Name: Knights of
Saiph |
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Archetype:
Military Charter |
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Power Base:
Starship/Flotilla |
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Management Asset:
Command Staff |
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|
|
Power Base |
Archetype |
Boons, Hinders &
1st Gen Bonuses |
Subtotals |
Characteristics |
|
|
|
|
|
Cleverness |
12 +2 |
|
|
|
12 +2 |
Greed |
11 +1 |
|
|
|
11 +1 |
Loyalty |
12 +2 |
|
|
|
12 +2 |
Militarism |
12 +2 |
|
|
|
12 +2 |
Popularity |
10 +1 |
|
|
|
10 +1 |
Scheming |
12 +2 |
|
|
-1 |
11 +1 |
Tenacity |
12 +2 |
|
|
|
12 +2 |
Tradition |
12 +2 |
|
|
1 |
13 +2 |
|
|
|
|
|
|
Traits |
|
|
|
|
|
Culture |
|
|
3 |
|
3 |
Fiscal Defence |
|
|
3 |
|
3 |
Fleet |
|
2 |
5 |
2 |
9 |
Technology |
|
1 |
3 |
1 |
5 |
Territorial Defence |
|
-2 |
4 |
|
2 |
|
|
|
|
|
|
Aptitudes |
|
|
|
|
|
Acquisition |
|
|
x |
|
x |
Bureaucracy |
|
|
x |
|
x |
Conquest |
|
1 |
1 |
|
2 |
Economics |
|
1 |
x |
|
0 |
Entertain |
|
|
x |
|
x |
Expression |
|
|
x |
|
x |
Hostility |
|
|
x |
|
x |
Illicit |
|
|
0 |
|
0 |
Intel |
|
2 |
1 |
|
3 |
Maintenance |
|
1 |
0 |
|
1 |
Politics |
|
|
0 |
|
0 |
Posturing |
|
1 |
x |
|
0 |
Propaganda |
|
|
x |
|
x |
Public Relations |
|
|
x |
|
x |
Recruit |
|
|
1 |
|
1 |
Research |
|
1 |
x |
|
0 |
Sabotage |
|
|
x |
|
x |
Security |
|
|
0 |
|
0 |
Tactical |
|
1 |
2 |
|
3 |
Tutelage |
|
|
x |
|
x |
|
|
|
|
|
|
Values |
|
|
|
|
|
Morale |
|
|
|
|
|
Populace |
|
|
|
|
|
Wealth |
|
|
|
|
|
The first column represents the Characteristics we purchased in the first step. The next column are the bonuses we received for having a power base of Starship/Flotilla. Since the Dynasty qualifies for the Military Charter Archetype, the next column contains the starting (unmodified) values for the Military Charter. The following column has the bonuses (both positive and negative) received due to boons, hinders and the first generation bonuses. The final column represents the almost starting values for the Dynasty.
Two last steps remain: initial generation training and the history of the first 100 years. The first step allows the player to attempt to improve a few attributes through a combination of rolls and swapping. The final step of dynasty creation has the player rolling 3, 4 or 5 times (player's choice) on a archetype specific history table which provides good and bad results that help flavor the dynasty.
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