GM WhtKnt's Alternity: Perpetual Twilight (Inactive)

Game Master WhtKnt

A spacer's life is never easy, and doubly so in the Verge. If the kaa or the klicks don't get you, something else will. It takes nerves of steel to hurtle through the void in a tube of metal, exploring strange new worlds, seeking out new life and new civilizations, and all that stuff.


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Dark Archive

PERPETUAL TWILIGHT is an Alternity campaign for up to eight players. It begins with starting characters, as described in the Alternity Player's Handbook. The following races are available in this campaign. If you are interested in playing a race that is not covered in the Player's Handbook (cidi, dralasites, kaa, pershala, vargr, vrusk, or yazarians), let me know and I will provide you with what you need to play.

If you have no experience with Alternity but would still like to get into the game, let me know and post a description of the type of character you want to play. Be very descriptive, as I will build your character from this description. I will work with you to insure that you get what you want to play.

Aleerin
An aleerin can be easily mistaken for a human at a distance or in poor lighting, for he bears the general shape and size of a human, averaging about 1.8 meters tall and weighing around 90 kilograms. Closer inspection, however, reveals veins of circuitry that weave with the aleerin’s flesh and blood to form a totally synthesized body. An aleerin’s hair consists of combined protein strands and filaments of cable and wire. Even the aleerin’s skeleton has been reinforced with super-strong synthetic materials, and bony protective plates cover the bioorganic flesh at the shoulders and across the chest.

Aleerins have ordered minds, which translates into a highly structured society and an equally organized outlook on life. Although they think with the precision and logic of a machine, they are deeply emotional people who work hard to subdue their negative emotions. They posses the same range of emotions as humans, though they downplay hostility or aggression.

Cidi
Cidi are the tiniest vertebrates yet discovered. They stand 16.5 centimeters tall and weigh 680.4 grams. They have large, dark eyes, a snout resembling a bear’s, pointed ears, and sharp teeth. They are completely covered with short, soft fur ranging in color from golden blonde to a deep brown or russet. Their hands are like humans’; their bodies tend to be plump. Their legs and tail make them uniquely suited to life both on the ground and in the trees—they resemble a terrestrial kangaroo rat’s—and a cidi can hop for short stretches as quickly as a human can run. At the same time, the feet have sharp claws and the tail is prehensile, making the race excellent climbers.

Cidi are gregarious, making friends easily. They are often frustrated by the tendency of humans to regard them as clever pets, but their feelings on this matter are mild compared to their feelings towards the kaa, who see the cidi as appetizers. They are capable engineers and many cidi have made a name for themselves as artists and writers.

Dralasite
Dralasties are short, about 1.3 meters tall, rubbery xenomorphs that have no bones or hard body parts. They weigh around 65 kilograms. Their skin—a flexible, tough, and scratchy membrane—is dull gray and lined with dark veins that meet at the dralasite’s two eyespots. Dralasites breathe by absorbing oxygen directly through the skin and have no lungs. They are omnivorous and have an exceptional sense of smell. Dralasites have a limited ability to alter their shape.

Dralasites are thoughtful, philosophical beings. Their communities are small, and many dralasites prefer to live alone. They care little for wealth, power, or status, judging themselves instead by the quality of their ideas and their ability to discuss important ideas wisely. Discussions and debates are among their favorite ways to relax.

Fraal
Quiet and peaceful, the fraal appear calm and composed in even the most chaotic situations. Averaging 1.5 meters tall, the fraal are thin humanoids with large eyes; pale, almost luminous skin; and swept-back ears. While many are bald, some have wisps of silver, white, or pale yellow hair atop their large round heads. Individual fraal can be so thin as to appear practically weightless, but most weigh about 55 kilograms. Even the youngest fraal adults have an ancient, wizened look that can be as intimidating to humans as it is disconcerting.

Fraal are thinkers and philosophers with a deeply spiritual nature. Because they are a long-lived species, the fraal have a patient attitude that sometimes annoys humans. Their spirituality centers around mind-walking, the study and application of psionics. Though not pacifists, fraal believe that violence should be hte last resort of an intelligent, civilized species. They can seem cold and distant, but that's because they don't have as wide a range of emotions as humans--and the emotional range they do possess doesn't shift as rapidly or unpredictably as human emotions do.

