Character Creation

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Jan 28, 2022 12:23 pm
The core rulebook is available for free here. Create your characters according to the process laid out on pg.4 with the following exceptions/clarifications:

- All characters are human. No alien, robot or AI characters.

- Attributes are rolled as 3d6 and assigned as you wish. You may then choose a single one and set it to 14.

- You can either pick a Background or roll for one.
Jan 28, 2022 12:31 pm
I'm going to roll Attributes and Background to see where that leads.

Well, there's some 'Average' rolls. - I'll make the 5 a 14 and roll once on Dilettante Growth and twice on Learning.

Strength - 8 and Charisma 14 all others 9.
Connect - 1 , 2 'Any Skills' becomes Talk -0 and Trade-0.
Class - Expert
Foci - Specialist (Talk) Talk is now Talk-1.
- HenchKeeper
Skill pick - Shoot -0
Hit Points - 3

Looks like a 'Face' Character.
Last edited January 28, 2022 12:53 pm

Rolls

Stats - (3d6)

(162) = 9

Stats - (3d6)

(512) = 8

Stats - (3d6)

(261) = 9

Stats - (3d6)

(423) = 9

Stats - (3d6)

(162) = 9

Stats - (3d6)

(311) = 5

Background - (d20)

(5) = 5

Growth - (d6)

(5) = 5

Learning - (d8)

(2) = 2

Learning - (d8)

(1) = 1

Hit points - (d6)

(3) = 3

Jan 28, 2022 12:34 pm
Does anyone have any preferences to role within a crew? I'm thinking either a pilot type or a mechanic type. Though I have nothing settled yet. Let's see what the dice say :)

The dice did not completely agree :P

Going for a big brute that could handle the engines if push comes to shove. A former criminal for some local ganglord somewhere. He was either smart or lucky to live long enough to get off planet.

Background: Thug
Class: Warrior

Strength: 12 [+0]
Dexterity: 11 [+0]
Constitution: 14 [+1]
Intelligence: 11 [+0]
Wisdom: 8 [+0]
Charisma: 11 [+0]

Skills:
Connect-0
Fix-0
Stab-0
Shoot-0
Talk-0

Focuses:
Die Hard 1
Close Combatant 1
Last edited January 28, 2022 1:02 pm

Rolls

Roll 1 - (3d6)

(314) = 8

Roll 2 - (3d6)

(236) = 11

Roll 3 - (3d6)

(156) = 12

Roll 4 - (3d6)

(515) = 11

Roll 5 - (3d6)

(533) = 11

Roll 6 - (3d6)

(455) = 14

Background - (1d20)

(18) = 18

Learning - (1d8)

(6) = 6

Learning - (1d8)

(8) = 8

Growth - (1d6)

(5) = 5

Hit points - (1d6+4)

(5) + 4 = 9

Starting Gear - (2d6)

(34) = 7

Jan 28, 2022 1:02 pm
PS - is there a Character Sheet or do we want to use Custom or a D&D sheet ?
Jan 28, 2022 1:11 pm
I've been unable to find a character sheet that can be imported into GP, so just type your info into a custom character sheet.

@Furmyr you rolled one 14 but seem to have forgotten about the option to then tweak one of your other rolled stats into a 14. Also, don't worry about roles too much, the backgrounds/classes are pretty wide in definition and spaceship combat comes down to some skill checks, but the system doesn't let you raise skills too high anyway so anyone could more or less fill any required roles. Even without the Pilot or Program skills trained, you can still try to fly a spaceship or hack a computer.
Jan 28, 2022 1:18 pm
I can't resist a Traveler vibe. Let's roll and see what I get.

Well, I think I will put my 14 in Intelligence and I'll go for a crochety expert type. Looks like I'm the pilot. Rolling once on Growth and twice on Learning. Putting the plus +2 Physical into Str to bump it to 14.

