.
Development
§ Players gain one Character Point
for every Event they attend, and 5 Experience Points (XP)
for every Mission completed.
§ Unspent Points may be spent on a
new Character (does not apply to your initial 10 points)
§ Points may be spent between
Events.
§ Certain Skills may not be Public
Knowledge. Skills that are available to buy will appear in
your downtime
Duration
§ Each Player is only allowed to
Play one Character at a time.
§ If your Character Dies, you must
send a Report to Games Ops to Register your Character’s
Death.
§ You can Create a new Character at
an Event – let the Plot Team know, and we may be able to
provide inspiration, or Assistance.
Retirement
§ You may choose to Retire your
Character, by sending a Report to Games Ops and informing
them.
§ A Retired Character cannot be
played again, except as an NPC under the direction of the
Game Team.
§ Once you have Retired your
Character, that character, and their ongoing narrative (if
any) in the Gameworld, becomes Property of the Game Team.
You cannot take actions on behalf of a Retired Character
in any capacity - eg. Communications, Letter-Writing, etc.
§ Any Game Items on a Character when
they Retire must be handed over to Games Ops.
Skills &
Abilities
Skills and Abilities are
one of the ways of making your Character unique. All
Player Characters have some basic Abilities, while others
must be bought with Character Points.
Basic
Abilities
Most Characters start off
with the same set of Basic Abilities, although some
Species may have less facility with some of them.
§ Basic Weapons Training – you may
use small and medium Melee Weapons in your Primary Hand.
§ Light Energy Weapon Training – you
may use Energy Weapons.
§ Basic Tech Training – You can use
any Tech Devices that do not explicitly requires a Skill
to use.
§ Light Armor Training – you can
wear Light Armor, which gives 1 locational Armor Hit.
Species
Abilities
§ Your Species determines your
starting Body Hits and Death Count.
§ Your Species may have innate
Skills or Abilities, or be able to purchase them with
Character Points.
§ Your Species may have
Restrictions, making it more difficult or expensive for
you to use some Skills, or more vulnerable to certain
Effects.
§ Your Species determines what
Faction you can be a Member of.
§ Your Species may have certain
Physrep Requirements, which you must adhere to while
In-Character.
§ See your Faction Species
Page for more details.
There are many Species in
the Galaxy, which take a wide variety of forms. Many have
unique Abilities and Powers, as a result of their
Physiology, or Culture. As a rule of thumb, the more Game
Abilities, and innate Power a Species has, the more
onerous the Restrictions it will have - either in terms of
Vulnerabilities and Restrictions, or Physrep Requirements
(or both!)
Skills
Starting Player Characters have 10
Character Points to spend on Skills, and earn 1 Character
Point after each completed Mission. Skills are divided into
4 Skill areas: Combat; Professional; Psionic; and Species.
§ Combat Skills are concerned
with Fighting, resisting Injury and Attacks, and Weapons
Training.
§ Professional Skills are
concerned with Manipulating and Investigating the Galaxy,
and encompass non-combat Specialist Training and
Knowledge. They also encompass building your Reputation.
§ Psionic Skills are concerned
with unlocking the hidden Mental Powers of certain
Species. They allow Psionic Characters to unleash the
might of their Minds upon the Galaxy.
§ Species Skills are Special
Training or Powers that are restricted to a small number
of Species, such as the Vulcan's iron discipline, or the
powers of a Betazoid Priesthood.
Character
Builder
Starting Building your Player Character
here..