Everyone begins the game with 60 points to spend on their main character stats, form INT to REF to Movement Allowance and Body Type. Most of the information on how to do this is in the books, but I'll help out where I can if you need me to.
A lot of subskills (Like Lift and Run or BTM) don't have points put in them but are worked out afterward their parent abilities have points in them.
ALL characters get 40 Points at character creation to then spend on their 10 skills, including their Class Ability. The Class Ability will later generate how much money you have; Some of that money you will use to buy your own gear (Yes it's a government funded mission, but they're failing governments. You want the best space suit? You buy it.) They also offer 10,000eb for you to Cyberware yourself up. Don't forget to get everything protected from the radiation and magnetism of space, adding a +50% amount of Eurobucks on top of the usual cost. You don't want a leg to start malfunctioning and begin randomly jerking away.
Your pickup skills are then the Amount of Ref you have + the amount of INT. You use this amount to buy any skill you want but your class doesn't have.
Remember! Some skills have double the cost to them, or triple, showing how hard they are to learn or come by. This means instead of just upping it by 1 point, you have to double the amount by the number found in parenthesis next to it.
The Life path stuff seems very cool to me, but mostly the Family and then the Yearly Events. The things that try to impose point of views on your character are completely optional, but for every year after 16 you should be rolling on the Life Events table to see what happened. I'd like to be there when you roll on the table! So just shoot me a message on Skype and we can hang out on Roll20. And I'm not totally cruel, I'll let people shunt dice up one or down one on most tables but the Big Wins or Big Losses
Here are some Classes found in other Materials which might be good for this campaign, or better then the basic classes; [Space Related Skills found in the Deep Space book]
Spacer Basic AstronautCredibilitySpace Survival
Zero-G Maneuver
Zero-G Combat
EVA
Pilot Orbital Transfer Vehicle
Spacecraft Tech
[+3 Intelligence Skills, Technical Skills or Reflex Skills of your choice, relating to some scientific subject or mechanical manipulation]Credibility for Astronauts focuses more on expressing believable, trustworthy information while working in the cold darkness of space, reporting back to those higher in command and generally joining the unique pantheon of people who are uniquely the first explorers beyond our solar system. Many astronauts have their own fields of expertise.
TechieJury RigBasic Tech
Cybertech
Expert: Mechanical System
Spacecraft Tech
Electronics
Electronic Security
Zero-G Maneuver
EVA
Awareness/Notice
What? Everyone needs Tech support in space. Jury Rig on this class is dangerous, however and is meant to be a last desperate resort to get things working. Fear it's use, because if you are Jury Rigging a space ship something is bound to go wrong.
CommanderAuthorityCadre Tactics
Expert: Corp. Procedures
Expert: Military Procedure
Human Perception
Interrogation
Leadership
Handguns
Zero-G Maneuver
Zero-G Combat
There needs to be a leader, or two. The Commander's Authority is used to push people into situations they might not want to be in. It is less confrontational then the Cop variant, but it can be used to stop mutineers aboard a vessel or to change the tide of opinion against a potentially harmful person.
Cadre Tactics (2): This is small group tactics and maneuvering. This skill is taken by small groups who have practiced working together; Special Forces units, military units, team sports players, gang members, IPC units, and solo extraction teams are examples of such groups.
The basic skill of +2 offers rudimentary group tactic skills but for any group you join you must acquire specific training with that group. This means that you start at +2 when you begin working with a new group. It is possible to have this skill more than once, indicating different techniques between different groups. It can be used for groups as small as two or as large as ten. The cadre skill is added to any attack or maneuver that is part of a group effort. Having two football players hitting the same opponent high and low simultaneously is an example of cadre tactics.
Example: A boostergang known as the Rats works a section of the city called the Warrens. In the Warrens, they have mapped out the secret passages and underground connections that allow them to take advantage of this in a combat situation. Whenever an opponent faces them on these home grounds, the Rats will get their cadre bonus added to their attacks because they know the area and the best places to attack and defend from. This makes it possible for a group of lesser skilled opponents to defeat their superiors under the proper circumstances.
It is unlikely that any group but the longest lived or most heavily trained will have cadre at levels higher than +6.
HighriderBrotherhoodAwareness
Pilot Shuttle/Spaceplane
Pilot OTV
Astrogation
Zero-G Maneuver
Zero-G Combat
Melee
Spacecraft Tech
Space Survival
Pilots for the brand new frontier!
Brotherhood: The fraternity of space pilots is a tightly knit fraternity of tough, exceptionally skilled people. Space pilots can always call upon another pilot buddy to help them out, much as nomads can call upon members and resources of the Family.
Workganger (Nomads! For Space!)
WorkgangAwareness
Space Survival
EVA
Spacecraft Tech
Zero-G Maneuver
Zero-G Combat
Melee
Basic Tech
Electronics
Workgang: Much like pilots and nomads, workgangers can call upon the aid of their particular workgang. When you consider the fact that this could be as many as two hundred plus people, this skill carries a lot of weight.