Kaa
The kaa are “snake men.” Their bodies are 4.1 meters long and flexible, ending like that of an earthly snake. They have two flexible arms ending in formidable claws, but they have no legs—they move via undulation, or “slithering.” Their reptilian heads thrust forward, and the normally keep the forward half or third of their bodies erect. Kaa can be any number of colors, with vivid green being the most common. The kaa have no nudity taboo, but the often wear clothing and jewelry on their upper bodies for decoration, including vests, smocks, necklaces, torcs, armbands, and head dresses.

Kaa are an arrogant and powerful slaver race, believing themselves superior to all others and certain of their manifest destiny to rule the universe. They are also subtle and persuasive, with impeccable eloquence and charm. The kaa practice ritual cannibalism and are known to eat other sentients.

Kaa are individuals, and with the permission of the game master, could be selected as a player character race. However, the player should be aware that the character will automatically acquire his race’s reputation and will be shunned at best and openly attacked at worst. The player should be prepared to fully role-play the difficulties of fitting into an alien culture where everyone thinks you are a heartless, cold-blooded killer.

Klicks
Klicks are arachnid-like aliens from a distant part of the Milky Way galaxy. Ferocious, aggressive, and merciless, they have invaded our local space in a slow and steady wave of invasion. Klicks have strange, wedge-shaped bodies covered with smooth chitinous plates. They possess six multi-jointed legs ending in thick claws, and an additional pair of forelimbs ending in sharp, manipulating claws. A klick’s sensory organs hang in a pendulous glob below the main part of its body, between the forelimbs.

Klicks perform brutal but effective “hit-and-run” combat tactics. They favor ambushes and overwhelming numbers. Beyond this, little is known about the klicks or their society.

Klicks do not speak any language that can be interpreted by humans or their allies.

Klicks are the major enemy in the PERPETUAL TWILIGHT campaign. They are absolutely unsuitable for use as player characters and this WILL NOT be permitted under circumstances, so don’t bother asking. Their entry here is included for completeness.

Pershala
The pershala are cat-like humanoids, standing an average of 1.7 meters and weighing about 52.2 kilograms. They are arrogant, standoffish, reckless, brazen, and fiercely competitive. They find the general state of uncleanliness of other races distasteful and are notoriously difficult to get along with. They are also considered the best pilots in the known galaxy. They seem to be born with a natural gift for piloting and starfighter squadrons that boast a pershalan pilot among their number are widely feared by enemy combatants.

Pershala are stubborn, impulsive individuals. They rarely think things through or consider the consequences of their actions. They exemplify the motto: "Live fast, die hard." Most other races find this frustrating, to say the least. Vrusk and aleerin, in particular, find dealing with pershalans extremely taxing; both races tending to be very logical and patterned in their thinking.

Sesheyans
Standing approximately 1.7 meters tall and weighing a mere 40 kilograms, sesheyans are humanoid only in the broadest sense of the word. A bulbous head encircled by eight small eyes and capped by large, pointed ears flows into a light, muscular frame. Powerful wings that extend to a 6 meter span spread from the sesheyan's back, and a long tall with an expandable fan-shaped tip provides stabilization while in flight. The wings can be folded lightly against the creature's upper back when they are not in use. Though they walk with a hunched, labored gait when on the ground, sesheyans exhibit a gracefulness while airborne that is matched by few other creatures capable of flight.

Most humans can't help feeling uneasy in the presence of a sesheyan. This attitude comes from humankind's innate fear of the dark and the creatures that inhabit it. Even the most primitive sesheyan finds this reaction mildly amusing. Though a sesheyan is a born hunter, he is also a being who might seem cold and aloof but actually has a profound respect for all life and his place in its natural cycle. Tehcnology is new and mystical to the sesheyans. They can learn to use it, but most never become completely comfortable with it, and some deeply religious sesheyans refuse to have anything to do with it.

T'sa
Even when standing absolutely still-something that's almost impossible for the creature to do-a t'sa conveys an impression of speed, sharp reflexes, and constant activity. Standing 1.4 meters tall, a t'sa is lightning-quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t'sa has a fine covering of interlocking scales that provide a modicum of natural protection. Most humans find t'sa, with their expressive eyes and childlike exuberance, to be extremely likeable.

T'sa have a natural curiosity and affinity for all things technological. They are consumate tinkerers, disassembling devices to discover how they work and to find new ways to improve them. T'sa have an undeserved reputation among humans for being overly naive, due to their infectuous cheerfulness. Everything a t'sa does, he does quickly. He's always on the move, always asking questions, always seeking answers. Although often misunderstood, t'sa are nonetheless eager to please and make friends.