Strength: 14 [+1]
Dexterity: 8 [+0]
Constitution: 14 [+1]
Intelligence: 14 [+1]
Wisdom: 16 [+1]
Charisma: 7 [-1]

Background: Pilot
Class: Expert

Skills: Pilot - 1, Fix - 1, Trade - 0, Know - 0

Armor Class: 13
Attack Bonus: 0
Hit Points: 2

Focus: Specialist Fix
Focus: Starfarer

Physical Saving Throw 14
Mental Saving Throw 14
Evasion Saving Throw 14

Stuff: Laser Pistol (1d6 damage) 4 type A cells
Armored Undersuit (AC 13) Backpack (TL0)
Monoblade knife (1d6 damage) Dataslab
Postech toolkit Metatool
6 units of spare parts 200 credits
Last edited January 28, 2022 2:13 pm

Rolls

Str - (3d6)

(363) = 12

Dex - (3d6)

(512) = 8

Con - (3d6)

(446) = 14

Int - (3d6)

(153) = 9

Wis - (3d6)

(655) = 16

Cha - (3d6)

(322) = 7

Background - (1d20)

(12) = 12

Growth - (1d6)

(3) = 3

Learning 1 - (1d8)

(3) = 3

Learning 2 - (1d8)

(8) = 8

HP - (1d6+1)

(1) + 1 = 2

Jan 28, 2022 1:23 pm
As a tip for convenience, when writing down your character's foci on their sheet, make sure to mention what level each is at and include the description of how that level makes the focus work.

Also Furmyr, by my calculations you should have one extra skill. The Thug background gives you a single Combat skill, then you rolled Stab or Shoot (so you got both those), Talk and Connect. Fix appears to be the bonus skill to reflect background interest. So you're still missing one Combat Skill gained from the Close Combatant focus, then you need to roll for hp with the +2 from Die Hard and +1 for Constitution, so +3 total and not the +4 you had in the roll.
Jan 28, 2022 1:29 pm
Thanks. Seemed to have missed that one. I have a view of a kind of big dangerous mechanic, so I'll stick to that. So, I think I'm finished with Topher Colt. Just need to come up with some background.

Name: Topher Colt
Background: Thug
Class: Warrior
Level: 1

Saves:
Physical: 14
Evasion: 15
Mental: 15

AC: 13

Strength: 14 [+1]
Dexterity: 12 [+0]
Constitution: 14 [+1]
Intelligence: 11 [+0]
Wisdom: 8 [+0]
Charisma: 11 [+0]

Skills:
Connect-0
Fix-0
Pucnh-0
Stab-0
Shoot-0
Talk-0

Attack bonus: +1

Focuses:

Die Hard-1: You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.

Close Combatant-1: Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.

Class Abilities:
Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.

You gain two extra maximum hit points at each character level.

Gear:
50 credits
Secure Clothing
Shotgun (3d4 damage)
Revolver (1d8 damage)
Monoblade Knife (1d6 damage, 1 shock/AC15)
Combat Rifle (1d12 damage) 80 rounds ammo
Ammo, 100 rounds
Compad
Backpack (TL4)
Jan 28, 2022 1:43 pm
Looks good, Furmyr. I would advise not bothering too much about the background, I'm making the start open enough for you to fill in the blanks about how your character ended up there. I'm also open to players adding their own brush strokes down the line, such as, in your example, going to a prison planet or learning about some crime lord that you might like to jump in and say "that's where my character originally escaped from."

@Verrain still need the bonus skill, foci and gear for your character.
Jan 28, 2022 1:55 pm
DarK_RaideR says:


@Verrain still need the bonus skill, foci and gear for your character.
You will find that all there now. I was editing it as you posted. Still need a name though.
Last edited January 28, 2022 1:56 pm
Jan 28, 2022 7:54 pm
Hi all.. totally new to this.. so fun fun fun..
As a direction, I was hoping to go towards medic. Let's see how this works. First thing I guess I'll do is roll some stats and see what happens. This usually goes badly for me.. lol

Well.. my stat rolls were pretty boring.. and I'm squishy!

I'm thinking Physician could round out the crew nicely. So I'll go with that and I always love to mess with "spells" so I'm going to go Healer/Psychic. I'm thinking I'm an ex-combat medic. I could have gone the obvious route with Biopsionics, but that seemed like throwing everything into one basket (healing) so I went with Telekinesis which seems fun and versatile.

Background: Physician
Class: Adventurer - Partial Expert / Partial Psychic

STR: 10 (+0)
DEX: 11 (+0)
CON: 11 (+0)
INT: 14 (+1)
WIS: 14 (+1)
CHR: 11 (+0)

Saves:
Physical: 15
Evasion: 14
Mental: 14

AC: 13 (16)

Skills:
Heal-2
Trade-0

Focus:
Healer - 1
Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Psychic Training - 1
Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one.

