Star Trek Adventures Core Rulebook Cover

It Builds Character #6: Star Trek Adventures

Welcome to the sixth in an occasional series called It Builds Character in which I use the character generation rules of various tabletop role-playing games to create a character and attempt to flesh them out into something distinctive.

It Builds Character #6: Star Trek Adventures

The Game

For the latest entry in the series, I’ll be using the rules of Modiphius Entertainment’s  Star Trek Adventures RPG, which is set in the Star Trek galaxy. I’m going to assume that if you’re reading this, you have at least a passing familiarity with that setting.

This isn’t the first iteration of a Star Trek RPG, and I have fond memories of Last Unicorn Games’ Deep Space Nine RPG from late 1999/Early 2000.

Since the canon Star Trek  universe covers the year’s from the launch of the NX-01 Enterprise in 2151 in the Enterprise episode “Broken Bow” through to the end of Star Trek Nemesis in 2379 in the ‘Prime’ timeline as well as alternative versions of the years 2233-2263 in the ‘Kelvin’ timeline reboot movies, then Star Trek Adventures has to zero in on a specific time period for simplicity’s sake (I’m sure other time periods will be covered in supplements, etc.) and it does so, Opting to take place in the year 2371 in the ‘Prime’ timeline, roughly contemporaneous with Season 3 of Deep Space Nine and the first season of Voyager. The game does include suggestions on how to adapt to earlier time periods, though.

The Character

I have an approximate idea for a character, and since that character would fit nicely into Starfleet, I have to assume that the character creation process should be able to spit out that character fairly easily. There are two methods for generating characters introduced in the fifth chapter of the rule, either using a “Lifepath” methodology or generating them during play. While the latter sounds intriguing, I don’t have a local group to play yet,so the former method will work better with this article. So let’s take a look at our character’s Lifepath.

Step 0: Default Scores

The first step isn’t really a step at all, but each character starts with 6 Attributes each starting at 7. Those attributes are: Control, Fitness, Presence, Daring, Insight, and Reason. I’d say this are mostly self-explanatory,but that’s never stopped me before. Control covers self-control, precision and discipline type situations. Fitness covers physical conditioning including endurance and general strength. Presence is basically force of personality or how persuasive/diplomatic the character is. Daring represents bravery and gut instinct type situations. Insight covers a character’s empathy, wisdom and experience of situations. Reason covers a character’s analytical abilities. In addition to the 6 Attributes, each character starts with 1 point in each of 6 Disciplines. The disciplines are roughly equivalent to Federation training tracks and are Command, Security, Science, Conn, Engineering, and Medicine. So that’s our base, and now it’s time to start applying our Lifepath to these defaults to form a a character around them.

Step 1: Species

Perhaps unsurprisingly, the first step that we apply is figuring out what species the character is, since the galaxy of Star Trek has an awful lot of aliens in it. Since the game kind of assumes that the characters are part of a Starfleet crew, we only have Federation or Federation-adjacent races to choose from. There are 8 races in total, but I’ve decided that my character is going to be a Trill, so that’s the species I choose.

This gives various benefits and drawbacks. The first benefit is +1 to my Control, Presence and Reason attributes, bringing all of those to 8.

Being a Trill also gives me a species Trait. Since my Trill will not be a joined Trill (see a little bit later), they gain improved resistance to parasitic infection but suffer from stronger allergic reactions to insect bites and venom, a consequence of them being adapted for symbiosis.

Additionally, at this stage, the character gains a Talent. There are a lot to choose from, but there are two that are only available to Trill at the character creation stage, and I opt for one of those. Specifically, I opt for the Former Initiate challenge, which means that this Trill went through the process to be selected as part of the Symbiosis program, but wasn’t able to complete that program. This manifests as a slight benefit for certain Control or Reason tasks.

Step 2: Environment.

The next step for our Star Trek Adventures character is to determine how they have been affected by the environment they were raised in. Since I didn’t have a concrete idea of the type of environment I wanted my Trill to have in their background, I opted to roll a D6 on the environment table rather than just choose the most appealing option as I had for the species. A roll of  ‘4’ and this Trill grew up o a Frontier Colony. The game suggests that makes my character a little more hardy, and perhaps a touch more stubborn. This is represented in the game by a Value which is a credo, motto, or personal value that the character lives by,and is clearly used as a role-playing aid. Values are very free form, and I decide that this experience has made the Trill very aware of the importance of co-operation so give them a value of “None can stand alone.” As part of this background, I can increase either Control or Fitness. I opt for Fitness, bringing that to 8. I’m also able to increase one of the Conn, Security or Medicine disciplines. I opt for Medicine, so the Trill now has 2.