Vargr
Vargr are upright bipeds who resemble humanoid wolves with bipedal postures and arms ending in hands instead of claws. The average vargr stands 1.6 meters and weighs around 60 kilograms. Vargr legs are digitgrade—that is, they walk on their toes, their heel not touching the ground. Their bodies are covered with short fur, typically gray, brown, black, or rust-colored, though a wide variety of patterns are possible. Their fairly long tails end in a flattening brush. Their muzzle is shorter and more pronounced than a Terran canine, but still quite evident with strong jaws and sharp teeth.

The vargr are a very gregarious people, enjoying the company of one another and demanding the security and comfort of fellowship with others of their own kind. As a rule, vargr enjoy living in close proximity with one another. At the family level, they tend toward extended families. Solitary confinement is more of a torture to most vargr. On the other hand, they have less modesty and sense of privacy than humans—within a pack, that is. Among other races, vargr tend to be quite proper, even to the point of excess.

Vrusk
A vrusk (singular and plural) resembles a large insect. Standing 1.5 meters tall, they are also 1.5 long and weigh around 85 kilograms. Eight legs grow from her abdomen, four on each side, and she has two arms connected to the shoulders of her somewhat humanoid torso mounted upright at the front of the abdomen. vrusk hands are circular pads with five fingers spaced evenly around the edge. A vrusk’s shoulder is double-jointed, allowing 360 degree rotation without straining any muscles. Their body is covered in a hard carapace, but unlike insects, vrusk do have an internal skeleton.

Vrusk are driven, practical beings who base their society and values around independent corporations. A vrusk’s company determines whom the vrusk lives with, what the vrusk’s job is, where the vrusk travels, and so forth. Unsurprisingly, many vrusk are less than enamored with this life and seek to free themselves from their society, taking to the stars as a free individual.

Weren
Standing roughly 2.2 meters tall and weighing in at a hefty 180 kilograms, a weren (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane flares from his head. His fur ranges from black to shades of gray, brown, or white—regardless of color, weren fur has a shimmer and an ability to shift slightly in hue, varying with the surrounding lighting. Weren males are slightly larger than the females and have two oversized tusks jutting from their lower jaw; the females do not have tusks, but share the males’ powerful builds.

Weren are proud, fierce, honorable warriors, although their eagerness to make peace leads many to become diplomats of one sort or another. They make stalwart companions and bond easily with humans and other species that have learned to temper their primal natures.

Yazarians
Yazirians are tall, thin humanoids. Standing about 2.1 meters tall and weighing in at 55 kilograms, they have long arms and legs and slender torsos. Two large flaps of skin called a patagium grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions, Yazirians can glide short distances using these wings. Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yelow. Their skin color ranges from gray to Iight tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters. A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.


Pathfinder Adventure Subscriber

Dot. It will probably be this weekend before I can complete my character. Need to break out the books and absorb...


Still interested for sure...

Did we decide what the campaign will look like (independent explorers? traders? ) -- was looking at a Pershala, most likely -- but wasn't sure if it would make sense to try to make a brash fighter-jock type (if there'd be the opportunity to dogfight in small craft or serve as a Jayne-ish weapons officer) or a know-it-all hacker sort...

It's literally been years since I've built a character -- so it might take me a while to re-read and catch up (though I'd be OK with WhtKnt building my character given how out of practice I am)

Dark Archive

Definitely a free traders and/or smugglers game. There may very well be a chance for some Top Gun spacecraft dogfighting, but a savvy hacker fits too.


dot. Need to find some alternity books.

I'm gonna play a Weren....something.

Dark Archive

Is this actual Star*Drive setting, or homebrew setting stealing some of their races?

Not that I mind either way, just curious, I think it was about 2001 when I last played Alternity, so I'm a little rusty...

Probably either an Aleerin engineer/mechanic or Seshayan Free agent.

And also, because it's been bugging me:

WhtKnt wrote:


Cidi are the tiniest vertebrates yet discovered. They stand 16.5 centimeters tall and weigh 680.4 grams.

That's not even the smallest vertebrate on earth (which is 7.7mm), I suspect sentient, sapient or intelligent should have been added in there?

Dark Archive

spinningdice wrote:

Is this actual Star*Drive setting, or homebrew setting stealing some of their races?

Not that I mind either way, just curious, I think it was about 2001 when I last played Alternity, so I'm a little rusty...

Probably either an Aleerin engineer/mechanic or Seshayan Free agent.

And also, because it's been bugging me:

WhtKnt wrote:


Cidi are the tiniest vertebrates yet discovered. They stand 16.5 centimeters tall and weigh 680.4 grams.

