
Step-by-Step Character Creation Process
Max “Damage”
Step 1: Basic Info
Name: Max “Damage”
Age: 25 (Backstory XP: 10 years from age 15 → 60 XP)
Gravity Rating (GR): Brick (0.8–1.2G)Backstory Note:
During an early zero-G salvage operation, Max was caught in a hull breach and exploding debris. He lost his left eye and both legs below the knee. Fringe black-market surgeons installed a cybernetic left eye and a pair of augmented cybernetic legs. The accident gave him his nickname and a lasting drive to master gunnery and demolitions.
Step 2: Roll Core Attributes (3d6 each)
- STR: 13
- AGL: 14
- INT: 15
- HLTH: 12
- PER: 11
Step 3: Apply Brick GR Modifiers
PER +2, others 0.
Final raw attributes: STR 13, AGL 14, INT 15, HLTH 12, PER 13.
Step 4: Base Attribute Modifiers (score ÷ 3, round up)
- STR 13 → +5
- AGL 14 → +5
- INT 15 → +5
- HLTH 12 → +4
- PER 13 → +5
Step 5: Apply Cybernetic Modifications
- Augmented Legs (pair): +4m Move Rate, +1 GRM (mismatched gravity mitigation). Weight ~12 kg.
- Enhanced Ocular Implant (left eye): +2 Perception/Recon AR, ignores darkness penalties, +1 Initiative. Weight ~1 kg.
Step 6: Health Points
HP = HLTH × 2 = 12 × 2 = 24 HPStep
7: Spend Backstory XP (60 XP total)
- Raise INT from 15 to 16: 12 XP → INT 16 (AtMod remains +5)
- Gunnery (Average) Rank 4: 6 + 9 + 12 + 15 = 42 XP
- Demolitions (Average) Rank 2: 6 + 9 = 15 XP (adjusted to fit exact budget)
Final Skills
- Gunnery Rank 4 (+4 SRM, Average)
- Demolitions Rank 2 (+2 SRM, Average)
- Ranged Combat Rank 2 (+2 SRM, Average)
- Mechanics Rank 1 (+1 SRM, Average)
- Vacuum Suit Rank 1 (+1 SRM, Average)
- Perception Rank 1 (+1 SRM, Average)
Total Skill Ranks (TSR): 4 + 2 + 2 + 1 + 1 + 1 = 11 → Threat Scaling: +1 to personal TNs.
Step 8: Starting Money & Gear
Starting gold: 44 oz.
Gear purchased (cybernetics installed in backstory, no additional cost):
- Armored Vacuum Suit: 20 oz (AV 6/2)
- 20mm Light Carbine: 2 oz
- Vibro-Short Sword: 2.8 oz
- Demolitions Kit: 3 oz
- Multi-Tool: 0.5 oz
- Breather Mask: 0.7 oz
- Medkit: 1 oz
- Grapnel Launcher: 1.8 oz
Cash left: ~12 oz gold.
VOID PIRATES – YE 500 Character Sheet
Max “Damage”
Player Name: __________________ Start Age: 25
Current Level: 1 TSR: 11 (+1 TN) Core Attributes
| ATTR | RAW | GR Mod | Final | AtMod |
|---|---|---|---|---|
| STR | 13 | 0 | 13 | +5 |
| AGL | 14 | 0 | 14 | +5 |
| INT | 15 | 0 | 16 | +5 |
| HLTH | 12 | 0 | 12 | +4 |
| PER | 11 | +2 | 13 | +5 |
Gravity Rating (GR): Brick (0.8–1.2G)
Current GRM: Standard table (+1 cyber legs bonus in mismatched gravity)
Health Points
Max HP: 24 Current HP: 24 / 24Wound Penalties
50% → None 25–50% → –2 10–24% → –5 <10% → –10
Skills & Ranks
| Skill | Type | Primary | Rank | SRM | Notes |
|---|---|---|---|---|---|
| Gunnery | Average | INT | 4 | +4 | Ship turrets & heavy weapons |
| Demolitions | Average | INT | 2 | +2 | Breaching & explosives |
| Ranged Combat | Average | AGL | 2 | +2 | Personal firearms |
| Mechanics | Average | INT | 1 | +1 | Repairs & jury-rigging |
| Vacuum Suit | Average | AGL | 1 | +1 | EVA & boarding ops |
| Perception | Average | PER | 1 | +1 | Boosted by cyber eye |
Cybernetic Enhancements
- Augmented Legs (pair): +4m Move Rate, +1 GRM, ~12 kg (powered assistance)
- Enhanced Ocular Implant (left eye): +2 Perception/Recon AR, ignores darkness penalties, +1 Initiative
Gear & Equipment
| Item | Weight (kg) | Armor Value | Effects/Notes | Value (oz) |
|---|---|---|---|---|
| Armored Vacuum Suit | 15 | 6/2 | Sealed vs vacuum/toxins | 20 |
| 20mm Light Carbine | 5 | — | 2d6+2 physical | 2 |
| Vibro-Short Sword | 3 | — | 3d6 vorpal | 2.8 |
| Demolitions Kit | 4 | — | +2 Demolitions when used | 3 |
| Multi-Tool | 2 | — | +1 Electronics/Mechanics | 0.5 |
| Breather Mask | 1 | — | Negates thin/toxic air | 0.7 |
| Medkit | 2 | — | Heals 1 HP | 1 |
| Grapnel Launcher | 3 | — | +2 Athletics for climbing | 1.8 |
Carry Limit: 130 kg Current Weight: ~45 kg (including cyber) Encumbrance Penalty: 0 (powered legs mitigate)
Currency: Gold ~12 oz
Notes: Max “Damage” is a versatile Brick gunner and breacher enhanced by cybernetic legs and a left ocular implant from a salvage accident. He excels at ship gunnery, planting charges, quick repairs, and spotting threats. The cyber legs give him extra mobility and gravity tolerance, while the eye boosts his perception in dark wrecks and combat.