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centaurus_gate:explorer_roles [2015/02/15 05:38] JasonPcentaurus_gate:explorer_roles [2015/02/15 06:15] (current) – [Alien: Taak'Rhay] JasonP
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 ===== Explorer Role Types ===== ===== Explorer Role Types =====
  
-There are six types of roles in Centaurus Gate: Alien, Engineering, Leadership, Medical, Science, and Security. Each type of role has five ready to use roles listed under it, and a kit for making up your own that fit under that type. **A character may only have one role of a given type, though they can have up to two total.** In this way you may take one role under Alien and one under Leadership, but not two under Leadership.+There are six types of roles in Centaurus Gate: Alien, Engineering, Leadership, Medical, Science, and Security. Each type of role has five ready to use roles listed under it, and a [[Explorer Role Kits|kit]] for making up your own that fit under that type. How you choose your roles depends on the type of explorer you decide to play. Regardless of the type though, **an explorer may only have one role of a given type, though they may have more than one role.** In this way you may take one role under Alien and one under Leadership, but not two under Leadership. Here are the three explorer types: 
 + 
 +  * **Gifted Human Explorer**: Pick one role from under Engineer, Leader, Medical, Science, or Security. Your Explorer's Crisis Clock has a maximum of 12. You get 25 Role Points (RP) to spend. You get a bonus of 3d to assign to your Attributes. 
 +  * **Versatile Human Explorer**: Pick two roles from under Engineer, Leader, Medical, Science, or Security (but only one under any type). Your Explorer's Crisis Clock has a maximum of 9. You get 50 Role Points (RP) to spend. 
 +  * **Recruited Alien Explorer**: Pick one role from under Alien, and one role from under Engineer, Leader, Medical, Science, or Security. Your Explorer's Crisis Clock has a maximum of 9. You get 45 Role Points (RP) to spend. 
 + 
 +There are six role types:
  
   - **Alien** roles cast your character as one of the five alien races which have openly allied with humanity in the Centaurus Expanse. They are meant to be taken as an additional role to one of the other types below. This is considered an optional role type and a crew need not have any present.   - **Alien** roles cast your character as one of the five alien races which have openly allied with humanity in the Centaurus Expanse. They are meant to be taken as an additional role to one of the other types below. This is considered an optional role type and a crew need not have any present.
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   * **Issue Concepts**: Each of these is a concept for an issue. These are starting ideas you will use to create something that challenges the character dramatically. When you take an issue, you will earn RP in return to spend during explorer creation. During play the Exec can freely introduce situations from said issue that challenge your explorer in a dramatic way.   * **Issue Concepts**: Each of these is a concept for an issue. These are starting ideas you will use to create something that challenges the character dramatically. When you take an issue, you will earn RP in return to spend during explorer creation. During play the Exec can freely introduce situations from said issue that challenge your explorer in a dramatic way.
  
-If you take one Role you get 30 Role Pointsif two then 50 Role Points.+You are free to spend your Role Points in any order you wishbut here is a suggested order for starting out:
  
   - Decide and pay for any Attribute Modifiers you want, discard and ignore the rest.   - Decide and pay for any Attribute Modifiers you want, discard and ignore the rest.
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 In the end, all Role Points must be expended. In the end, all Role Points must be expended.
- 
 ===== Alien Roles ===== ===== Alien Roles =====
  
 Each Role below makes your crew member belong to a specific alien species encountered by humans when they first ventured into the Expanse. Each species has choose to ally with the human expeditions for their own reasons, and you are free to decide how they feel about the situation yourself. Regardless they have been taken in and trained by the [[Centaurus Gate:Expedition Task Force]] (ETF), even gaining limited ability [[Centaurus Gate:IsoTech]] crystals. Here is a quick summary of the five allied races: Each Role below makes your crew member belong to a specific alien species encountered by humans when they first ventured into the Expanse. Each species has choose to ally with the human expeditions for their own reasons, and you are free to decide how they feel about the situation yourself. Regardless they have been taken in and trained by the [[Centaurus Gate:Expedition Task Force]] (ETF), even gaining limited ability [[Centaurus Gate:IsoTech]] crystals. Here is a quick summary of the five allied races:
  
