For Colony Ship players, this guide provides a comprehensive look at character creation stat point allocation. In addition to non spoiler skill checks you can expect to find and the basics for succeeding in them. Each zone will be updated as i get through them starting with the Pit and on-wards.
Colony Ship.
While this game is in Early access for approximately the next 2 years i will update as necessary stat changes and quest changes as needed.
Colony ship is an isometric turn based RPG with a dystopic cyberpunk theme.
dealing with the harsh realities of life aboard a live ship in the aftermath of a civil war for control of the ship on its journey to Alpha Proximi.
This guide will cover everything from character generation to skill checks of note , secrets
build guides ect and expanded upon as the game opens more content.
If there is support ill write a comprehensive guide to the game.
If your of a mind I stream this and other games on Twitch @ twitch.tv/autumnflame drop by and say hello while we learn all there is to know about this game.
With my first playthough being a max charisma as neutral as possible run in terms of annoying factions but doing whats morally right in any individual circumstance.
Character Creation.
But we will go over the changes as we add points into our primary attributes and what changes are expected for a level 1 char and potentially ahead as you increase in levels ad skills over time.Each stat starts off as a base of 4 as default.
We will go over the increase of points up to the max of 10 the initial generation allows.
STRENGTH
Melee extra damage is self explanatory.
Armour Penalty reduces penalties to movement etc with heavier armours.
Recoil reduces accuracy penalties for double and burst fire shots.
CONSTITUTION
HP – Starting Hit Points
Implants – denotes the maximum number of implants you can install.
*Note some perks can increase the number of implants you can install.
DEXTERITY
Action Points – Is your available AP at the start of your turn.
Evasion – Your natural ability to dodge enemy attacks.
Initiative – Your starting position in combat the higher the number the more likely you are to go first.
Reaction – Attack of Opportunity for anyone who has played D&D. Free attacks when people enter/exit your threatened zone and on misses.
PERCEPTION
Initiative – Your starting position in combat the higher the number the more likely you are to go first.
Reaction – Attack of Opportunity for anyone who has played D&D. Free attacks when people enter/exit your threatened zone and on misses.
Accuracy – Base Accuracy chance with weapons.
*NOTE*
Both DEX and PER increase shared skills
those being.
EVASION
INITIATIVE
REACTION
Adding points from either or both will increase these scores with them stacking their totals.
EVASION – Every point of DEX or PER will add 1 point to EVASION to a max of 20 points. If 10/10 maxed.
INITIATIVE –
- 6 points for every level in DEX
- 4 points for every level in PER
For a total of 60 INITIATIVE if 10/10 maxed scores.
REACTION –
1% increase for each point of DEX and PER to a total of 20% for 10/10 maxed DEX/PER scores.
INTELLIGENCE
Tagged skills – The number of skills that will increase at a bonus 50% rate
Extra EXP – Additional EXP bonus growth universally.
CHARISMA
Disposition – How much people like you upon a first meeting.
value will change with rudeness or causing trouble for NPC allied factions.
Adds bonus points to skill checks relating to
Persuasion, Streetwise, Impersonate.
Allowing you to pass checks you might otherwise fail.
Checks will be coloured Yellow but still will be successful.
Followers – The maximum number of followers you can have with you.
Followers can be swapped as needed.
Certain implants can increase the number of followers from 2-3 but not higher than 3
SKILL INCREASES.
Not every starting skill increase adjusts stats.
CRITICAL STRIKE
- Level 1 – 1% chance
- Level 2 – 2% chance
SNEAK
Level 1 , Noise 8, Sneak 10
Level 2 , Noise 7, Sneak 15
Lower noise means lower chance of being detected.
Sneak score affects chance to be detected
The Pit Skill Checks
We will go into a basic coverage of the skill checks available in the first area of the game THE PIT.
I will do my best not to add story spoilers
We are going to cover the basics of various skill checks in the starting zone so if you want help understanding failures or what your’re expected to have at least or optimise builds.
*Note*
Companions with sufficient ranks in a skill can be used to pass checks with alternate dialogue.
Checks with bullet points are continuations of successful conversation skill passes.
Skill check colour
- Green = Success
- Yellow = Success with disposition bonus but not always the perfect outcome
- Red = Fail
After the quick into and you take control of your Char head outside.
Apt level neighbour.
+1 Lockpicking.
Talk to them and say you want to learn more about lock picking to get a bonus level to your lock-picking.
Bottom floor
2 Junkies accost you.
Skill checks
Streetwise [2] – Success will avoid combat.
Crit Strike [2] – Success will initiate combat but with Spike Dead.
NW Door behind Church Of The Elect.
+1 Steal
Talk to the NPC to gain a level in stealing.
Medbay
+1 Biotech
Talk to Sarah about learning the medical trade for an increase in Biotech.
Steal [3] Success you steal some stims.
Abes
[Initiative + 10] Start a fight with +1 to initiative.
Streetwise [2] – Avoid a Fight
Persuasion [2] – Avoid a fight
Steal [2] – Steal some ammo.
Frank Boswell Guns
Steal[2]
Promised Land
Steal [3] – Gain Item
Power Station
Electronics [2] – Gain Quest.
Weapons Store
Steal [3]
Isaiah
CON [4] + Dispisition.
Crit [3] – insta kill
Streetwise [2] – Further Conversation.
- Streetwise [3] – Non violent outcome.
- Critical Strike [3] – Violent outcome.
Stealth approach with vent, successful passive stealth and noise to succeed in quest and avoid conversations.
General Store.
Steal [2]
McNeil.
Persuasion [2]
Streetwise [2]
both outcomes lead to
- Streetwise [3] – Positive outcome.
Foley.
Int +10 – Fight
Streetwise [3] – Furthers non violent route
- Streetwise [3] – Furthers non violent route
- Streetwise [4] – Furthers non violent route
- Persuasion [3] – Furthers non violent route
- Impersonate [3] – Furthers non violent route
- Streetwise [4] – Furthers non violent route
- Persuasion [3] – Furthers non violent route
Successful choices will avoid combat completely.
Jed
Initiative +[10] – Fight
Reputation Combat – Sell gun
- Fail = Streetwise [3] to avoid combat.
Persuasion [2] to Black Will.
Impersonate [2] further Conversation peacefully.
- Persuasion [3]
- Impersonate [3] – Furthers non violent outcome
- Streetwise [4] – Furthers non violent outcome
- Streetwise [3] – Furthers non violent outcome
- Impersonate [3] – Furthers non violent outcome
- Streetwise [4] – Furthers non violent outcome
Initiative =[+10] – Fight.
So far these are all the skill checks and gains i have found in the Pit and Camptown areas.
I will continue with the Armoury and Hydroponics as i clear them.