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CREATING AN OUTPOST 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 Playable Character
● Choose a Species
● Get a Job
● Pick your Starting Skills
● Pick a Culture
● Take a Background
● Pick up a Stress Response
● Collect your Sign-On Bonus



PLAYABLE OUTPOST CHARACTER

TIER 1
Magistrate:
Outpost Magistrates are granted the right to try Commoners and dispense Justice in the Outpost. Their Decisions can be overturned by the Federation or the Planetary Authorities. Although not usually Noble, they are treated with respect due a Noble, and are addressed as My Lord Magistrate, or My Lady Magistrate.

Guildmaster/Guildmistress: Though not a Noble Title, the head of a chartered Mages’ Guild or Healers’ Guild is often accorded the same respect as a Magistrate, though obviously without the Magistrate’s Duties or Powers. They are addressed as Guildmaster or Guildmistress. 

Sheriff: The Sheriff is appointed by the Magistrate and is responsible for Appointing and Maintaining the Town Guard. They are Locals, but with Special Duties. They are addressed as Sir, Mame, or Sheriff.TIER

TIER 2
Guard:
A Guard is a person granted the right to uphold the Laws, and settle Minor Disputes within the Outpost, and of their immediate area only. They are addressed as Sir, Mame, or Guard. 

Adventurer: Adventurers are not Nobles but get respect from Merchants and Common Townsfolk, if for no other reason than they fight against those that plague the Land. Obviously, the more powerful you are as an Adventurer the more respect you get. They are addressed as M’Lord or M’Lady.

Merchant: A Merchant is an Upper Class, or Wealthy Local, who may even own a Shop, if granted to them. They are addressed as Good Merchant, Sir or Mame.. 

Local Outpost Townsfolk: These are the regular Citizens who do the daily Work a Society needs, from Farming to Bookkeeping. They do not own Land. They are addressed as Goodman or Goodwoman.

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 XP, giving you a leg-up on the Competition.

GET A JOB

You're Outpost Character’s Job outlines their Role at the Starbase1 Outpost. It defines what Skills they can learn, what Guns they can shoot, and what Career Paths they eventually go down. An Outpost 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 Outpost Character will enter play with two free skills from their Job, and Firearms. Two of these Skills begin at Mastery Level I and one of these Skills at Mastery Level II. Every Outpost Job has access to the Firearms Skill, but only Federation Soldiers and Outpost Security can learn Firearms Mastery Level IV and above. Characters will receive a Weapon, assigned during Character Creation 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 Outpost 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 the Outpost Colony. Every Culture receives their own different starting resources that are added to your Outpost Character’s Signing Bonus.

PICK 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.

PICK A STRESS RESPONSE

Working on the fringes of the Galaxy is stressful. The Dirt, Dust, Hazardous Materials, heavy Machinery, and constant fear of Attack by horrifying mutant Fauna and Flora doesn’t help any. Not everyone deals with stress the same way, which is where your Character’s Stress Response comes into play. They have 4 levels of stress from None to Severe which increase as they deal with difficult events during their exploits and can most easily be decreased by grabbing a Drink at the Bar, or being Counseled by a Vulcan Ambassador.

COLLECT YOUR SIGN-ON BONUS

Everyone who takes the Order to be transported to Starbase1 receives some sort of Sign-On Bonus to get them started in their new Life. Every new Character will receive a Protective Breather, which stacks with all other Head Equipment, and an amount of Elements based on their Costume’s adherence to Genre and Species requirements, plus a little extra from their Culture. Elements are awarded on an individual basis ranging from a few Tier I Elements to one Tier III Element.

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