So we got three separate choices with no clear winner so im gonna go with the one I find the most intresting.
[x] Plan Adventuring to the Unknown
-[x] Name: Kasumi
-[x] Place: Crashed Starship
Kasumi formerly kunoichi of the hidden mist village had been sent far a field as a ninja for the village and in her time she found some pretty intresting sites, whole villages hidden in the earth underground never seeing the sun, tribes performing sacrifice and praise to the life giving volcano and forests of massive size. But nothing could have prepared her for what she seen today.
The god ship for that's what the natives who learned to inhabit around it called it was an imposing thing it inspired awe and terror but with her skills she was certain she could bend it to her use, to found a village hidden in its shadow and strength. Kasumi needed a place to hide from the hidden mist or at the least defend herself and this is where she will make her legacy.
We will get to ninja related stuff but first choose your atributes, skills and ship.
Attributes-assigning them as primary 9, secondary 7 and tertiary 5 you have 3 categories Physical (Strength, Stamina, Dexterity), Social (Charisma, Manipulation, Appearance) and Mental (Inteligence, wits and perception) the dots going anywhere from 1 being week to 5 being one of the best. Each dot represents Dice in a given action you vote or decide upon. You start with 1 dot in everything for example.
Physical 9
Strength 4, Stamina 4, Dexterity 4
Social 5
Charisma 2, Manipulation 2, Appearance 4
Mental 7
Intelligence 5, Perception 2, Wits 3
Physicalattributes:
Strength - raw physical strength.
Dexterity - speed and ease of movement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina - physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
Socialattributes:
Charisma - how you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation - how easily you bend others to your will, either through persuasion or threats.
Appearance - your level of attractiveness; may be raised temporarily with clothing or other adornment.
Mentalattributes:
Intelligence - memory and raw brain power.
Perception - your ability to notice things, to perceive the world around you, through all your senses.
Wits - quickness of thinking; measures how easily you make leaps of logic or intuition.
SKILLS
So We have 40 points to assighn to these skills like atributes the max is 5 per skill.
40 ability points
Awareness 0, Athletics 0, Brawl 0, Empathy 0, Intimidation 0, Subterfuge 0, Crafts 0, Drive 0. Marksmanship 0, Melee 0, Performance 0, Larceny 0, Stealth 0, Survival 0, Politics 0, Science 0, Presence 0, Academics 0, Occult 0, Law 0, Investigation 0, Linguistic 0, Medicine 0
And this is what they mean.
Presence
Presence is a person's ability to use her charm and appearance to sway the opinions of others. She can be an inspiring figure of courage and determination, spurring those around her to greater efforts, or she can instill fear and loathing in her enemies, driving them before her.
People often cultivate this Ability as performers, orators or entertainers, but some use it to inspire the faithful or keep their minions under their thumb.
Characters use Presence when they want to terrify their foes, motivate their allies or give hope and courage to the downtrodden.
Trait Effects: A character with Presence 1 is capable of turning heads and capturing people's attention with her force of personality and physical magnetism. A character with Presence 3 is a magnetic figure. Her demeanor speaks volumes to the people around her. A character with Presence 5 is a spellbinding orator and a towering physical presence. When she speaks, the whole World seems to stop and take notice.
Brawl
This talent represents a character's ability to fight,
plain and simple – How well you throw a punch,
swing a claw or dig your teeth into a foe. This talent
can represent everything from formal training to
just plain hanging out in awful pubs.
Skill Ratings
• You were picked on a lot as a kid
•• You've been in a bar fight or two
••• You get into a lot of fights, and usually
leave looking better than the other guy
•••• You could be a serious MMA fighter
••••• Agent Coulson
Craft
Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy.
Characters use Craft when building or repairing objects or equipment.
Trait Effects: A character with Craft 1 is good with her hands and has a basic understanding of her trade. With the right tools and enough time, she can turn out well made, useful items. A character with Craft 3 is a highly skilled, experienced craftsperson, capable of making high-quality objects quickly or improvising repairs with whatever resources are available. A character with Craft 5 can do wonders with her hands and a simple set of tools. She can build objects from improvised materials and whip a total wreck into working order with a paper clip and a roll of duct tape.