Psychic Ability: Maximum Effort - 3
Telekinetic Manipulation - 1
Telekinetic Armory

Gear (Medic Loudout):
Secure Clothing (AC 13)
Laser Pistol (1d6 damage)
Backpack (TL0)
Medkit
4 Lazarus patches Compad
2 doses of Lift Bioscanner
25 credits
Last edited January 28, 2022 8:55 pm

Rolls

Stats - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (334) = 10

3d6 : (623) = 11

3d6 : (515) = 11

3d6 : (631) = 10

3d6 : (146) = 11

3d6 : (463) = 13

Growth - (1d6)

(1) = 1

Learning - (1d8)

(4) = 4

Learning - (1d8)

(8) = 8

HP - (1d6)

(1) = 1

Jan 28, 2022 9:00 pm
DarK_RaideR says:
I've been unable to find a character sheet that can be imported into GP, so just type your info into a custom character sheet.
I just made a custom one for my Monster of the Week game, so I'll try to throw together one for this today.

Len

Jan 29, 2022 1:17 am
Thanks for the invite! I'm going to randomize much of the background of the character and see what I get! I'll drop these stat and background rolls here and ponder the results before continuing.

Clergy, neat! I'll roll skills too.
Last edited January 29, 2022 2:15 am

Rolls

Stats - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)

3d6 : (626) = 14

3d6 : (461) = 11

3d6 : (542) = 11

3d6 : (544) = 13

3d6 : (121) = 4

3d6 : (441) = 9

Background - (1d20)

(2) = 2

Skills - (1d8, 1d8, 1d8)

1d8 : (7) = 7

1d8 : (5) = 5

1d8 : (8) = 8

Jan 29, 2022 6:22 am
Len, your first skill roll should have been a d6 for Growth roll.
Jan 29, 2022 6:52 am
As promised.. a custom char sheet for us.
If you think something needs to be added or changed just let me know.

EDIT: I already see a few things I missed like HP and attack.
Last edited January 29, 2022 7:11 am
Jan 29, 2022 10:54 am
That sheet is amazing!

Comments on character (John Killdare) as I cross-check everything with the step by step process detailed on pg. 4

1) Upon choosing the Psychic class: "When you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline."
These seem to be missing from the Skill list. For brevity's sake, Psychic skills are Biopsionics, Metapsionics, Precognition, Telekinesis, Telepathy and Teleportation. Also, as mentioned, if you're going to invest both points in a single skill, you should also pick the free level-1 technique from that discipline.

2) Base Effort: "Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers."
To determine this, you need to first pick the psychic skills in the previous step.

3) Picking Foci: "Psychic Training - 1. Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one."
Again, you need to pick the bonus psychic skill gained thanks to this focus, a free level- 1 technique from that discipline if eligible and increase max Effort, which must be calculated during previous steps

4) "Now pick one non-psychic skill of your choice to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal focus."
Just to be sure I get this right, this is how he ended up having the Shoot skill, right?

Len

Jan 29, 2022 5:22 pm
Ganesh says:
Len, your first skill roll should have been a d6 for Growth roll.
Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.

To summarize thus far:

Name: John Wood
Concept: A wandering warrior-monk with striking eyes, travelling the stars on a sojourn to earn his True Name, a rite of passage in his religion. A "Have gun, will travel" attitude, motivated by his religion rather than mercenary appetites.

Stats
Str: 13 (+0)
Dex: 14 (+1)
Con: 11 (+0)
Int: 9 (+0)
Wis: 11 (+0)
Cha: 14 (+1)

Saving Throws
Physical: 15
Evasion: 14
Mental: 14

Background: Clergy
Skills: Fix 0, Notice 0, Talk 1

Class: Warrior
Foci: Close Combatant Level 1(Shoot 0), Gunslinger (Shoot 1)
[ +- ] Close Combatant Level 1
[ +- ] Gun Slinger Level 1
Hobby Skill: Stab 0
HP: 1d6+2 = 4
BAB: +1

Equipment: Gunslinger equipment package.
Laser Pistol (1d6 damage)
8 type A Cells
Armored Undersuit (AC 13)
Backpack (TL0)
Monoblade Knife (1d6 damage)
Compad
100 credits
Last edited January 31, 2022 11:14 pm

Rolls

growth - (1d6)

(5) = 5

HP - (1d6+2)

(2) + 2 = 4

Names - (1d100, 1d100)

1d100 : (77) = 77

1d100 : (93) = 93

Jan 29, 2022 5:57 pm
Len says:
Ganesh says:
Len, your first skill roll should have been a d6 for Growth roll.
Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.
According to the rule book you can do a 0/3 split. "If you choose to roll for your skills, you can roll up to three times, dividing up your rolls between the Growth and Learning tables as you wish." Am I missing something that says otherwise?
Jan 29, 2022 5:59 pm
Ganesh says:

CHARACTER INFO

Name: John Killdare
Background: Physician
Class: Adventurer - Expert / Psychic

LOOK

Gender: Male
Appearance:
Clothing:

FOCUS

Healer 1
Notes
Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.
Psychic Training 1
Notes
Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one.