That's not even the smallest vertebrate on earth (which is 7.7mm), I suspect sentient, sapient or intelligent should have been added in there?

It is the actual Star*Drive setting, just with some other races thrown into the mix. Yes, it should read sentient. After the third time typing the post (the boards ate the first two) I was tired.


Here is a link to my character sheet: Lig'Tu

Lig'Tu's backstory:

Lig'Tu was raised in a monastery on the Planet Kurg, the home of the Weren. At the Monastery (whose name, when translated into English, is roughly "the way of the peaceful war") Lig'Tu learned to master the art of Po'Kan, a powerful unarmed combat art that has 3 tenets See the Martial Art spoiler below. After learning all that he could at the monastery, he left Kurg and began to travel the stars, eventually landing a place at the Starlight Fighting Tournament, a perpetual fighting tournament that travels on a vast luxury ship and is broadcast throughout the known galaxies. Lig'Tu's stage name is Anvil, due to an incident in his 2nd professional match that resulted in him hitting someone so hard that they folded backwards in half.

After several years (and twice gaining the championship title) Anvil was approached by some shady individuals who wanted him to throw his next match. "Do it" they said, "or else." Anvil refused, and although he won his next match, the person he was fighting died. While deaths in the ring aren't unheard of, they are rare.

After his match, he headed to his home, where his wife and 12 daughters were supposed to be waiting for him. Instead, the house was locked up, and there was a small box waiting instead. Inside was his oldest daughter's left eye. After considering going after the people who killed his family, he realized that anyone who could take his wife and children would have no problem taking him as well. So, he announced his resignation via a press conference in which he explained what had happened to his family because he had refused to throw a fight. He turned in his title belt, took what money he could get his hands on, and fled (after spending several harrowing days answering all the questions that the authorities could throw at him.

When he was freed, he went to the docks and found the first ship that was leaving port and rented space. This would be the ship that the group will be travelling on. He has rented his quarters for the next decade.

While not a member of the crew, he does interact with them to a fair degree and has come to enjoy their company after a fashion. The only thing that worries him is that every year he gets a package, no matter where they are. and each time it contains the eye of one of his children. He would one day love to get his hands on the person who is sending the packages, and would pay top dollar for 5 minutes alone with the person behind everything.

Martial Art:

Po'Kan
Po'Kan is a fast, aggressive martial art that specializes in using non-claw strikes, mainly knees, elbows, and closed fists. The philosophy of Po'Kan can be summed up in 3 tenets:

*Charity:I will offer enemies the chance for surrender once; any who surrender will be dealt with fairly. Any who do not are fools who wish me to help them to their next path.

*Mercy: I will strive to keep those who fight me alive. A living opponent is the crucible that will forge me into what I am meant to be; a dead foe is just meat for the scavengers.

*Valor: I will never use a weapon when facing my foes; I am the weapon. Armor is defense for those who refuse to train their bodies to be harder than armor.

btw, if anyone wants a copy of the character sheet I'm using, let me know and I'll share a link.

Dark Archive

Alita Ryn
Aleeerin tech Specialist.

Liberty's Edge

Wow, it's been a very long time since I cracked open my Alternity books.

WhtKnt, is this an open recruitment or do you already have a full roster of players for this game?

Dark Archive

Open recruitment. I can handle up to eight brave explorers.

Dark Archive

Tilnar, Pershala have the following game stats:

STR 4-14
DEX 8-16
CON 6-14
INT 6-14
WIL 6-12
PER 4-12

They begin with Athletics, Acrobatics, Vehicle Ops, Stamina, Knowledge, and Awareness as broad skills.

Pershala Special Abilities:
Natural Weapons: Pershala are equipped with retractable claws on the ends of their fingers, which can be used in combat if the character makes a successful Unarmed Attack-brawl or power martial arts skill check. The claws do d4w/d4+2w/d4m (LI/O), plus any Strength bonuses that might apply.
Natural Pilot: Pershala are natural pilots, comfortable behind the controls of any vehicle, but in particular, space craft. A pershala receives a -1 step bonus when using the Vehicle Operation-space vehicle skill.
Night Vision: A pershalan’s eyes are designed to intensify ambient light, allowing them to see in near total darkness. Pershala ignore any penalties in low-light situations. Night vision does not function in total darkness, such as is found in a completely sealed room.
Slow Fall: Pershala within arm’s reach of a wall can attempt to slow their fall, gaining a -1 step bonus to the Acrobatics-fall skill check.