-  - **[[#Alien: Gaa Men|Gaa Men]]**+  - **[[#Alien: Gaa'Men|Gaa'Men]]**
     * In their natural environment, where the atmosphere is full of organic particles making for dense persistent fog, the Gaa Men float. Aboard ETF ships they are outfitted with a ribbon suit that enhances their strength. This species is larger than your typical human and has almost a fluffy appearance from their colorful fur. The Gaa Men are somewhat sloth like until called into action, and spend their time contemplating Science for the sake of science. Humans bounce between being bothered by their lethargy and worrying about their curious experiments.     * In their natural environment, where the atmosphere is full of organic particles making for dense persistent fog, the Gaa Men float. Aboard ETF ships they are outfitted with a ribbon suit that enhances their strength. This species is larger than your typical human and has almost a fluffy appearance from their colorful fur. The Gaa Men are somewhat sloth like until called into action, and spend their time contemplating Science for the sake of science. Humans bounce between being bothered by their lethargy and worrying about their curious experiments.
-  - **[[#Alien: Guu Emm Shee|Guu Emm Shee]]**+  - **[[#Alien: Guu'Emm'Shee|Guu'Emm'Shee]]**
     * A species of amazingly tenacious, patient, and large amphibians not unlike a cross between a salamander and Komodo dragon. Their mastery of medicine is amazing, due in no small part to their regenerative fluids being easily adapted to the tissues of other beings. Most humans think of their mentality as the most compassionate of all the five allied races, which surprises most (in contrast to their powerful form).     * A species of amazingly tenacious, patient, and large amphibians not unlike a cross between a salamander and Komodo dragon. Their mastery of medicine is amazing, due in no small part to their regenerative fluids being easily adapted to the tissues of other beings. Most humans think of their mentality as the most compassionate of all the five allied races, which surprises most (in contrast to their powerful form).
-  - **[[#Alien: Huu Shoo Whee|Huu Shoo Whee]]**+  - **[[#Alien: Huu'Shoo'Whee|Huu'Shoo'Whee]]**
     * A race of small, quick mammals which almost resemble large Tasmanian devils. Their most obvious ability is their impressive dexterity and natural instincts, making them excellent at Security. Humans consider them a bit too aggressive and ill-tempered to trust too much. The truth is that the fighting instinct is strong in them, but that can and do control it, making them able allies.     * A race of small, quick mammals which almost resemble large Tasmanian devils. Their most obvious ability is their impressive dexterity and natural instincts, making them excellent at Security. Humans consider them a bit too aggressive and ill-tempered to trust too much. The truth is that the fighting instinct is strong in them, but that can and do control it, making them able allies.
-  - **[[#Alien: Kol Ten|Kol Ten]]**+  - **[[#Alien: Kol'Ten|Kol'Ten]]**
     * The most highly evolved race encountered in the Expanse to date, the Kol Ten exist in an oscillation between energy and material states. Their material form seems at best like a fusion between organic matter and grey rock, standing very tall and very thin but still quite humanoid in shape. Their perspective is very removed from mundane concerns and their abilities tend to make them great Leaders.     * The most highly evolved race encountered in the Expanse to date, the Kol Ten exist in an oscillation between energy and material states. Their material form seems at best like a fusion between organic matter and grey rock, standing very tall and very thin but still quite humanoid in shape. Their perspective is very removed from mundane concerns and their abilities tend to make them great Leaders.
-  - **[[#Alien: Taak Rhay|Taak Rhay]]**+  - **[[#Alien: Taak'Rhay|Taak'Rhay]]**
     * A self-replicating mechanoid/android race that chooses other species to emulate in form. Regardless of the form they emulate, they are always diminutive versions of that form. All are impressive, natural Engineers. They are considered by humans to be a quiet, contemplative race with a strange sense of humor.     * A self-replicating mechanoid/android race that chooses other species to emulate in form. Regardless of the form they emulate, they are always diminutive versions of that form. All are impressive, natural Engineers. They are considered by humans to be a quiet, contemplative race with a strange sense of humor.
  