SKILLS

Skill Level
Heal 2
Trade 0
Shoot 0


PSYCHIC ABILITIES

Maximum Effort: 3
Telekinetic Manipulation - 1
Notes
The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.
Telekinetic Armory
Notes
The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill.
Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic’s discretion.

STATS

Ability Score Bonus
STR 10 +0
DEX 11 +0
CON 11 +0
INT 14 +1
WIS 14 +1
CHR 11 +0


SAVES & AC

Save/AC Roll
Physical 15
Evasion 14
Mental 14
AC 13 (16)


GEAR

Secure Clothing (AC 13)
Laser Pistol (1d6 damage)
Backpack (TL0)
Medkit
4 Lazarus patches Compad
2 doses of Lift
Bioscanner
25 credits

NOTES


Very nice. How do I access this custom sheet?
Jan 29, 2022 7:23 pm
Verrain says:
Very nice. How do I access this custom sheet?
You just did. LOL. All you need to do is "quote" my post and cut and paste the sheet to a blank custom character sheet and edit it to fit your character.

NOTE: I significantly improved the character sheet, deleted the old post and added a new one.
Verrain says:

Ah, thanks. I assumed when it said you could split the three rolls between growth/learning that a 0/3 split was fine. Adding in a growth roll to replace the first learning roll.
Of course, you are right. Why are you listening to me? I don't know what I'm doing.. Heh heh.
Last edited January 29, 2022 8:02 pm
Jan 29, 2022 7:34 pm
DarK_RaideR says:
That sheet is amazing!
Thanks.. I made some more improvements as I read through everything and posted a new version below
DarK_RaideR says:

1) Upon choosing the Psychic class: "When you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline."
These seem to be missing from the Skill list. For brevity's sake, Psychic skills are Biopsionics, Metapsionics, Precognition, Telekinesis, Telepathy and Teleportation. Also, as mentioned, if you're going to invest both points in a single skill, you should also pick the free level-1 technique from that discipline.
I am an Adventurer and therefore only a Partial Psychic.
You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0 (Telekinetic Manipulation). You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.
DarK_RaideR says:
3) Picking Foci: "Psychic Training - 1. Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level- 1 technique from that discipline. Your maximum Effort increases by one."
Again, you need to pick the bonus psychic skill gained thanks to this focus, a free level- 1 technique from that discipline if eligible and increase max Effort, which must be calculated during previous steps
I picked Telekinesis again - because I must (being only partial) so I have Telekinetic Manipulation - 1 and that gives me one ability which is Telekinetic Armory - 1
DarK_RaideR says:
2) Base Effort: "Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers."
To determine this, you need to first pick the psychic skills in the previous step.
I have Telekinetic Armory 1 and Wisdom +1 so my Max Effort is 3
DarK_RaideR says:
4) "Now pick one non-psychic skill of your choice to reflect your hero’s outside interests, natural talents, hobby expertise, or other personal focus."
Just to be sure I get this right, this is how he ended up having the Shoot skill, right?
Yes. Since I'm going with a Combat Medic and I have Telekinetic Armor, it makes sense that I can shoot.

EDIT: Actually.. I now realize, reading more carefully, that I don't need the Shoot skill, because when I use Telekinetic Armory I can use my Telekinesis Skill and Wisdom, which is much better. And Telekinetic Armory is an "On Turn" skill, so I can do it on the same turn I want to shoot. Going to take Notice instead I think.

Hopefully I did that all correctly.

