We're going to keep it rules-lite for character creation, to keep things simple. Don't worry too much about what numbers mean, all you need to know for now is that higher is better.
If you're familiar with Fate, this should be very familiar. If you're not, that isn't a problem. Knowing Fate (or any other system) is NOT a requirement to play in this game. I'll go through character creation step by step. I am always available to answer your questions, and I will be happy to help anyone design a character.
There should be a character template available soon, so you'll be able to just load it up like any new profile. If you want to go ahead and build a profile right away, please go right ahead, using the blank profile template and following a format I will include below.
I am asking that everyone that wants to be in this game please post in this thread. You can include a copy of your character sheet/profile if you want, or you can just say "Hi". Either way it will get you on the player list and all organized in one place.
STEP ONE: NAME AND DESCRIPTION
Give your character a name and a short description of what they look like. Nice and straightforward.
STEP TWO: ASPECTS
Aspects tell us who your character is, and what they can do. An aspect can be a word, a short phrase, or a whole sentence, so long as it tells us something about your character. In this game, every character starts with the following aspects.
A key thing to remember about aspects is they can be used for you AND against you. More imporantly, allowing an aspect to be used AGAINST you is one of the main ways to advance your character, so ideally you should tailor them as something that can be used both as a benefit and, at times, as a disadvantage.
1. High Concept
This is your first and most important aspect. Your High Concept is a single short sentence that sums up your character. It defines your character, and is likely the aspect you will call on most often. Your High Concept might include your character's role on the ship, or it might refer to some other affiliation, philosophy, or defining aspect of your personality.
Examples: Genius Engineer, Smuggler with a Heart of Gold, Ruthless Thug, Mystic of the Cyronian Order
Trouble is the thing that always gets your character in hot water. It could be a troublesome personality trait or vice, a lingering obligation from your past, or some threat or enemy you need to worry about.
Examples: Hair-trigger Temper, Gambling Debts, Addicted to Love, A History of Violence
Note: As pirates, you are ALL wanted criminals and fugitives, so you cannot use that as your Trouble aspect.
The galaxy is inhabited by hundreds of different intelligent species, all with unique societies and different mental and physical characteristics. You are free to come up with your own species, summed up with a short sentence. You do not need to go into great detail. I will post a list of species later as examples of how detailed your own species description should be.
Examples: Human, Android, Erial, Ferothan
A short, simple summary of your roots. Who were you before the mutiny? Where do you come from? This could be anything from the place you grew up to the job you had before being conscripted.
Examples: Martian Street Rat, Rustic Colony Doctor, Child of Privilege
You may leave this blank until all the other characters have been submitted. To fill this aspect, you will pick one of the other characters, and say what your character thinks of them, or otherwise define some history or relationship with them. It is important to remember that this aspect is what YOUR character feels or believes. Just because your character thinks Bill owes her money, doesn't mean Bill agrees.
I have provided a few example templates. Feel free to use one of these or create your own.
______ owes me money
I worry that ______ is not cut out for this life
______'s ways are strange and confusing to me
______ has got my back
I know a secret about ______
______ saved my life, I owe her
I stole something from ______
______ and I have been through hell together
Your final aspect slot can be used for whatever you want. Maybe a motto you live your life by, or a piece of customized equipment you are never without, or some kind of physical or mental oddity, or special training or talent. If you want a psionic character, and none of your previous aspects justify it, this is the place.
Examples: No one gets left behind, X-500 Sniper Rifle, Psychic Mutation, Heir to a Crime Family, Hears the Whispers of Hyperspace
STEP THREE: SKILLS
Your character has four basic skills. These will be applied as bonuses (or penalties) when you roll dice to achieve something. We're going with four very basic attributes which should cover everything you do.
Power: Brute strength and physical toughness
Grace: Dexterity and physical co-ordination
Wits: Your cleverness, imagination, and general intelligence
Charm: Your ability to get others to do what you want
Your character starts with one skill at Good (+3), one at Fair (+2), one at Average (+1) and one at Mediocre (+0).
If you wish, you may ignore the normal "ladder" and assign your skills as points. You have six points to distribute among the four skills however you want. One point is equal to +1 in any skill. No skill may be higher than Great (+4) or lower than Poor (-1).
STEP FOUR: STUNTS
Stunts are, at their most basic, something cool your character can do. You can think of them as special moves that make your character more unique and awesome. There are two basic kinds of stunts, stunts that give a +2 bonus to skill rolls to achieve specific things, and stunts that allow you to make something happen or create an exception to the normal rules.
Build your stunt using one of the following templates:
- Because I [describe something about yourself], I get a +2 bonus when I use [skill] to [do something specific]
- Because I [describe something about yourself], I can [do something cool]
Because I am a genius engineer, I get a +2 bonus when I use Wits to repair the ship.
Because I am an expert fighter jock, I get a +2 bonus when using Grace to avoid enemy fire.
Because I am Ferothan, I get a +2 bonus when using Power in unarmed combat!
Because I have seedy underworld connections, I always know where to find a criminal job.
Because I was a rustic colony doctor, I can always find substitutes for proper medical supplies.
Because I am an armoured battle droid, I ignore one shift of stress caused by any physical damage.
All characters start play with only ONE stunt. If you choose a psionic power (see below) that counts as your one stunt.
These stunts deserve special mention. In this setting, some people and even entire races have strange psychic powers. These should resemble the sort you see in Star Trek or Star Wars, rather than the sort you might see in X-Men.
Psionic powers are designed the same as any stunt, but must refer to an aspect that acts as a pre-requisite for psionic abilities. In some cases this will simply be your character's species aspect. In others it will represent special training, psibernetic implants, or genetic mutation. In this setting, human are considered a non-psionic race, and cannot use their species as the pre-requisite to psionic powers. Some examples follow:
Because I am Erial, I can read the thoughts and emotions of intelligent beings
Because I have a mutated brain, I can move objects with my mind
Because I can hear the whispers of hyperspace, I have premonitions of the future
STEP FIVE: DONE
You're all finished! It's as simple as that! You're probably wondering what some of the other things on the character sheet template mean, but you'll find out soon enough (or feel free to ask me!) For now all you need to know is you have no money, but you're also uninjured. Neither condition is likely to last long.