Eclipse Phase Character Creation

Alikar

First Post
Since I'm one of the few that have the book I have put together a sample character creation for Eclipse Phase for those who are interested.

1. Select a character concept:
The first step obviously is too create a character concept. I decided to do something recognizable; Indian Jones in space! Basically a character that is interested in the past history of humans and aliens and isn't afraid to kick tail to get what he wants. I think I'll name him Mark Griffon.

2. Choose a background:
The second step is basically choosing what culture that the character comes from. For Griffon I choose to make him a Martian. Being a Martian gives Griffon the following: +10 Pilot: Groundcraft Skill, +10 to one Technical, Academic: [field], or Profession: [field] skill of your choice, +20 Networking: Hypercorps Skill. This background also comes with no disadvantages. I chose this because it gives me a bonus to ground vehicles, which is something I can see Griffon using at dig sights. I then will select Academic [Archeology], and I'll simply take the free +20 Networking: Hypercorps as a nice bonus.

3. Choose a Faction:
Here is where I ran into my only real problem. None of the factions fit my character concept at all. The closest thing I can find is the Argonaut, which is someone who doesn't care about politics, but is only interested in science. Yet the choice is clearly a socialist one, because they also support large government programs. However, the benefits fit my character fairly well and I decided to take that and ignore the socialist aspect of the faction. Really I think it would have been much better to have this portion of the character creation system be where you choose your character's profession and not a faction.

Regardless now Griffon can now receive: +10 to two technical skills, Academic: [field], or Profession[Field], and +20 Networking: Scientists. I choose +10 to research and another +10 to Academic [Archeology].
So now Griffon as a character stands:
+10 Pilot: Groundcraft
+20 Academics [Archeology]
+ 20 Networking: Hypercorps
+ 20 Networking: Scientists

4. Starting Aptitudes
All characters get 105 free aptitude points to work with for their base Aptitudes. For those that are familiar with d20 Aptitudes are basically you characters ability scores. The following is the list of Aptitudes:

· Cognition(COG): This is character's aptitude for problem solving, logical analysis, and understanding. It also includes memory and recall.
· Coordination(COO): This is your character's ability to integrate actions of different parts of their morph to produce smooth, successful movements. It includes manual dexterity, fine motor control, nimbleness, and balance.
· Intuition(INT): This is your character's ability to follow their gut instinct and evaluation on the fly. It includes physical awareness, cleverness, and cunning.
· Reflexes(REF): This Is your character's ability to act quickly. This encompasses your reaction time, your gut-level responses, and your character's ability to think fast.
· Savvy(SAV): This is your character's mental adaptability, social intuition, and proficiency for interacting with others. It includes social awareness and manipulation.
· Somatics(SOM): This is your character's ability to push its morph to the best of its physical ability, including the fundamental utilization of the morph's strength, endurance, and sustained positioning and motion.
· Willpower(WIL): This is your character's ability for self-control, your ability to command your own destiny.

Based on this I think I'm going to give Griffon good Cognition, Coordination, Intuition, Reflexes and Somatic. If I was to average them all each would be 15. I also must make sure I have at least 5 points in each. With that in mind here are his status:
· COG: 20
· COO: 15
· INT: 20
· REF: 15
· SAV: 10
· SOM: 15
· WIL: 10

5. Free Language
You get one free language rated at 70 + INT for free. Which means Griffon will have Language: English at a rating of 90.

6. Free Moxie Point
All characters get one free Moxie point.

7. Credit
All characters get 5000 credits. I'll spend these latter.

8. Reputation:
All characters get to 50 free rep points with whoever they want. Reputation can be spent similar to money. Basically you make a rep check if you want something, but you can only call so many favors in so quickly or you will need to permanently burn your reputation.

There are seven listed reputations, but I went with the Research and the Corp ones. Giving 30 to the research and 20 to the corp. I figure that since I already have a bonus to the networking with them I should represent that with my character.

9. Customization Points
Now this is the meat and potatoes part of character development.

9.1 Morph Selection:
Choosing which morph your character is can be an important choice to make, since they can give you important bonuses and they come with implants built in. Since my character is an Archeologist I went with a Menton Morph:

Menton:
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 COG, +5 INT, +5 WIL, +5 to one aptitude of a player's choice.
CP Cost: 40
Credit Cost: Expensive.

