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  1. Site 23 is like a small town unto itself, in terms of size - there are plenty of things to be done at a top-notch research and containment facility like 23. You're encouraged to bounce ideas off the people in the out-of-character channel, especially to avoid redundancy. You don't want to sketch out your awesome character concept, get the sheet fully prepared, and drop it in the chat only to find that you've just finished making the seventh or eighth chemist currently active.
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  3. ++ History
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  5. With your character's role established, it's time to give some thought to your character's origins. Where did they come from? How did they come to attract the Foundation's attention, and in time, become an employee? These considerations can help you develop your character's personality in the next step, and provides a context for your character in the universe. You don't need to write up a 5 page character history, but a brief paragraph detailing just what they did with their lives before being hired on does a lot for stirring up ideas in terms of character development.
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  7. ++ Personality
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  9. After you figure out what your character will be doing on site and where they came from, you'll need to establish basic character traits. How do you interact with the people you'll be seeing on a daily basis? You don't need to write out a flowchart of how your character deals with normal social situations, but writing down a few adjectives that describe your character's general attitude will go a long way in helping you develop upon that in the course of normal play.
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  11. + 2. Mechanics
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  13. This is where you take the information you wrote out in the Concept section and convert it into the raw data that comprises a character sheet. This information is split into two main portions: Skills and Factions. Before beginning with this, scroll to the bottom of the page and copy-paste the blank character sheet out of the code box located there into a text editor. You'll be filling this out as you go.
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  15. ++ Skills
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  17. These are the the numbers that detail your character's various proficiencies. You come into this section with twenty points to distribute among the various skills on your character sheet, and a few limitations: you may only raise a single skill to 5 - the rest are capped at 4 (The health skills are not subject to caps). The health skills begin at 7, and you may increase them at double cost (so it would cost you two points to raise Mental Health from 7 to 8). For an overview of what each skill does, consult the [[[Skills List]]].
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