I'm going with the idea that I'm currently recovering from a very serious wound which is why I'm a Combat Medic and only have 1 HP.. lol
Hopefully if I can live long enough to make level 2 I will get to reroll 2d6 and have a "real HP" total then.
Last edited January 29, 2022 10:41 pm

Len

Jan 29, 2022 8:53 pm
Ganesh says:
Of course, you are right. Why are you listening to me? I don't know what I'm doing.. Heh heh.
Ah okay hehe. I will stick with the original rolls, which gives me Talk 2, which is changed to Talk 1 plus any other skill. I will choose Fix.
Jan 29, 2022 9:11 pm
I'm busy getting completely crazy with this character sheet.. lolz

My new version is below.
ENJOY!
Last edited January 29, 2022 11:14 pm
Jan 30, 2022 6:28 am
Ganesh says:
Hopefully I did that all correctly.
Yes you did, my bad for thinking you went full Psychic. Thanks for the step by step explanation.
Jan 31, 2022 10:09 pm
I have deleted the custom character sheet from this thread.. don't panic!
I've learned even more about Gamer's Plane and character sheets, so I posted it on the General thread.
By doing this (in the proper way) you can now create a custom character sheet for the game, and then use the pull-down on the right hand side to select the "Stars Without Number" sheet that I created.
I also corrected issues with the tables and made it so you can make some rolls directly from the sheet.
Last edited January 31, 2022 11:07 pm

Len

Jan 31, 2022 11:25 pm
The custom sheet is amazing, Ganesh! Thank you for making it.

I have submitted my character now :)
Jan 31, 2022 11:31 pm
It's been fun. I've been working on one for my Monster of the Week, and also been experimenting with other custom features.
Can't wait to play this game. I never play space games although I love the genre.
Feb 1, 2022 4:56 am
Looks like we have a pretty good starting group:
Verrain - Pilot
Furmyr - Warrior
Len - Warrior Monk
Esidrix - Face
Ganesh - Medic
sunnyVoid - ????

is sunnyVoid joining us?
Last edited February 1, 2022 5:00 am
Feb 1, 2022 8:26 am
Ganesh says:
is sunnyVoid joining us?
Yes I am, sorry it's taking me a while to join.

Anyway, I'm gonna create my character now. (Hope I'm rolling right)

Rolls

STR - (3D6)

(131) = 5

DEX - (3D6)

(524) = 11

CON - (3D6)

(541) = 10

INT - (3D6)

(645) = 15

WIS - (3D6)

(322) = 7

CHA - (3D6)

(416) = 11

Background - (1D20)

(3) = 3

Growth - (1D6)

(4) = 4

Learning 1 - (1D8)

(6) = 6

Learning 2 - (1D8)

(2) = 2

HP - (1D6)

(4) = 4

Feb 1, 2022 1:11 pm
Still work in progress, I should be done tomorrow.

Name: Alex Zvezda
Background: Courtesan
Class: Psychic
HP: 4

Stats:
STR: 5 (-1)
DEX: 13 (+0)
CON: 10 (+0)
INT: 15 (+1)
WIS: 14 (+1)
CHA: 11 (+0)

Foci: Psychic Training 1

Skills: Connect-0, Notice-0, Perform-0, Survive-0, Precognition-0, Telepathy-0

Psychic Skills:
Oracle-0
Telepathic Contact-0
Psychic Effort: 3


Nice, I got the Courtesan background. Alex is a sexy stripping psychic, a far cry from the usual types of characters I have. I'm gonna shoot for a scouting kind of role in the group with his precog powers and notice skill. I'm thinking of foregoing the telepathy and bumping up the precog to level 1 so I can see a day in the future, but not sure if that would be more useful than also having slight mind reading. Let me know if I did something wrong, or if there's any suggestions.

Rolls

Rolling for credits to buy equipment - (2D6)

(25) = 7

Feb 1, 2022 10:38 pm
If you are a full Psychic (unlike me) you get the two Psychic skills (Precog-0 and Telepathy-0) as part of your class. If you then take Psychic Training - 1 as your focus you will get another level in one of your Psychic skills, which then gives you Psychic Ability that is Level 1 (either Intuitive Response, Sense the Need, or Terminal Reflection if you go Precog-1 or Facile Mind or Transmit Thought if you go Telepathy-1).

I think Sense the Need is awesome for roleplaying, even Terminal Reflection is potentially life-saving. It's very Minority Report - esque.. Oh yes.. I brought an umbrela, I knew it would rain...

I guess you took Notice as your "Hobby" skill? Another choice might be to take Connect to give you Level 1. Very in keeping with the Courtesan thing and potentially very useful.
EDIT: I kinda take that back, seeing as how you are a Precog, Notice is probably a good thing. :)
Last edited February 1, 2022 11:07 pm
Feb 1, 2022 11:51 pm
I am a man with a little too much time on his hands sometimes and I've been playing around with tables.
In that vein I made us a crew chart. Part of the reason was to see what skills people were taking in case anyone wanted to adjust to cover more breadth, although it doesn't matter a ton, since a level 0 skill is only 1 better than not having it. In any case, I figured I'd put it together to see what we looked.