Leaving me with 960 CPs left.

9.2 Traits
These are things that give characters special abilities. I can only choose 50 CP of traits, Plus another 50 if I take negative traits, and no more than 25 may be negative morph traits. I have chosen the following for Griffon:

Brave (10CP)
Common Sense (10CP)
Danger Sense (10CP)
Expert (10CP) (Allows me to raise one skill above 80 durring character creation.)
Tough Level 1 (10CP)

This leaves me with 910 CPs.

9.3 Skills
This is the core of the character and one which I must spend 700 of my remain skill points. I'm going to select my knowledge first since I have to spend 300 skill points in knowledge skills:

First and foremost is of course is my Academic: [Archeology] skill. Right Now I'm sitting on two nice sized bonuses to the skill, a + 20 from my background and faction, and the base 20 COG that I have. When you purchase skill points it is done so starting at the value of the aptitude you use. Thus if I had a 10 Cog I'd start at 10, but since I have a 20 I start at 20. This means that your starting aptitudes are very important and it is a good idea to make sure you have them where you want them before you purchase skills as you will potentially need to recalculate how much a skill costs if the skill becomes higher than 60. I say this because skills above 60 cost 2 CPs instead of 1.

I'm going to put 40 points into the skill. This will mean my character has a base of 60 for the Academic: [Archeology] and I still have a 20 point bonus to work with giving me an 80. If I have points left over I'll raise this higher.

Now with this I find that there are only a total of 5 knowledge skills, but each one can consists of many different areas. Thus I'll give myself the following:

Academic: [Archeology]: 40 CP
Academic: [History]: 40CP
Academic: [Xeno-Archeology]: 40CP
Academic: [Engineering]: 20CP
Academic: [Botany]: 20CP
Art: [Simulspace Design]: 20 CP
Art: [Architecture]: 20 CP
Interest: [Spaceship Models]: 20CP
Profession: [Appraisal]: 40CP
Profession: [Professor]: 40CP

My Totals after including my Aptitudes and other benefits.
Academic: [Archeology]: 80
Academic: [History]: 60
Academic: [Xeno-Archeology]: 60
Academic: [Engineering]: 40
Academic: [Botany]: 40
Art: [Simulspace Design]: 40
Art: [Architecture]: 40
Interest: [Spaceship Models]: 40
Profession: [Appraisal]: 60
Profession: [Professor]: 60

Now that I have spent 300 more skill points I am down to 610 points and I need to spend at least another 400 on active skills. Active skill work just like knowledge skills when it comes to points. The following is what I have selected:

Climbing: 40
Fray: 40
Free Fall: 40
Freerunning: 40
Interfacing: 40
Kinetic Weapons: 20
Perception: 40
Persuasion: 30
Scrounging: 40
Unarmed Combat: 30
Navigation: 20
Protocol: 20
Pilot [Groundcraft]: 0

When I combine aptitudes my totals then come too:
Climbing: 55
Fray: 55
Free Fall: 55
Freerunning: 55
Interfacing: 60
Kinetic Weapons: 30
Perception: 60
Persuasion: 50
Scrounging: 60
Unarmed Combat: 45
Navigation: 40
Protocol: 30
Pilot [Groundcraft]: 15

Now I have another 210 points remaining.

9.4 Gear
Now I can spend more points into skills, but I want to make sure that I have all the gear I want to have for my character. For the most part what may end up being the most advantageous to own are implants for your morph. First I want to make sure I do not purchase what I already have in my morph:

· Basic Biomods: Basically increased immunes system, better healing, requires less sleep, and is immune to the bad effects of long term gravity.
· Basic Mesh Inserts: You get a cranial computer, which is where your cellphone/media player/pda resides. You also get a radio transceiver, which works with a range of around 20 kilometers. Finally you get medical sensors for your body.
· Cortical Stack: This is where your backup is. You can backup to other locations, but expect to be digging this out of the back of your friends dead head.
· Eidetic Memory: Basically perfect memory.
· Hyper-Linguist: Allows the ability to learn new languages faster.
· Math Boost: Grants Griffon the Math Wiz trait.