So out of practice at this.

Going with a former Starfighter pilot turned acquisitions expert (after an incident where there was a bit of joyriding with a fighter that wasn't exactly his or [or that he had access to) -- skills that he's only improved since.

As such, I'm leaning toward a Free Agent build (rather than the more standard TechOp pilot) -- which should work out pretty well (though it'll make having claws a little less useful).

Vrog -- I'd love to get a link to that sheet -- might make me feel less like I'm fighting against the character gen system -- I've got the character mostly formed in my head, but just struggling my way though fitting it all into the system.


Ask and ye shall receive!

character sheet.

Dark Archive

How is everyone coming with their characters?


done and done.


Still fighting to make it work how I want it -- but other than some minor futzing and needing to buy gear, I'm good -- definitely ready this weekend


Pathfinder Adventure Subscriber

I'm re-reading character chapter now. Done this weekend.


Heya! Still have slots open? I'm totally into the idea of a space campaign. I know nothing about the Alternity setting, but I'm looking it up now.

Dark Archive

Yup, sure do. We can help with character creation if you need.


Groovy! I'm downloading the player's guide. I'm pretty open to the kind of character that I would play, but I have a concept of a Cidi engineer/hackerish kinda character.


Probably tech op, but I don't want to be useless in combat or die instantly, lol


Don't worry about dying instantly. I'm pretty well guaranteed to be the first thing that people target once combat starts =)


Lol cool. Ive read the mechanics amd feel pretty comfortable with the system now. Looks cool! What are the Cidi racial stats?

Dark Archive

Cidi
STR 4-8
DEX 9-16
CON[ 4-10
INT 4-14
WIL 4-14
PER 8-14

They begin with Athletics, Stealth, Knowledge, Awareness, Culture and Interaction as broad skills.

Cidi Special Abilities:
Tiny: The cidi are tiny creatures, barely 16 cm tall. There are both advantages and disadvantages to this. A cidi can only lift 10% of the weight their Strength would normally permit them to lift. Furthermore, their movement rates are divided by 10 to reflect their smaller size. Finally, all melee damage inflicted by the hero is reduced by 6 points. On the plus side, they gain +3 to Strength and Dexterity resistance modifiers and a -4 step bonus to Stealth specialty skill checks.
Climbing: Despite their small size, cidi are excellent climbers. Their feet are clawed and their tails prehensile. Cidi receive a -1 step bonus whenever they use the Athletics-climb skill.
Night Vision: A cidi’s eyes are designed to intensify ambient light, allowing them to see in near total darkness. Cidi ignore any penalties in low-light situations. Night vision does not function in total darkness, such as is found in a completely sealed room.


Cool. Do you want us to roll for wealth or max it?

Dark Archive

Roll, please.


You guys still there? Im about done.


I am.


I'm still here -- though I didn't get the time to finish my shopping yet (was a busier weekend than I expected)


Are you guys chasing more players? I'm trying to break into pbp, and I'm not terribly familiar with the alternity system but I'm a fast learner! If you'll give me a chance I can work in a submission and start familiarizing myself with the ruleset

Dark Archive

C'mon in, Ironclad Nomad! Alternity is a dead system (though it is coming back!), but I can make you a character if need be, and the mechanics are simple enough. Sort of a precursor to the d20 System.


Awesome! I've downloaded the job on scribd, I'm working up a concept now. What are the naming conventions for humans? I generally use star wars as a foundation/reference point for sci Fi games, but I don't want my character to sound too outlandish...


humans have naming conventions for standard earth, since they come from there.

Dark Archive

How are we handling starting cash? 5d8x100 (for Tech Op)?

funds: 5d8 ⇒ (3, 8, 7, 3, 8) = 29 2900?


Pathfinder Adventure Subscriber

I've been reading the rules, but won't finish for some time. I would like to play in a SF game however, and this seems to fit my bill. If you would make me a character that would be great. I'll fill any role that seems to be lacking in the group. I find that "Classes" aren't as critical in a Modern or SciFi game as they are in fantasy, so any character can be fun.

Dark Archive

Classes in Alternity are very vague anyway.

I'm not sure what everyone is even playing
I've created a Aleerin Tech-Ops Engineer.
Vrog is a Weren Combat Specialist.
Tilnar is a Pershala Free-Agent Pilot
Ironclad is a human? ?
Mokshus is a Cidi ?

So we've got engineer, combatant and Pilot,
There seems to be no face or medic as yet (pending the two I'm not sure about) Or you could cover a more esoteric role, I'm just looking at the basics.