Athletics
This talent represents a character's basic athletic
ability, as well as training in any sports and, paired
with Stamina, the character's overall fitness.
Athletics covers all forms of running, jumping,
throwing, swimming or sports and the like,
however it does not cover athletic feats covered in
other abilities such as Martial Arts, Brawl or Melee.
Skill Ratings
• You were pretty active as a kid
•• You were an athlete in high-school
••• You never skip leg day
•••• You're a professional athlete
••••• You could place in the Olympic
Awareness
This represents how alert a character is, and how
quickly they notice things that go on around them
even when not actively looking for them. Awareness
represents the attention a character pays to their
surroundings, and is generally paired with
Perception for detecting physical stimuli (Smelling
Gas in that old house, or spotting that Zombie
reaching for the Lighter, getting feelings from supernatural exposure)
Skill Ratings
• You're alert to odd sights and sounds
•• You overhear lots of gossip at parties
••• You keep a sharp eye out around you
•••• You're almost paranoid
••••• You spot the wolf before it spots you.
Medicine
This knowledge represents a character's knowledge
of medicine and surgical practice. While usually
exclusive to university-educated doctors, not all
medicine is constrained by such petty things as
"Formal Training" and "Licencing." With sufficient
proficiency in Medicine, a character knows how to
diagnose injuries and illnesses, as well as treat
them, however without a ready supply of medical
equipment and medications, other knowledges
such as Science[Chemistry] may be needed to fill in
the gaps.
Skill Ratings
• You've learned first aid and CPR
•• You can treat minor trauma or illness
••• You have proper medical training
•••• You have an advanced medical degree
••••• Dr. House
Politics
This knowledge represents familiarity with current
politics, including who is in charge and how they
got there. The well-skilled craftsman rule applies,
and a character should take a specialty either
relating to a particular political ideology
(Communism, Conservative Libertarianism), or a
political part local to their region (Progressive
National Fascist Party, Socialist Isocratic Party). This
knowledge can aid a character in dealing with or
influencing mundane politicians, and combined
with other insights may even offer some
understanding of local Supernatural power
Skill Ratings
• You're an activist, you annoy your
friends
•• You're a political science major
••• Campaign manager or talk show host
•••• Senator or influential politician
••••• Machiavelli would be proud
Law
This represents a character's knowledge of the legal
system and its workings, covering everything from
police procedures to the nuances of local laws,
legislation, rights and criminal punishments.
Skill Ratings
• Beat Cop
•• Police Sergeant
••• Police Chief
•••• Federal Official
••••• Attorney General
Larceny
This skill represents a character's familiarity with
security systems, as well as the tools and
techniques associated with criminal activity. Picking
locks, safecracking, hotwiring vehicles and various
forms of breaking and entering all fall under this
skill's purview. This skill can also be used as a
counter – Applying one's security knowledge to
devise an unbeatable system, or discern a thief's
method of entry.
Skill Ratings
• You can pick a simple lock
•• You can hot-wire a car
••• You can open a locked window from
outside
•••• You can outwit an alarm system
••••• Danny Ocean
Survival
A combination of learned knowledge and animal
instinct helps you find sources of food, water,
shelter and relative safety. A character probably
find their way through the wilderness or urban
wastelands, puzzling out local hazards long enough
to keep them alive. Very basic survival skills apply
to any situation,
Skill Ratings
• A few camping trips with the kids /
Passed out drunk a few times
•• You can identify edible berries and
mushrooms / You know where to
scavenge the fresher chuckout food
••• You can live off the land, make traps
and spot obvious hazards / You can
find decent shelter and avoid the more
violent dregs of society
•••• You're happy living months at a time in
the wilderness / You can generally find
an abandoned place that's got
comfortable amenities
••••• Who needs society? / King of the
streets
Performance
The Performance skill governs a character's ability
to perform more artistic performance endeavours.