With these in mind I'll purchase the following for Griffon:

· Enhanced vision[250]: Allows for a wider spectrum of vision, along with telescopic vision. Mechanically this means a +20 to all vision based perception checks
· Circadian Regulation[1000]: Allows the character to need only 2 hours of sleep, Griffon can also sleep in a 2 day cycle where Griffon can stay up for 44 hours and then sleep for 4.
· Eelware[250]: With this Griffon can power small tools via his hands or simply shock someone.
· T-Ray Emitter[250]: Allows Griffon to see through certain types of objects and also determine what they are made of.
· Wrist Mounted Tools[250]: These metal bands allow Griffon to create small tools with a mere thought, things like lock picks, snake cameras, and even claws are easily created.
Total: 2000

Now I don't think Griffon would be the kind of person to own armor, but he would defiantly have an Exo-walker [1000] to provide a strength bonus when doing digs. This does also give him a 2 armor against energy and a 4 armor against kinetic. I figure if any real fire fight is coming down the road I can easily purchase better armor. Also I think I'll buy a kinetic railgun pistol[250]. Can never be too careful out in the wilds of space or earth. The ammo for 100 rounds is only 50 credits so I'll pick that up too.
Total: 3300

This leaves me with only 1700 credits left and I think I want to buy a Mars Buggy for Griffon, but the buggy costs 5000 credits. So with that in mind I'll spend another 4 CPs to get 4000 more credits for Griffon. This will leave me with 700 credits left. I'll pick up a clearner nanoswarm, figuring that it will be used on artifacts as well as whatever home he has. This means I have only 450 credits left. I decide that this is probably enough gear for Griffon and I should see about spending the 206 remaining character points.

9.5 Moxie
Since Moxie can be very useful in the game I decide that Griffon is rather luck and will have 6 Moxie points per session. This will cost him 75 CPs. Leaving him with 131 CPs.

9.6 Additional Rep
Since I can purchase more rep with CPs I decided to gain a few new factions and raise my other rep up. 1 CP increases each rep by 10 points. Making this a good way to spend your points since rep can be very useful.

Autonomists: 0 + 20
Hypercorps: 20 + 50
Ecologists: 0 + 20
Media: 0 + 40
Criminal: 0 + 20
Firewall: 0 + 40
Research: 30 + 50

Now these increases have only cost me 24 CPcs Leaving me with 107 Cps.

9.7 Final skill increase
Using my remaining points I have decided to increase some of skills:
Academic: [Archeology]: 80 + 20 (40 CPs)
Art: [Simulspace Design]: 40 + 20 (20 CPs)
Art: [Architecture]: 40 + 20 (20 CPs)
Pilot [Groundcraft]: 15 + 20 (20 Cps)
Kinetic Weapons: 30 + 7 (7 Cps)

With that my character has finally spent all of his CPs.

10. Calculating the final stats:
Lucidity (Measurement of Mental Health): 20
Trauma Threshold(Determines when you suffer Trauma): 4
Insanity Rating(The amount of stress you can take before you go permanently insane): 40
Initiative(Determines when you act in combat): 60
Damage Bonus(The Extra damage your character does in melee): 1
Death Rating (The total damage your morph can take before its killed or destroyed): 80
Speed(How many times per turn you can act, max is 4): 1

With that my Griffon is complete. Here is everything together:

Mark Griffon:
Background: Martian
Faction: Argonaut
Morph: Menton
· COG: 20
· COO: 15
· INT: 20
· REF: 15
· SAV: 10
· SOM: 15
· WIL: 10
· Lucidity: 20
· Trauma Threshold: 4
· Insanity Rating: 40
· Initiative: 60
· Damage Bonus: 1
· Death Rating: 80
· Speed: 1

Traits:
Brave (10CP)
Common Sense (10CP)
Danger Sense (10CP)
Expert (10CP)
Tough Level 1 (10CP)