THE CREW

Fumyr Esidrix Verrain Ganesh Len sunnyVoid
Topher Cult Dan'lo Strata Ben John Killdare Colin Wood Alex Zvezda

Thug Dilettante Pilot Physician Clergy Courtesan
Warrior Expert Expert Expert/Psychic Warrior Psychic

HP
93 4 1 5 4

Skills
Connect-0 Connect-1 Pilot - 1 Heal - 2 Fix-0 Connect-0
Fix-0 Trade-0 Fix - 1 Program - 0 Notice-0 Notice-0
Stab-0 Shoot-0 Trade- 0 Trade - 0 Talk-1 Perform-0
Shoot-0 Talk-1 Know - 0 Shoot-1 Survive-0
Talk-0 Lead-0

Foci
Die Hard Specialist Specialist Healer Close Combat Psychic Training
Close Combat Henchkeeper Starfarer Psychic Training Gunslinger

Pyschic Skills
TK Manipulation - 1 Oracle-0
TK Armory - 1 Telepathic Contact-0



Taking a look at the table I can see a lot of things about the crew:
1) We pretty much have all the skills covered.
2) Ben is the pilot and knows how to fix a ship, but Topher can chip in on repairs.
3) Dan'lo and Alex have the connections.
4) Dan'lo and Wood are probably the faces of the group.
5) Killdare and Ben are probably the traders.
6) Topher, and Wood are the two main combat experts although Dan'lo knows his way around a gun.
7) Only Topher has any real chance of surviving combat.
8) No one knows how to sneak around!
9) There are two Johns. Is that one John too many? Killdare goes by "Killdare" anyway so there is no confusion.
10) No one has Program, so I'm going to switch my Notice skill pick to Program.
Last edited February 3, 2022 6:14 am

Len

Feb 2, 2022 12:57 am
I have updated John Wood a bit, adjusting him a little bit away from the "face" role as Esidrix has that covered. I swapped con for cha so he has 1 more hp but a lower bonus for his talk skill rolls. Still not great for surviving combat buuuut he does ignore shock damage in melee, so that helps. He can still make a competent backup face if needed.
Last edited February 2, 2022 1:00 am

Len

Feb 2, 2022 12:58 am
Also, John was a randomly generated name so I will reroll to reduce the John quotient of our party.

New name is Colin Wood.
Last edited February 2, 2022 1:06 am

Rolls

name reroll - (1d100)

(34) = 34

Feb 2, 2022 2:06 am
Len says:
Also, John was a randomly generated name so I will reroll to reduce the John quotient of our party.
New name is Colin Wood.
I certainly didn't mean for you to change your name! I was being sarcastic really.

Len

Feb 2, 2022 2:08 am
No worries. I had no attachment to it, and I figure it will make interparty communication less confusing :D
Feb 2, 2022 2:59 am
I'm going by "Killdare" anyway.. so up to you.
If you tell me everything you are changing I can update the table if needed.

Len

Feb 2, 2022 4:02 am
It's very convenient to see our party at a glance like this, thanks for putting it together!
Feb 2, 2022 6:25 pm
OK, think I finally crammed everything into the character sheet.
Feb 2, 2022 6:34 pm
sunnyVoid says:
Alex is a sexy stripping psychic.
He was young and needed the money...

Big thanks to Ganesh for all the sheets, I approved Len's character and now I need sunnyVoid to submit his so we can get started.

Len

Feb 3, 2022 1:41 am
Ganesh says:
I'm going by "Killdare" anyway.. so up to you.
If you tell me everything you are changing I can update the table if needed.
For the table, the only additional change is that now HP is 5 instead of 4.