RipperdocMeditechCryotank Operation
Expert: Combat Treatment
Cybertech
Diagnose Illness
Chemistry
Pharmaceuticals
Biology
Human Perception
Zero-G Maneuver
Medical Tech: This skill assumes that the character has studied medicine in a professional setting. This gives him the ability to perform surgery, prescribe drugs, and know the proper treatment of injuries. He can replace damaged organs with vatgrown pieces, graft on new limbs, or install cyber-limbs. You cannot perform medical tech skill on yourself.
A character with the Medical Tech skills makes a check as if using the First Aid skill, however, with Medical Tech, the patient will recover at the rate of 1 point per day. For example, a light wound would be healed in 4 days. A mortal 3 wound would heal in 28 days. Using Medical Tech skill supersedes the use of First Aid skills; a patient on which both have been successfully performed regains points at the rate of 1 per day, not 1.5! As with First Aid, the patient regains no more points until a successful roll has been made. However, second attempts may be made once per day until a successful roll is made.
BodyguardCombat SensePersonal Grooming or Wardrobe
Handgun or SMG or Melee Weapons
Social
Human Perception
Intimidate
Electronic Security
Strength Feat
Zero-G Maneuver
Zero-G Combat
Well, someone might want protection against the other crew members. This will mostly be offered to one or two select individuals, mostly the Corporate or Medias.
SpyChameleonElectronic Security
Zero-G Maneuver
Human Perception
Persuasion & Fast Talk
Wardrobe or Personal Grooming
Stealth
[3 Skills of your choice, must relate to your chosen persona]Mostly allowed this because of Seiko, but also because there has been various Rumors among some sources which say something fishy is going on. A single spy or mole might be on board, if the PCs chose to take this role and they might have a hard time of keeping hidden.
Chameleon: Chameleon is the special ability of the spy. Chameleon gives the spy the ability to assume a cover role to an extent that will confound almost all inspection. Chameleon is more than the disguise skill in that it allows the spy to emulate the special ability of his cover role at a reduced level. The spy may pick one cover ability best suited to his theater of operations and mission requirements. The level of the cover identity special ability is equal to the spy's Chameleon skill divided by two, rounding up.
Example: A spy must assume the identity of a netrunner and he has Chameleon 7. The spy then has Interface 4 (7/2 =3.5, rounded up to 4). This system limits the spy's abilities in his cover role special abilities, but allows him enough latitude to operate without detection for long periods of time.
While Chameleon is primarily used to represent training in specific roles, it also means an ability to blend into any situation or culture easily. This is more than just a Disguise skill, use it with Persuasion while trying to seem inconspicuous or with Fast Talk to convince someone you belong in that zone, on that vehicle, in that office, etc. It also represents ability at assuming another persona when acting as a mole with artificial behavior, mannerisms and so on. Thus it acts like a Social or Performance skill as well. Chipware can certainly make this job easier, but can be exposed rather easily. This special ability may be all that stands between you and a firing squad.
Of course, I will gladly accept original classes, or established types too; However we should probably talk about how you play those. For example, I really would like a Media type on board the mission, so. Here's a few remodeled characters;
CorporateResourcesAwareness/Notice
Human Perception
Education
Security
Social
Persuasion
Zero-G Maneuver
Wardrobe & Style
Personal Grooming.
The corporate is along to patent or copyright anything that might be useful to various companies back on earth; While discovering alien life in Titan's upper atmosphere might be the biggest cultural break through ever, the Corporate wants to know if it's able to cure the common cold.
Security: This skill gives the character a basic understanding of security practices and protocols. Additionally this skill grants some understanding of security devices and their capabilities. However, it is important to note that this skill does NOT convey any knowledge of how to bypass such devices (Computers, Electronic Warfare, Electronics and/or Stealth is required). Additionally the Security skill also encompasses some very basic legal training, specialized towards security procedures and related offenses.
MediaCredibilityAwareness/Notice
Composition
Education
Persuasion
Human Perception
Social
Zero-G Maneuver
Photo & Film
Interview
You get to be apart of the greatest group of explorers there'll ever be for the next hundred years. You will catch the drama, the mystery, the suspense and the personality of everyone involved. Maybe you'll paint someone as a villain or laud a hero, but you get to control what happens here in the history books. If the Corporate doesn't breath down your neck and ruin everything.
Interpol CopAuthorityAwareness/Notice
Human Perception
Zero-G Combat
Zero-G Maneuver
Handgun
Melee: Baton
Persuasion
Interrogation
Space Survival
Interpol has provided official security for the mission. They are the only one's legally allowed to carry a handgun on board, but these weapons are strictly controlled to avoid anyone stupidly shooting a hole in a bulk head. Instead they are trained specifically to use a Melee weapon, the Baton, which also applies to Tasers. Do not get on the bad side of a Cop.
Now for Pay grades! This is to calculate how much money your character starts off with. After character creation, compare your main ability skill to the following table.
- Spoiler:
Bodyguards and Commanders earn the same as Solos.
The Spy and Spacers earn the same as a Corporate.
The Workgangers and Highriders earn the same as Nomads.
The Ripperdoc earns the same as the Meditechie.
To determine how many months of savings you have, roll 1d6 and divide it by three. Then take this number and multiply the amount of money up there. This is how many months you've scrimped and saved. All four space agencies are also offer 10,000 eurobucks to spend on Cyberware modifications (AND NOTHING ELSE UNLESS YOU CONTACT ME), with the agreement that this money will be worked off.