Skills:
Academic: [Archeology]: 100
Academic: [History]: 60
Academic: [Xeno-Archeology]: 60
Academic: [Engineering]: 40
Academic: [Botany]: 40
Art: [Simulspace Design]: 40
Art: [Architecture]: 60
Interest: [Spaceship Models]: 40
Profession: [Appraisal]: 60
Profession: [Professor]: 60
Climbing: 55
Fray: 55
Free Fall: 55
Freerunning: 55
Interfacing: 60
Kinetic Weapons: 37
Perception: 60
Persuasion: 50
Scrounging: 60
Unarmed Combat: 45
Navigation: 40
Protocol: 30
Pilot [Groundcraft]: 35

Gear:
Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist, Math Boost, Enhanced vision, Circadian Regulation, Eelware, T-Ray Emitter, Wrist Mounted Tools, Cleaning Nanoswarm, Exo-Walker, Kinetic Railgun Pistol, 100 rounds of ammo and a Mars Buggy.

Overall character creation is quite easy. My only real concern is that you want to make sure you have your aptitudes done first before skills. Because if you do so latter you will need to go back and recalculate the cost of these skills which can be annoying. The book is fairly well laid out for this, but gear could be a bit better divided. Otherwise its a clean system and much better than Shadow Run's. I'd estimate character creation will take first timers an hour to an hour and a half, while experianced players could easily do it in 30 minutes or less.
 
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Nice. I can see why this game is getting the props that it is. I may need to look into it. Thanks for the thorough post.
 



Since I'm one of the few that have the book I have put together a sample character creation for Eclipse Phase for those who are interested.

1. Select a character concept:
The first step obviously is too create a character concept. I decided to do something recognizable; Indian Jones in space! Basically a character that is interested in the past history of humans and aliens and isn't afraid to kick tail to get what he wants. I think I'll name him Mark Griffon.

2. Choose a background:
The second step is basically choosing what culture that the character comes from. For Griffon I choose to make him a Martian. Being a Martian gives Griffon the following: +10 Pilot: Groundcraft Skill, +10 to one Technical, Academic: [field], or Profession: [field] skill of your choice, +20 Networking: Hypercorps Skill. This background also comes with no disadvantages. I chose this because it gives me a bonus to ground vehicles, which is something I can see Griffon using at dig sights. I then will select Academic [Archeology], and I'll simply take the free +20 Networking: Hypercorps as a nice bonus.

3. Choose a Faction:
Here is where I ran into my only real problem. None of the factions fit my character concept at all. The closest thing I can find is the Argonaut, which is someone who doesn't care about politics, but is only interested in science. Yet the choice is clearly a socialist one, because they also support large government programs. However, the benefits fit my character fairly well and I decided to take that and ignore the socialist aspect of the faction. Really I think it would have been much better to have this portion of the character creation system be where you choose your character's profession and not a faction.

Regardless now Griffon can now receive: +10 to two technical skills, Academic: [field], or Profession[Field], and +20 Networking: Scientists. I choose +10 to research and another +10 to Academic [Archeology].
So now Griffon as a character stands:
+10 Pilot: Groundcraft
+20 Academics [Archeology]
+ 20 Networking: Hypercorps
+ 20 Networking: Scientists

4. Starting Aptitudes
All characters get 105 free aptitude points to work with for their base Aptitudes. For those that are familiar with d20 Aptitudes are basically you characters ability scores. The following is the list of Aptitudes:

· Cognition(COG): This is character's aptitude for problem solving, logical analysis, and understanding. It also includes memory and recall.
· Coordination(COO): This is your character's ability to integrate actions of different parts of their morph to produce smooth, successful movements. It includes manual dexterity, fine motor control, nimbleness, and balance.
· Intuition(INT): This is your character's ability to follow their gut instinct and evaluation on the fly. It includes physical awareness, cleverness, and cunning.
· Reflexes(REF): This Is your character's ability to act quickly. This encompasses your reaction time, your gut-level responses, and your character's ability to think fast.
· Savvy(SAV): This is your character's mental adaptability, social intuition, and proficiency for interacting with others. It includes social awareness and manipulation.
· Somatics(SOM): This is your character's ability to push its morph to the best of its physical ability, including the fundamental utilization of the morph's strength, endurance, and sustained positioning and motion.
· Willpower(WIL): This is your character's ability for self-control, your ability to command your own destiny.