It differs from Expression despite sharing a lot of
common ground – A singer may use Expression to
deliver a powerful message, or Performance to
captivate and amaze an audience. Similarly, an
actor may present a deep and meaningful satire of
discourse using Expression, or an impressive
character play with a Performance roll.
WSC Specialties: Dancing, Singing, Rock and Roll,
Acting, Guitar Solos, Drunken Karaoke, Opera,
Howling
Skill Ratings
• You could be in the church choir
•• You're a regular on the club circuit,
and you could be Youtube famous
••• You can book a gig most nights; you've
probably been offered a contract
•••• You could be a regional celebrity,
bordering on national.
••••• Beethoven
Intimidation
You can control others through fear, whether
through force of personality or raw presence.
Maybe you have a way with social cues and cutting
words, showing off your skills, or perhaps you're
just big, mean and tough.
Skill Ratings
• Playground bully
•• High School clique leader
••• People tend to call you "Sir"
•••• You discourage muggers with a frown
••••• You frighten serial killers with a laugh
Empathy
This talent represents a character's ability to empathize with others and sympathize with, feign
sympathy for, or play on such emotions as you see fit. A character with high empathy is good at
detecting lies (paired with perception), or just plain good conversation (paired with Charisma).
Skill Ratings
• You're a good shoulder to cry on
•• You can sometimes feel others suffer
••• You have a keen insight into what people want from you
•••• You're a human polygraph (Except you
actually work)
••••• You can discern intimate emotions at a glance
Subterfuge
This talent represents a character's ability to lie and get away with it (when paired with Manipulate), as well as spot when others are lying (when paired
with Perception). A character with Subterfuge is good at concealing their true motives and projecting what they wish.
Skill Ratings
• You tell the occasional white lie
•• You could get away with an affair for a
while
••• You're a successful lawyer
•••• You could be a career politician
••••• People believe truth and lies are
whatever you tell them they are.
Drive
This skill represents a character's ability to operate motor vehicles of various types; from Cars to
Motorbikes and even Armoured Personnel Carriers.
• You can't drive stick, but you can drive
•• You can handle a manual transmission
••• You're a professional trucker
•••• You're a talented NASCAR racer or daredevil, you could pilot a tank
••••• You can use a car in place of an
elevator
Marksmanship
some folks see the value in a plain and simple shooter. This skill represents proficiency with a range of different
weapons, however the Well-Skilled Craftsman rule
applies, requiring a character specify exactly what
kind of firearm they can wield.
slingshot, bows, crossbows, Bombs, cannons,
• You've been to the firing range a few
times
•• You're a decent hunter
••• You've been in a firefight or two and
lived
•••• Your friends call you a crack shot
••••• Frank Castle
Investigation
This skill represents a character's ability to actively
seek details and follow leads regarding a puzzle. It
does not just represent a good eye (that's more the
purview of Alertness), but also the ability to
recognize and follow up on clues, perform the
appropriate research and make the right
connections between leads and suspects.
Skill Ratings
• Your google-fu is strong
•• You could be a police officer
••• You could be a good detective
•••• You could work for the Feds.
••••• No shit, Sherlock
Melee
Sometimes a semi-automatic assault rifle isn't on
hand, other times you're looking for something that
packs a little less than 140-decibels of streetwaking hell. Melee represents a character's
competency with everything from swords and
wooden stakes to barstools and broken bottles,
ranging even to Polearms and Chainsaws.
Skill Ratings
• You practice a lot with that cheap
katana you bought at a convention
•• Running out of ammo doesn't leave
you helpless. Guns are heavy, right?
••• You prefer the grace of a rapier to a
gun
•••• You could be an Olympic fencer.
••••• When your Mosin runs out of ammo,
that is when they should start running.
Stealth
Stealth represents a character's ability to avoid
being detected, whether it means pressing yourself
into a dark corner or slipping through a creaky old
house. Stealth is generally an opposed roll, taken
against someone else's Perception + Alertness, and
is used both to hide yourself and to hide items on
your person or in the environment.
