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centaurus_gate:explorer_roles [2015/02/15 05:45] – JasonP | centaurus_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, | + | There are six types of roles in Centaurus Gate: Alien, Engineering, |
+ | |||
+ | * **Gifted Human Explorer**: Pick one role from under Engineer, Leader, Medical, Science, or Security. Your Explorer' | ||
+ | * **Versatile Human Explorer**: Pick two roles from under Engineer, Leader, Medical, Science, or Security (but only one under any type). Your Explorer' | ||
+ | * **Recruited Alien Explorer**: Pick one role from under Alien, and one role from under Engineer, Leader, Medical, Science, or Security. Your Explorer' | ||
+ | |||
+ | 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 Points, if two then 50 Role Points. | + | You are free to spend your Role Points in any order you wish, but 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: | 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: | ||
- | - **[[#Alien: Gaa Men|Gaa Men]]** | + | - **[[#Alien: Gaa'Men|Gaa'Men]]** |
* In their natural environment, | * In their natural environment, | ||
- | - **[[#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/ | * A self-replicating mechanoid/ | ||
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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 Perception (5 RP) | * +2 Perception (5 RP) | ||
* +3 Knowledge (5 RP) | * +3 Knowledge (5 RP) | ||
- | * **Adjustment**: | + | * **Adjustment**: |
* -1d Strength | * -1d Strength | ||
- | * +5 RP | + | * +1d Knowledge |
+ | * +1d Perception | ||
* **Ability Packages**: | * **Ability Packages**: | ||
* Serious Contemplation (5 RP): Knowledge(Philosophy); | * Serious Contemplation (5 RP): Knowledge(Philosophy); | ||
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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): | ||
* +3 Strength (5 RP) | * +3 Strength (5 RP) | ||
* +3 Knowledge (5 RP) | * +3 Knowledge (5 RP) | ||
- | * **Adjustment**: | + | * **Adjustment**: |
* +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 Mechanical (5 RP) | * +3 Mechanical (5 RP) | ||
- | * **Adjustment**: | + | * **Adjustment**: |
* +1d Dexterity | * +1d Dexterity | ||
- | * -5 RP | ||
* **Ability Packages**: | * **Ability Packages**: | ||
* Dedicated Warrior (5 RP): Weapon(Blaster); | * Dedicated Warrior (5 RP): Weapon(Blaster); | ||
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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) | ||
- | * **Adjustment**: | + | * **Adjustment**: |
- | * +1d Physical | + | * +1d Knowledge |
- | * -5 RP | + | |
* **Ability Packages**: | * **Ability Packages**: | ||
* Commander & Chief (5 RP): Command; Communications; | * Commander & Chief (5 RP): Command; Communications; | ||
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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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* +3 Mechanical (5 RP) | * +3 Mechanical (5 RP) | ||
* **Adjustment**: | * **Adjustment**: | ||
- | | + | * Special: Force Exec to reroll all Failure dice once on any Technical |
- | | + | |
* **Ability Packages**: | * **Ability Packages**: | ||
* ISOtech' | * 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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* **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, |
* **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 | + | * **Gear Options** cost 1 to 5 RP and give you two minor items for 1 RP, one moderate |
* **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. | ||