Len

Feb 3, 2022 1:42 am
DarK_RaideR says:
Big thanks to Ganesh for all the sheets, I approved Len's character and now I need sunnyVoid to submit his so we can get started.
Thanks DarK_RaideR! Looking forward to the start :)
Feb 3, 2022 2:06 am
DarK_RaideR says:

Big thanks to Ganesh for all the sheets, I approved Len's character and now I need sunnyVoid to submit his so we can get started.
You are very welcome.
Excited to start! And more excited to be 2nd level where I will have at least 2 HP!
Feb 3, 2022 6:17 am
Because DarK_RaideR allows thread creation here, I put the crew list on a separate thread so people could find it easily.
Hope that's OK.
Last edited February 3, 2022 6:17 am
Feb 3, 2022 7:46 am
DarK_RaideR says:
I need sunnyVoid to submit his so we can get started.
Finished up the space twink Alex and submitted the character sheet!
Ganesh says:
If you are a full Psychic (unlike me) you get the two Psychic skills (Precog-0 and Telepathy-0) as part of your class. If you then take Psychic Training - 1 as your focus you will get another level in one of your Psychic skills, which then gives you Psychic Ability that is Level 1 (either Intuitive Response, Sense the Need, or Terminal Reflection if you go Precog-1 or Facile Mind or Transmit Thought if you go Telepathy-1).
Thanks for pointing that out, my character has Terminal Reflection now
Ganesh says:
. . .I made us a crew chart.
That's super neat and useful!
Feb 3, 2022 9:12 am
Crew chart was a good thing to begin with, having it on a separate sub-thread is even better so we don't have to look it up at all times.

I've approved sunnyVoid's character, so I'd better be off and get the story thread up!
Feb 3, 2022 9:19 am
Ganesh says:
DarK_RaideR says:

Big thanks to Ganesh for all the sheets, I approved Len's character and now I need sunnyVoid to submit his so we can get started.
You are very welcome.
Excited to start! And more excited to be 2nd level where I will have at least 2 HP!
The difference between Topher and Killdare is wild. But seeing as you are the only one with Heal feel free to hide behind me, just be ready to reattached the occasional arm.

Len

Feb 3, 2022 2:24 pm
In regards to the crew chart, I should also mention Colin has Stab-0 as his hobby skill.
Feb 3, 2022 3:36 pm
Len says:
I should also mention Colin has Stab-0 as his hobby skill.
Yah.. Stabbing full-time is such a chore.
Feb 3, 2022 3:39 pm
OMG - Hi-larious

Len

Feb 3, 2022 8:46 pm
He prefers artisanal stabbing.
Feb 3, 2022 9:12 pm
Len says:
He prefers artisanal stabbing.
It's really all about the personal touch.
Feb 3, 2022 9:18 pm
He's the guy in the bar playing the stab between your fingers game with people.
Feb 3, 2022 9:38 pm
Verrain says:
He's the guy in the bar playing the stab between your fingers game with people.
Hey.. no one told me there was a synthetic onboard!
Feb 4, 2022 12:47 am
Do we all know each other already? Or how do we wanna handle that?
Feb 4, 2022 7:09 am
Ganesh says:
Do we all know each other already? Or how do we wanna handle that?
Up to you. You could be long time acquaintances, friends, relatives, just fellow passengers... Only thing I'm vetoing is mistrustful strangers, I'd really like to skip the whole "and why should I trust you?" part of putting a party together :)
Feb 4, 2022 7:46 am
DarK_RaideR says:
Up to you. You could be long time acquaintances, friends, relatives, just fellow passengers... Only thing I'm vetoing is mistrustful strangers, I'd really like to skip the whole "and why should I trust you?" part of putting a party together :)
Definitely none of that nonsense. :)

I didn't want to impose my will on any of the players and write in a back-story tie-in, but I was going to say that Killdare knew Ben when he was a military pilot and maybe Ben (@Verrain) helped him get the job on the Aurora. That way I had a least one connection to another char.
Last edited February 4, 2022 7:46 am
Feb 4, 2022 11:49 am
Works for me.
Feb 4, 2022 11:59 am
Based on our backgrounds, it seems that Dan'lo and Alex might know each other. I propose that Dan'lo helped Alex get a job as a cook on the ship.
Feb 4, 2022 1:02 pm
That's good with me. Dilettante makes knowing people a good story fit. :)
Feb 4, 2022 2:55 pm
It would seem that I need information about the capabilities of the Aurora and rather quickly. :)
Feb 4, 2022 2:58 pm
My guess would be to look up the Free Merchant on page 104. That should be close enough to get us on the ground in the requisite number of pieces.. :) or not.
Last edited February 4, 2022 3:00 pm
Feb 4, 2022 3:48 pm
Yep, the Aurora is more or less a Free Merchant ship, at least in terms of speed, maneuverability, armor, HP, and weaponry.

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