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Character Creation and Profession Templates

Five Star Stories characters for Fuzion/Mekton Zeta should 65 point characters, the appeal of the series is its portrayal of Knights and chivalry in a pseudo sci-fi/fantasy setting. Here every good knight has a reputation with his sword, as well as in his Mortar Headd, and even the name of the mightiest Mortar Headds strikes fear into the hearts of mortal men. You should develop a concept for the character, will he be a noble knight, an out of work mercenary, or a Fatima looking for a new master.

Character Templates Characters Handout

Headliner Template: Knight

Headliner Template: Mercenary

Fatima Template


Then decide what extra skills your character will need, the following are the everyman skills, every character gets these skills at level 2 for free:

Everyman Skills

Athletics Concentration Driving Education Hand-to-Hand
Hand-to-Hand Evade Local Expert Perception Persuasion Teacher

Complete List of Skills

Acrobatics Deduction Heavy Weapons Mimicry Stealth
Acting Demolitions High Society Navigation Streetwise
Animal Handler Disguise Interrogation Oratory Survival
Athletics* Driving* Inventor Paramedic Surveillance
Autofire Weapons Education* Languages Perception* Systems Operations
Bribery Electronics Launched Weapons Persuasion* Systems Repair
Bugging Expert Leadership Piloting Tactics
Bureaucratics Firearms Lip Reading Professional Teaching*
Business Forensic Medicine Local Expert* Ranged Evade Teleport
Climbing Forgery Lockpicking Research Tracking
Computers Gambling Mechanics Riding Trading
Concealment Genetics Melee Weapons Science Use Power
Concentration* Gunnery Melee Evade/Parry Security Systems Ventriloquist
Contortionist Hacking MH Fighting Seduction Wardrobe and Style
Conversation Hand to Hand* MH Melee Shadowing Weaponsmith
Criminology Hand to Hand Evade* MH Piloting Sleight of Hand  

Talents

Talents are an innate ability, (but not necessarily superhuman) that cannot normally be learned or taught, such as a bump of direction or the ability to see in the dark. The list of Talents below is a general one; which ones are available depends on each GM's decisions about the campaign setting. Each one of these Talents costs 3 points each unless otherwise noted. If levels can be taken in the Talent, each additional level will cost another 3 OP, unless otherwise noted.

Talent Description
Acute Sense: One of your five senses (sight, sound, smell, touch, taste) is extremely acute. If the sense is touch, you can read print with your fingertips, feel tumblers moving in a lock, and determine subtle differences in materials by feel. If the sense is smell, you can instantly detect people or substances by scent alone and can track them like a bloodhound. If the sense is sight, you automatically gain a +1 bonus in all sight related Perception checks, and treat all ranged attack modifiers as being 2 points less than normal. If the sense is taste, you can perceive subtle additions to food and detect harmful substances with the barest taste.
Ambidexterity: You can use tools and weapons with either hand at no penalty (normally -3 for using off-hand).
Animal Empathy: Animals like you; they will never harm or attack you unless severely provoked. You always seem to attract whatever animals are common to the area, and they will immediately gravitate to your side, although they may not necessarily do what you ask them to.
Beautiful/ Handsome: You are extremely good looking; people will automatically stop and stare at you when you pass, and you are generally surrounded by admirers. In addition, you automatically have a +1 bonus to your Persuasion, Performance, and Ward-robe/Style skills for each level taken.
Blind Reaction: You can counterattack (in hand to hand only) with no negative modifiers for darkness or being obscured (-4), even if you can't see or hear your opponent.
Combat Sense: Your reflexes are keyed for danger; you automatically react faster to danger than anyone else; for every level taken (up to 5) you may add +1 to your Initiative rolls (in combat only).
Common Sense: You always look before you leap; the GM must give you warning whenever you're about to do something particularly foolish, even if there are no perceptible clues present. He doesn't have to specify the danger, just that "this might not be a smart idea..."
Direction Sense: You are never lost; always know where North is and can orient yourself easily without any external cues.
Double Jointed: You can bend your limbs and joints in impossible ways. You can fit into any space equal to half your height and width and it is impossible to tie you up or entangle you with a single rope; you can only be restrained using restraints like cuffs, shackles, or nets.
Eidetic Memory: You never forget anything you have read, seen, heard, smelled, or touched.
High Pain Threshold: You are especially resistant to pain and shock. When wounded, you will reduce the amount of STUN taken by 2 points each time and the effects of Impairing wounds (when used) by -2.
Immunity: You are immune to the effects of one specific poison or disease group (must specify). Fatimas are immune to disease, this costs 5 points.
Intuition: You have an uncanny feel for hunches; the GM will give you a chance to make a Perception roll whenever he thinks you might get a hunch, even if there are no perceptible clues present.
Lightning Calculator: You can automatically do complex mathematical operations in your head without using any aids.
Light Sleeper: You wake instantly from even the lightest touch or smallest sound (no Perception check required).
Longevity: You are extremely long lived, but do not show any appreciable signs of aging. No matter how old you are, you always look and feel as a person half your age. Ezlaser process the Fatimas undergo stops all aging, and costs 10 points. It is possible to extend ones life through other means, but you will eventually die of old age anyway, this kind costs 5 points.
Night Vision: You can see in all but absolute darkness.
Perfect Pitch: You always know if something's in tune, and automatically gain at +3 bonus in any musically related task (singing, playing instruments, etc.)
Rapid Healing: You heal extremely fast, recovering an extra 3 Hits per time unit in addition to your normal healing rate.
Schtick: A schtick is a special habit or personal affectation that has little or no actual effect on skills or combat abilities. Examples might be: always having a wind wafting your hair or cape dramatically, always having dramatic lighting striking your face, being able to toss your hat on a hook when you walk in; always having a cigar hidden somewhere on your person, etc. Schticks must be okayed by the GM and should never have an important combat or skill application-always shooting the gun out of the bad guy's hand would be a very dangerous schtick to allow.
Simulate Death: You can lower your heart rate and breathing to such a low level that it is a Legendary Difficulty to tell whether you are dead or not.
Speed Reader: You can read one page of any normal text that you are familiar with in three seconds (you can read a 200 page book in 10 minutes).
Time Sense: You always know what time it is, always know how much time has elapsed between the present and the last time you checked.

Complications

*List of Complications will go here*

Basic Equipment

Every character will start the game with a set of 14 point body armor (even the Fatimas! they cost about 46 million dollars US to produce, so they get ballistic weave in their frilly little outfits) For Mercenaries and Knights this will be a dress uniform, not combat armor.

Knights and Mercenaries will both get either a Longsword, or a Spaudd (Laser Sword) to wear along with their armor, or dress uniform.

Knights and Mercenaries will be issued a sidearm in the style of their group affiliation.

Knights and Mercenaries get an Infantry Mortar Headd (Value 20 Option Points)

Knights and Mercenaries get a starting personal wealth rating of 2 (Fatimas get a 0 as they don't own anything)


Ok this is still sketchy and subject to change, the Fatima's look pretty damn short changed right now, but this will be fixed... I have some ideas how... but since the Perks and Complications section is still in the works, its tough to add things, like them knowing many influential people, or having a guardian angel, someone forgot to install their mind control and the like.... the Mercenary template will be just like the Knight template but will replace Code of honor with a Debt, and Duty/Service with an Enemy...