Step 3: Upbringing

Similar to the character’s environment, how they were raised within that environment affects their Lifepath. Again, there’s an option to roll for the upbrigning, but this time I choose it. This Trill was brought up in a Science and Technology path on their Frontier Colony. They didn’t rebel against such an upbringing, which means that they gained 2 points to their Control attribute (bringing it up to 10) and 1 point to their Reason attribute (bringing that up to 9). Because of that Science focus, I can raise one of the Trill’s disciplines, either Conn, Engineering, Science or Medicine. I decided that the Frontier Colony this Trill was raised on was used as an observation post for monitoring a pre-Warp species, and so a lot of maintenance had to be done to keep the facilities hidden from the native planet life, so that manifests as a point of Engineering discipline, bringing that to 2 points. It also means that the character gains a Focus on Xenobiology. The character also gains a further Talent as part of this upbringing. Looking through the ones that make the most sense, I opt for Constantly Watching, since the character would have to always be vigilant to make sure they’re not observed by the pre-Warp species. In game terms, this gives the Trill a slight advantage in detecting danger or hidden enemies.

 

Step 4: Starfleet Academy

Now we know what the character went through before the Federation/Starfleet got their grubby little mitts on them, it’s time to see what happened to them at Starfleet Academy. Again, you can roll to decide what track the character ends up on, but given what I’ve established about this Trill thus far, it made more sense to just choose the right track, and so we opted for the Operations track. This first manifests itself as a Value. I actually like one of the sample ones suggested: “Exploring to Test New Theories,” and go with that. It also gives 3 points to spend on any attributes I choose, but no more than 2 can be spent on a single attribute. I spend 2 on Reason (bringing that to 11) and 1 on Insight (which is now 8).

The character also increase their Disciplines here. First they need to choose either Security or Engineering as their major, which results in a +2 increase. Given my character’s background so far, I go for Engineering (which now has a score of 4, the Maximum any discipline can have at this stage). I can select 2 other Disciplines as minors and increase those by 1 each. Given his previously established Xenobiology interest, 1 of those minors is Medicine (bringing that score upto 3) and the other ends up being Science (bringing that up to 2). The character also gains 3 Focuses, one of which should be related to Operations on some level. For that one, I opt for Infiltration. For the two other focuses, I go for Emergency Medicine and Computers. The character also gains another Talent. In this case, that Talent is Intense Scrutiny, which helps with extended tasks that rely on Reason or Control.

 

Step 5: Career

So, how long ago was the character at Starfleet Academy? There’s no rolling here, the game gives you three choices to choose from: Young Officer, Experienced Officer, or Veteran Officer. I plump for the middle option, feeling like the colony backstory doesn’t give the character enough time to have been a true Starfleet lifer, and that the character has too many hard edges to be truly a Young officer. So this Trill is an Experienced Officer. This provides one Value, which I decide is “Friend to all Cadets,” the character also gets a Talent, which in this case is Field Medicine.

Step 6: Career Events

In contrast to the prior step, the game recommends rolling for this step, presenting a D20 table that characters should roll on twice, and then apply the effects of those rolls. I roll an 18 – Solved An Engineering Crisis and a 5 – Required To Take Command.

Solved an Engineering Crisis asks “What technology malfunctioned and why was it dangerous?” I decide that it was some kind of camouflage or cloaking technological failure which could lead to a disastrous violation of the Prime Directive, and the question “How did the character solve the problem?” was answered by jury-rigging the transporters to supplement the camo with transportation patterns of organic matter to act as visual shielding. It’s pretty basic, but could be elaborated into something more interesting either later, or while interacting with a Game Master and talented crew mates. This increases the characters Control attribute to 11, and their Engineering discipline to 5. This also grants the character another Focus, which really should be Transporters based on this history.

Required to Take Command asks “What was the mission? What went wrong?” I decide it was a routine mineral survey/sensor sweep mission, that resulted in a parasitic infection taking hold among the crew of the vessel, something that the character’s Trill biology allowed them to not succumb to, making the character the highest ranking non-incapacitated crew. It also asks “Was the mission successful despite the loss of the leader?” I decide it wasn’t, as the character more or less immediately abandoned the mission to return their craft to the nearest Starbase for medical and hospital treatments. This increases the character’s Daring attribute to 8, and his Command discipline to 2. The character gains another Focus, in this case Compusure.

 

Step 7: Finishing Touches

The first finishing touch is to add another Value. this time I go with “Death is the easy option. Really living, that’s the hard way.”

