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CREATING AN STARBASE 1 CHARACTER

 
Players may not create Joke or direct reference Characters, i.e. no playing “Kirk” or “Picard”. Drawing inspiration is just fine, but remember that the Culture of today is as distant from your Character’s, as the Middle Ages is to us. When in doubt, Just Be Cool, and you’ll do fine. If you are a New Player who was referred to Starbase1 by a current player they may receive a referral bonus of 20XP/VP (their choice) if you are their first referral that month and 10 XP/VP if you are not their first. Players may have any number of Characters and may switch between them freely during an event if the attendance fees have been paid for each separate character, so long as they have not participated in lethal CvC . A player’s Characters may never interact, share items/resources, or purposefully further each other’s goals/agendas. Each Character a player has must have a distinct costume such that other players do not confuse the two.

To create a Character follow these steps:
● Choose a Species
● Get a Job/ pick a Division of Starfleet
● Pick your Starting Skills
● Pick a Culture
● Write a Background

CHOOSE A SPECIES

The sentient Species all find their way to the Starbase1 Outpost, one way or another. Each Species has its own Cultural flavor, Costume Requirements, Mechanical Advantages, and Mechanical Disadvantages. New Outpost Players are encouraged to play Humans who have the simplest Costuming Requirements, and get a Bonus Starting XPs, giving you a leg-up on the Competition.

GET A JOB / PICK A DIVISION

You're Starbase 1 Character’s Job/Division outlines their Role aboard Ship, and at the Starbase1 Outpost. It defines what Skills they can learn, what Guns they can shoot, and what Outpost/Federation Career Paths they eventually go down. An Starbase 1 Character can never have two Jobs, but they can learn a small number of additional Skills through their Side Gig.

PICK YOUR STARTING SKILLS

Your Starbase 1 Character will enter play with two free Skills/Rank determined from their Online Training. Two of these Skills begin at Mastery Level I and one of these Skills at Mastery Level II. Every Starbase 1 Character has access to the Firearms Skill, but only Federation Security Teams, and Outpost Security can learn Firearms Mastery Level IV and above. Characters will receive a Weapon, assigned during on-site Character Check-in commensurate with their Mastery Level of Firearms. A Skill’s Mastery Level determines how many uses of its Complex Action you get before having to be refreshed by another Player, or certain Items, and certain Puzzles and Schematics may require a certain Mastery Level to use.

PICK A CULTURE

Your Character’s Culture determines how they were raised, what they would likely wear, what their values are likely to be, and what Resources they may have had to bring with them to Starbase 1. Every Culture receives their own different starting Resources, including those that are added to your Outpost Character’s Signing Bonus.

WRITE A BACKGROUND

Your Outpost Character’s Background is a Roadmap of where they came from, and what drove them to make a life for themselves at the Starbase1 Outpost. It is intended more as a guide than a rigid framework; you are free to add to and embellish it as you choose.

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..


Character Build



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