Based on this I think I'm going to give Griffon good Cognition, Coordination, Intuition, Reflexes and Somatic. If I was to average them all each would be 15. I also must make sure I have at least 5 points in each. With that in mind here are his status:
· COG: 20
· COO: 15
· INT: 20
· REF: 15
· SAV: 10
· SOM: 15
· WIL: 10

5. Free Language
You get one free language rated at 70 + INT for free. Which means Griffon will have Language: English at a rating of 90.

6. Free Moxie Point
All characters get one free Moxie point.

7. Credit
All characters get 5000 credits. I'll spend these latter.

8. Reputation:
All characters get to 50 free rep points with whoever they want. Reputation can be spent similar to money. Basically you make a rep check if you want something, but you can only call so many favors in so quickly or you will need to permanently burn your reputation.

There are seven listed reputations, but I went with the Research and the Corp ones. Giving 30 to the research and 20 to the corp. I figure that since I already have a bonus to the networking with them I should represent that with my character.

9. Customization Points
Now this is the meat and potatoes part of character development.

9.1 Morph Selection:
Choosing which morph your character is can be an important choice to make, since they can give you important bonuses and they come with implants built in. Since my character is an Archeologist I went with a Menton Morph:

Menton:
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 COG, +5 INT, +5 WIL, +5 to one aptitude of a player's choice.
CP Cost: 40
Credit Cost: Expensive.

Leaving me with 960 CPs left.

9.2 Traits
These are things that give characters special abilities. I can only choose 50 CP of traits, Plus another 50 if I take negative traits, and no more than 25 may be negative morph traits. I have chosen the following for Griffon:

Brave (10CP)
Common Sense (10CP)
Danger Sense (10CP)
Expert (10CP) (Allows me to raise one skill above 80 durring character creation.)
Tough Level 1 (10CP)

This leaves me with 910 CPs.

9.3 Skills
This is the core of the character and one which I must spend 700 of my remain skill points. I'm going to select my knowledge first since I have to spend 300 skill points in knowledge skills:

First and foremost is of course is my Academic: [Archeology] skill. Right Now I'm sitting on two nice sized bonuses to the skill, a + 20 from my background and faction, and the base 20 COG that I have. When you purchase skill points it is done so starting at the value of the aptitude you use. Thus if I had a 10 Cog I'd start at 10, but since I have a 20 I start at 20. This means that your starting aptitudes are very important and it is a good idea to make sure you have them where you want them before you purchase skills as you will potentially need to recalculate how much a skill costs if the skill becomes higher than 60. I say this because skills above 60 cost 2 CPs instead of 1.

I'm going to put 40 points into the skill. This will mean my character has a base of 60 for the Academic: [Archeology] and I still have a 20 point bonus to work with giving me an 80. If I have points left over I'll raise this higher.

Now with this I find that there are only a total of 5 knowledge skills, but each one can consists of many different areas. Thus I'll give myself the following:

Academic: [Archeology]: 40 CP
Academic: [History]: 40CP
Academic: [Xeno-Archeology]: 40CP
Academic: [Engineering]: 20CP
Academic: [Botany]: 20CP
Art: [Simulspace Design]: 20 CP
Art: [Architecture]: 20 CP
Interest: [Spaceship Models]: 20CP
Profession: [Appraisal]: 40CP
Profession: [Professor]: 40CP

My Totals after including my Aptitudes and other benefits.
Academic: [Archeology]: 80
Academic: [History]: 60
Academic: [Xeno-Archeology]: 60
Academic: [Engineering]: 40
Academic: [Botany]: 40
Art: [Simulspace Design]: 40
Art: [Architecture]: 40
Interest: [Spaceship Models]: 40
Profession: [Appraisal]: 60
Profession: [Professor]: 60

Now that I have spent 300 more skill points I am down to 610 points and I need to spend at least another 400 on active skills. Active skill work just like knowledge skills when it comes to points. The following is what I have selected:

Climbing: 40
Fray: 40
Free Fall: 40
Freerunning: 40
Interfacing: 40
Kinetic Weapons: 20
Perception: 40
Persuasion: 30
Scrounging: 40
Unarmed Combat: 30
Navigation: 20
Protocol: 20
Pilot [Groundcraft]: 0

When I combine aptitudes my totals then come too:
Climbing: 55
Fray: 55
Free Fall: 55
Freerunning: 55
Interfacing: 60
Kinetic Weapons: 30
Perception: 60
Persuasion: 50
Scrounging: 60
Unarmed Combat: 45
Navigation: 40
Protocol: 30
Pilot [Groundcraft]: 15

Now I have another 210 points remaining.