Pathfinder Adventure Subscriber

How about a face... Lincoln Kennedy... most famous man in the universe (at least in his own mind) gambler, trader and general rascal

Dark Archive

Easy enough. I'll work something up this afternoon.


I was hoping to play a space marine type of character, maybe someone who has deserted his service due to a moral conflict of some description. I was reading up about the campaign setting last night, there's a lot to take in! Is there some way I could fill the role of medic and still be a competent gunfighter?

Dark Archive

It's fairly straightforward as you can take any skill regardless of class (probably excluding all the the psychic ones, I haven't read those for a while).
It's probably easier to take Combat Spec and then just buy up your medic skill as well.

Dark Archive

Scranford,

First, choose a race from those listed above. If you aren't familiar with the system, I recommend a human, but you're free to choose whatever you want.

For class, I see you as being a Diplomat. You can choose from any of the other classes to have as a secondary career. Given that you envision a gambler and lovable rascal, I suggest Free Agent.

Combat Specialist (damage dealer)
Free Agent (independent operator)
Technical Operative (techno-nerd)

Motivation (Why do you do what you do?)
All for Love, Can't Get Enough, Deeper Meaning, Discovery, Find the Truth, Fun First, Helping Others, Loose End, On a Mission, Personal Power, Staying Alive, Trust in a Higher Power, Vengeance, or Winning ids Everything

Moral Attitude (How do you approach life?)
Anti-authority, Apathetic, Conformist, Corrupt, Despicable, Ethical, Gallant, Honorable, Just, Selfish, Unscrupulous, Virtuous, or Worldly

Character Traits (Pick two)
Aggressive, Amoral, Clam, Cheerful, Compassionate, Confident, Courageous, Cowardly, Curious, Dependent, Egotistical, Energetic, Flippant, Follower, Foppish, Friendly, Frivolous, Generous, Hateful, Helpful, Honest, Humble, Humorless, Humorous, Illogical, Independent, Kind, Lazy, Leader, Logical, Mysterious, Ominous, Optimistic, Passive, Peaceful, Pessimistic, Precise, Quiet, Rash, Religious, Romantic, Rude, Selfish, SKeptical, Suspicious, Talkative, Thoughtless, or Trusting


Pathfinder Adventure Subscriber

Human
Diplomat (Free Agent)

Fun First

Selfish

Confident
Rash

Dark Archive

Okies. That was easy. Now here's something difficult. Assigning attributes.

I recommend going with the array below. It puts your "face" abilities first, but still leaves you capable and with room to grow. Consider 9 or 10 to be average for a human. If you don't like this array, you can assign your own points. You have 60 points to play with. Your PER must be at least 11 and your WIL at least 9. No stat can be below 4 or above 14.

STRength 9
DEXterity 11
CONstitution 10
INTelligence 9
WILlpower 9
PERsonality 12

Once you've finished with that, you need to select your skills. Even with the books, assigning skill points can be tricky. Based on the type of character that you have described, I suggest the following array:

Athletics
Ranged Weapons, Modern
.....Pistol 1
Stealth
Vehicle Operation
Stamina
Knowledge
.....Computer Operation 1
Awareness
Deception
.....Bluff 2
.....Gamble 2
Interaction
.....Bargain 1
.....Charm 2
.....Seduce 1

This represents a pretty good Han Solo type of character. He's charming, good at gambling, able to run a bluff with a decent chance of success, and still has opportunity for growth.

Dark Archive

Well crap.

I've been using a PDF to create my character, and I've just discovered the the PDF is an older pre-release version (I'm pretty sure this was the only version available through DriveThru at one point, before it was taken down during Wizards non-PDF purge a few years back).

Even Worse, it's fairly different in a couple of places, Mechalus/Aleerin in particular have significant differences.

Reworking character to fit with the physical book version.

Dark Archive

Okay, redone skills completely, also done some purchases.

Quick Query.
Is Hacking/Grid-combat going to be a factor in the game? I'm happy either way, just wondering if it is worth buying any hacking programs or spending my cash elsewhere. Alita's not going to be hacking-focused, but she is an Aleerin, I imagine many of them pick up a few tricks in childhood.


So I'm kind of hoping I could get some help with my character, do I need to supply the same information as scranford did earlier?

Dark Archive

Yep.


I think what I mostly need now is starting equipment, but that depends on the campaign framework.


Here's a picture of how I imagine Lig'Tu: Weren

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