Skill Ratings
• You can hide in a dark room
•• You manage to keep out of the
streetlights when shadowing someone
••• You'd be a great cat burglar
•••• You can move quietly over dry leaves
••••• All you need is an orange box
Academics
This knowledge represents your overall academic
understanding – Language skills, maths, history,
etc., as well as your area of academic expertise as
per the Well-Skilled Craftsman rule. Even outside
the specialized knowledge, however, this
represents a character's general competence in
scholastic subjects – A character with 3 dots in
Academics[History] is considered to have
completed at least a certain level of schooling in
addition to their focus.
WSC Specialties: Teaching, Liberal Arts, Specific
field of study(Folklore, Language, History, Politics,
Architecture, etc.)
Skill Ratings
• You managed to finish high school
•• You can write to an academic standard
••• You could get a paper published in a
respectable journal
•••• You could be a tenured professor
••••• You're a leading authority in your field
Linguistics
This talent represents a character's mastery of
languages beyond their native tongue, as well as
understanding of language structure. A character
with high Linguistics can improvise languages they
don't know, and often knows many languages
themselves. In addition, each dot in Linguistics
allows the character to learn a new language
Occult
This knowledge can be misleading or outright wrong. Three dots or higher
in this knowledge are required to actually sort truth
from falsehood, but this ability still gives a decent
overview of mystic practices, philosophies, lore,
history and supernatural culture.
Skill Ratings
• You read Tarot Cards sometimes
•• You've read some horror novels and
pseudoscientific nonsense that had a
grim ring of truth to it
••• You've got some first-hand experience
with the world of Shadows, if fleeting
•••• You know various legends about
monsters, their purported strengths
and weaknesses
••••• You've gazed into the Abyss – And it
gazed back.
Science
This knowledge represents a character's
understanding of scientific principles, history and
applications. The Well-Skilled craftsman rule
applies, and a character must take a specific field in
which their knowledge is applied. In the modern
world, most people should have at least one dot in
science, assuming a first-world education. Mages
may use specialized Science Fields as Foci.
WSC Specialties: Aeronautics, Astronomy, Biology,
Biopsychology, Psychology, Chemistry, Electronics,
Engineering, Forensics, Genetics, Geology,
Psychopharmacology, Hypermathematics, etc.
Skill Ratings
• You've got a high school education and
understand the basic principles of your
field
•• You possess a more advanced science
education and understand major
paradigms and theories
••• You could work in a think tank
•••• Your papers are frequently seen in
respectable journals
••••• One of the leading minds of your time,
your research will shape the world.
So your plan should look like
Plan:
Attributes
Physical
Strength 1, Stamina 1, Dexterity 1
Social
Charisma 1, Manipulation 1, Appearance 1
Mental
Wits 1, Perception 1, Intelligence 1
40 ability points
Awareness 0, Athletics 0, Brawl 0, Empathy 0, Intimidation 0, Subterfuge 0, Crafts 0, Drive 0. Marksmanship 0, Melee 0, Performance 0, Larceny 0, Stealth 0, Survival 0, Politics 0, Science 0, Presence 0, Academics 0, Occult 0, Law 0, Investigation 0, Linguistic 0, Medicine 0
Make sure your ship choice and atributes/skills are seperate.
So since im taking this from fiction i got four options for the origins of the ship
Dark Eldar Corsair-Warhammer 40k-Dark Elegant, dangerous, malicious but seductive ( )
chance of extremly powerful weapons and medical tech. high chance of causing mutations (Kekki Genkai)
Klingon-Star Trek-Warring, Combative, strong, stealthy ( )
Chance of strong weapons, clocking system and war tactics, No chance of causing mutations (Kekki Genkai)
Nautiloid-Dnd, Spelljammer-A bizarre living shell like ship its imposing and forboading ( )
Chance of biological weapons, high chance of causing mutations (Kekki Genkai)