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 ===== Roles ===== ===== Roles =====
  
-==== Alien: Gaa Men ====+==== Alien: Gaa'Men ====
  
   * **Attribute Boost Choices** (Pick 1 to 3):   * **Attribute Boost Choices** (Pick 1 to 3):
-    * +2 Technical (5 RP) 
     * +2 Perception (5 RP)     * +2 Perception (5 RP)
     * +3 Knowledge (5 RP)     * +3 Knowledge (5 RP)
-  * **Adjustment**: All Gaa Men suffer -1d Strength (and must buy 1d or more in it to reach the 0d starting minimum), and get +5 RP for any of their roles.+  * **Adjustment**: All Gaa Men suffer -1d Strength (and must buy 1d or more in it to reach the 0d starting minimum).
     * -1d Strength     * -1d Strength
-    * +5 RP+    * +1d Knowledge 
 +    * +1d Perception
   * **Ability Packages**:   * **Ability Packages**:
     * Serious Contemplation (5 RP): Knowledge(Philosophy); Artist(<pick type>); Knowledge(Human); Science(Logic); Observation(Visual);     * Serious Contemplation (5 RP): Knowledge(Philosophy); Artist(<pick type>); Knowledge(Human); Science(Logic); Observation(Visual);
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     * A Worthwhile Experiment:     * A Worthwhile Experiment:
  
-==== Alien: Guu Emm Shee ====+==== Alien: Guu'Emm'Shee ====
  
   * **Attribute Boost Choices** (Pick 1 to 3):   * **Attribute Boost Choices** (Pick 1 to 3):
-    * +2 Technical (5 RP) 
     * +3 Strength (5 RP)     * +3 Strength (5 RP)
     * +3 Knowledge (5 RP)     * +3 Knowledge (5 RP)
-  * **Adjustment**: All Guu Emm Shee gain +1d Strength, and get -5 RP for any one of their roles. The crew member may also fuel their healing of others by using their own fluids, taking one harm (just harm, not a condition) to add +3d to their test.+  * **Adjustment**: All Guu Emm Shee gain +1d Strength. The crew member may also fuel their healing of others by using their own fluids, taking one harm (just harm, not a condition) to add +3d to their test.
     * +1d Strength     * +1d Strength
-    * -5 RP 
     * Special: Take one harm, +3d heal.     * Special: Take one harm, +3d heal.
   * **Ability Packages**:   * **Ability Packages**:
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   * **Endeavor Introductions**:   * **Endeavor Introductions**:
     * Bud a New Brood:     * Bud a New Brood:
-==== Alien: Huu Shoo Whee ====+ 
 +==== Alien: Huu'Shoo'Whee ====
  
   * **Attribute Boost Choices** (Pick 1 to 3):   * **Attribute Boost Choices** (Pick 1 to 3):
     * +2 Dexterity (5 RP)     * +2 Dexterity (5 RP)
-    * +3 Dash (5 RP) +    * +3 Mechanical (5 RP) 
-    * +3 Judge (5 RP) +  * **Adjustment**: All Huu Shoo Whee gain +1d Dexterity.
-  * **Adjustment**: All Huu Shoo Whee gain +1d Dexterity, and get -5 RP for any one of their roles.+
     * +1d Dexterity     * +1d Dexterity
-    * -5 RP 
   * **Ability Packages**:   * **Ability Packages**:
     * Dedicated Warrior (5 RP): Weapon(Blaster); Escape Artist; Intimidation; Pilot(Smallcraft); Athletics;     * Dedicated Warrior (5 RP): Weapon(Blaster); Escape Artist; Intimidation; Pilot(Smallcraft); Athletics;
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   * **Endeavor Introductions**:   * **Endeavor Introductions**:
     * A Worthy Adversary:     * A Worthy Adversary:
-==== Alien: Kol Ten ====+ 
 +==== Alien: Kol'Ten ====
  
   * **Attribute Boost Choices** (Pick 1 to 3):   * **Attribute Boost Choices** (Pick 1 to 3):
     * +2 Dexterity (5 RP)     * +2 Dexterity (5 RP)
     * +2 Perception (5 RP)     * +2 Perception (5 RP)
-    * +2 Mental (5 RP) +  * **Adjustment**: All Kol Ten Shoo Whee gain +1d Knowledge
-  * **Adjustment**: All Kol Ten Shoo Whee gain +1d Physical, and get -5 RP for any one of their roles+    * +1d Knowledge
-    * +1d Physical +
-    * -5 RP+
   * **Ability Packages**:   * **Ability Packages**:
     * Commander & Chief (5 RP): Command; Communications; Bargain; Administration; Observation(Behavior)     * Commander & Chief (5 RP): Command; Communications; Bargain; Administration; Observation(Behavior)
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   * **Endeavor Introductions**:   * **Endeavor Introductions**:
     * Evolve to a Higher Plane:     * Evolve to a Higher Plane:
-==== Alien: Taak Rhay ====+ 
 +==== Alien: Taak'Rhay ====
  