9.4 Gear
Now I can spend more points into skills, but I want to make sure that I have all the gear I want to have for my character. For the most part what may end up being the most advantageous to own are implants for your morph. First I want to make sure I do not purchase what I already have in my morph:

· Basic Biomods: Basically increased immunes system, better healing, requires less sleep, and is immune to the bad effects of long term gravity.
· Basic Mesh Inserts: You get a cranial computer, which is where your cellphone/media player/pda resides. You also get a radio transceiver, which works with a range of around 20 kilometers. Finally you get medical sensors for your body.
· Cortical Stack: This is where your backup is. You can backup to other locations, but expect to be digging this out of the back of your friends dead head.
· Eidetic Memory: Basically perfect memory.
· Hyper-Linguist: Allows the ability to learn new languages faster.
· Math Boost: Grants Griffon the Math Wiz trait.

With these in mind I'll purchase the following for Griffon:

· Enhanced vision[250]: Allows for a wider spectrum of vision, along with telescopic vision. Mechanically this means a +20 to all vision based perception checks
· Circadian Regulation[1000]: Allows the character to need only 2 hours of sleep, Griffon can also sleep in a 2 day cycle where Griffon can stay up for 44 hours and then sleep for 4.
· Eelware[250]: With this Griffon can power small tools via his hands or simply shock someone.
· T-Ray Emitter[250]: Allows Griffon to see through certain types of objects and also determine what they are made of.
· Wrist Mounted Tools[250]: These metal bands allow Griffon to create small tools with a mere thought, things like lock picks, snake cameras, and even claws are easily created.
Total: 2000

Now I don't think Griffon would be the kind of person to own armor, but he would defiantly have an Exo-walker [1000] to provide a strength bonus when doing digs. This does also give him a 2 armor against energy and a 4 armor against kinetic. I figure if any real fire fight is coming down the road I can easily purchase better armor. Also I think I'll buy a kinetic railgun pistol[250]. Can never be too careful out in the wilds of space or earth. The ammo for 100 rounds is only 50 credits so I'll pick that up too.
Total: 3300

This leaves me with only 1700 credits left and I think I want to buy a Mars Buggy for Griffon, but the buggy costs 5000 credits. So with that in mind I'll spend another 4 CPs to get 4000 more credits for Griffon. This will leave me with 700 credits left. I'll pick up a clearner nanoswarm, figuring that it will be used on artifacts as well as whatever home he has. This means I have only 450 credits left. I decide that this is probably enough gear for Griffon and I should see about spending the 206 remaining character points.

9.5 Moxie
Since Moxie can be very useful in the game I decide that Griffon is rather luck and will have 6 Moxie points per session. This will cost him 75 CPs. Leaving him with 131 CPs.

9.6 Additional Rep
Since I can purchase more rep with CPs I decided to gain a few new factions and raise my other rep up. 1 CP increases each rep by 10 points. Making this a good way to spend your points since rep can be very useful.

Autonomists: 0 + 20
Hypercorps: 20 + 50
Ecologists: 0 + 20
Media: 0 + 40
Criminal: 0 + 20
Firewall: 0 + 40
Research: 30 + 50

Now these increases have only cost me 24 CPcs Leaving me with 107 Cps.

9.7 Final skill increase
Using my remaining points I have decided to increase some of skills:
Academic: [Archeology]: 80 + 20 (40 CPs)
Art: [Simulspace Design]: 40 + 20 (20 CPs)
Art: [Architecture]: 40 + 20 (20 CPs)
Pilot [Groundcraft]: 15 + 20 (20 Cps)
Kinetic Weapons: 30 + 7 (7 Cps)

With that my character has finally spent all of his CPs.

10. Calculating the final stats:
Lucidity (Measurement of Mental Health): 20
Trauma Threshold(Determines when you suffer Trauma): 4
Insanity Rating(The amount of stress you can take before you go permanently insane): 40
Initiative(Determines when you act in combat): 60
Damage Bonus(The Extra damage your character does in melee): 1
Death Rating (The total damage your morph can take before its killed or destroyed): 80
Speed(How many times per turn you can act, max is 4): 1

With that my Griffon is complete. Here is everything together:

Mark Griffon:
Background: Martian
Faction: Argonaut
Morph: Menton
· COG: 20
· COO: 15
· INT: 20
· REF: 15
· SAV: 10
· SOM: 15
· WIL: 10
· Lucidity: 20
· Trauma Threshold: 4
· Insanity Rating: 40
· Initiative: 60
· Damage Bonus: 1
· Death Rating: 80
· Speed: 1

Traits:
Brave (10CP)
Common Sense (10CP)
Danger Sense (10CP)
Expert (10CP)
Tough Level 1 (10CP)

Skills:
Academic: [Archeology]: 100
Academic: [History]: 60
Academic: [Xeno-Archeology]: 60
Academic: [Engineering]: 40
Academic: [Botany]: 40
Art: [Simulspace Design]: 40
Art: [Architecture]: 60
Interest: [Spaceship Models]: 40
Profession: [Appraisal]: 60
Profession: [Professor]: 60
Climbing: 55
Fray: 55
Free Fall: 55
Freerunning: 55
Interfacing: 60
Kinetic Weapons: 37
Perception: 60
Persuasion: 50
Scrounging: 60
Unarmed Combat: 45
Navigation: 40
Protocol: 30
Pilot [Groundcraft]: 35

Gear:
Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper-Linguist, Math Boost, Enhanced vision, Circadian Regulation, Eelware, T-Ray Emitter, Wrist Mounted Tools, Cleaning Nanoswarm, Exo-Walker, Kinetic Railgun Pistol, 100 rounds of ammo and a Mars Buggy.

Overall character creation is quite easy. My only real concern is that you want to make sure you have your aptitudes done first before skills. Because if you do so latter you will need to go back and recalculate the cost of these skills which can be annoying. The book is fairly well laid out for this, but gear could be a bit better divided. Otherwise its a clean system and much better than Shadow Run's. I'd estimate character creation will take first timers an hour to an hour and a half, while experianced players could easily do it in 30 minutes or less.


Awesome thread! Way to promote the game. I've got to find this game now.
 

Good luck in the Martian wilds Alikar. Hope it's ok that we linked to this thread on our blog to show other players what chargen looks like.

And yes, freerunning is a skill. It's used when any sort of movement skill is needed in gravity since many habitats in EP are narrow spaces with lots of handholds, so freerunning/parkour type movements are very common.
 

FWIW, the EP people have said it should be out in PDF sometime this week.

I gather that physical books are still printing and/or shipping from the printer (from overseas, so via boat). I haven't seen a date for their availability, but IME (waiting for M&M and SR books), such shipping takes approximately forever. ;)
 

Good luck in the Martian wilds Alikar. Hope it's ok that we linked to this thread on our blog to show other players what chargen looks like.

And yes, freerunning is a skill. It's used when any sort of movement skill is needed in gravity since many habitats in EP are narrow spaces with lots of handholds, so freerunning/parkour type movements are very common.

No problem, I'm sure Griffon will get him self into some sort of trouble out there. ;) I just have a few fluff problems with the game, but that happens. Otherwise your system is very well put together and I highly recommend it. I'm also very happy you have the character sheet out! I was not looking forward to a day with Excel.
 
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And yes, freerunning is a skill. It's used when any sort of movement skill is needed in gravity since many habitats in EP are narrow spaces with lots of handholds, so freerunning/parkour type movements are very common.

That's fine. I just think its funny. Seems like an arbitrary limited cultural reference, like making "disco" a skill in a 80s Buck Rogers scifi game. Apropriat, but will look dated in 10 years.

What about jetpacks? What about moving sidewalks? ;)
 

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