   * **Attribute Boost Choices** (Pick 1 to 3):   * **Attribute Boost Choices** (Pick 1 to 3):
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     * +2 Perception (5 RP)     * +2 Perception (5 RP)
     * +2 Technical (5 RP)     * +2 Technical (5 RP)
-    * +2 Tinker (5 RP) 
     * +3 Strength (5 RP)     * +3 Strength (5 RP)
     * +3 Knowledge (5 RP)     * +3 Knowledge (5 RP)
     * +3 Mechanical (5 RP)     * +3 Mechanical (5 RP)
-    * +3 Dash (5 RP) 
-    * +3 Judge (5 RP) 
-    * +3 Mental (5 RP) 
-    * +3 Physical (5 RP) 
-    * +3 Savvy (5 RP)  
   * **Adjustment**: All get -5 RP for any one of their roles, and gain the ability to make the Exec reroll all Failure dice once on any action related to engineering.   * **Adjustment**: All get -5 RP for any one of their roles, and gain the ability to make the Exec reroll all Failure dice once on any action related to engineering.
-    * -5 RP +    * Special: Force Exec to reroll all Failure dice once on any Technical action.
-    * Special: Force Exec to reroll all Failure dice once on any Engineering action.+
   * **Ability Packages**:   * **Ability Packages**:
     * ISOtech's Pretty (5 RP): Encoding; Hacking; Systems; Technology; Engineer(ISOtech);     * ISOtech's Pretty (5 RP): Encoding; Hacking; Systems; Technology; Engineer(ISOtech);
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   * **Endeavor Introductions**:   * **Endeavor Introductions**:
     * Merge with ISOTech:     * Merge with ISOTech:
 +
 ==== Engineer: Cautious Theoretical Thinker ==== ==== Engineer: Cautious Theoretical Thinker ====
  
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     * +2 Perception (5 RP)     * +2 Perception (5 RP)
     * +2 Dexterity (5 RP)     * +2 Dexterity (5 RP)
-    * +3 Knowledge (5 RP) 
   * **Ability Packages**:   * **Ability Packages**:
     * Social Nature (5 RP): Etiquette(Low Society); Influence; Charm; Convince; Bargain;     * Social Nature (5 RP): Etiquette(Low Society); Influence; Charm; Convince; Bargain;
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   * **Attribute Boosts** always cost 5 RP, and are +2/+3 depending on particular attribute:   * **Attribute Boosts** always cost 5 RP, and are +2/+3 depending on particular attribute:
-    * +2 for Perception, Technical, Dexterity, Tinker. +3 for all the rest.+    * +2 for Perception, Technical, and Dexterity. +3 for all the rest.
   * **Ability Packages** cost 1 RP per Ability included, with the exception that multiple specifics can be included with 3 for the price of 2 RP. So you could have 3 languages for 2 RP worth. Ability Packages must cost 2 RP, 3 RP, or 5 RP in total.   * **Ability Packages** cost 1 RP per Ability included, with the exception that multiple specifics can be included with 3 for the price of 2 RP. So you could have 3 languages for 2 RP worth. Ability Packages must cost 2 RP, 3 RP, or 5 RP in total.
-  * **Gear Options** cost 1 to 5 RP and give you two limited items for 1 RP, one decent item for 1 RP, and a impressive item for 2 RP.+  * **Gear Options** cost 1 to 5 RP and give you two minor items for 1 RP, one moderate item for 1 RP, and a major item for 2 RP. See [[The Executive's Guide#Standards]] for more details.
   * **Aspect Concepts** always cost 5 RP and provide one specific rule that can be applied in play, these vary widely.   * **Aspect Concepts** always cost 5 RP and provide one specific rule that can be applied in play, these vary widely.
  
centaurus_gate/explorer_roles.1424007497.txt.gz · Last modified: 2015/02/15 05:38 (external edit)