The second of the Finishing Touches is to make sure that no Attributes are above 12 only one can be 12. So far, the character’s attributes are

Control: 11, Fitness: 8, Presence: 8, Daring: 8, Insight: 8, Reason: 11

Which are within the limits. Next I get to increase any 2 of those Attributes by 1 point, still adhering to only one can be 12 rule. I opt o boost Insight & Presence both to 9.

You then do something similar with the Disciplines, but there can be none higher than 5, and only one 5. The character has the following disciplines

Command: 2, Security: 1, Science: 2, Conn: 1, Engineering: 5, Medicine: 3

I only have one at 5, and I can raise any two of the others by a point each. I decide to increase Medicine to 4 and Science to 3.

 

Now it’s time for some final checks.

Apparently the sum of the Attributes should be 56. Let’s see (11+8+9+8+9+11) = 56, so that’s good.

The sum of the Disciplines should be 16. Let’s see (2+1+3+1+5+4) =  16, also good.

Supposed to have 4 Values:

  1. “None Can Stand Alone”
  2. “Exploring To Test New Theories”
  3. “Friend To All Cadets”
  4. “Death is the easy option. Really living, that’s the hard way.”

That’s 4.

Supposed to have 4 Talents:

  1. Former Inititiate
  2. Constantly Watching
  3. Intense Scrutiny
  4. Field Medicine

Also 4

Apparently, I should have picked up 6 different Focuses:

  1. Xenobiology
  2. Infiltration
  3. Emergency Medicine
  4. Computers
  5. Transporters
  6. Composure

That would be 6.

Apparently there are some derived scores, including Stress, which is (Fitness + Security) or in this character’s case: 9 My damage bonus is apparently 1 Starfleet logo.Now, time to figure out a few personal details. I decide that this Trill is male, and his name will be Malko Inazin (though I’m always open to better alternatives that still sound Trill-like) and is roughly equivalent to 40 human years old. (I see no evidence that unjoined Trill hosts live any longer than humans, but I’m hedging my bets with that description). He’s kind of a gruff guy, but is always willing to lend a hand to anyone, especially those personnel found among the lower decks or among the wet-behind-the ears new recruits. He sports a fiercely disciplined crew cut, with slight sideburns fading into his Trill spots, which do indeed continue all the way down.

Based on his Discipline and his role as a main character within the story, Malko is clearly the Chief Engineer among the crew of his ship, and has enough medical training he can sub in for ahead nurse or deputize a Chief Medical officer where necessary, avoiding the need for his ship to have an Emergency Medical Hologram installed. Malko Inazin has never particular sought promotions or advancement, and so is more than content to rank as a Lieutenant.

For starting equipment, Lieutenant Malko Inazin has his uniform (Early Deep Space Nine/Voyager style black jumpsuit with gold divisional shoulders version), Communicator, Tricorder, a Type-1 Phaser for a sidearm (he just prefers the way it feels to the Type-2) and an Engineer’s toolkit.

 

The Ship

It strikes me that you can’t have a true Star Trek RPG without either a ship, starbase or space station, and Star Trek Adventures provides a creation guide for those. So consider this an It Builds Character bonus section as we create the ship that Lieutenant Malko Inazin serves as the Chief Engineer aboard. Chapter 9 of the Core Rules provides a multi-step process for creating the vessel. There’s only five steps here, so we’ll go through them now.

Step 1: Service

Since we’re assuming the default setting of 2371, we only want ships that could conceivably be in service that year. Since the ship class I’m going to be selecting in the next step entered Starfleet service in 2368, I can just about fudge that. The three-year time span means that the ship is probably still on its first major mission, so we’ll keep in mind that it’s almost fresh from the Utopia Planitia Fleet Yards.

Step 2: Spaceframe

Their are several example ship classes in the Core Rulebook to choose from, including just about all the “hero” ships from the preexisting Star Trek series (which doesn’t include Star Trek Discovery, likely due to publishing and production lead times). I opt for one of my favorite under-rated little ships, the Nova-class, as seen in the pilot episode of Voyager.  In game terms, the default Nova-class has the following stats:

SYSTEMS

Comms: 10, Engines: 9, Structure: 8, Computers: 10, Sensors: 10, Weapons: 8

DEPARTMENTS

Command: -, Security: -, Science: +2, Conn: -, Engineering: +1, Medicine: –

Scale: 3

Phaser Arrays, Photon Torpedoes, Tractor Beam (Strength 2)

Talent: Advanced Sensors

Step 3: Mission Profile

Each of the Federation’s ships have different types of missions assigned to them, and that mission heavily influences some of the design considerations for the ships in question. In the case of this particular vessel, it’s mission profile is to take part in Pathfinder and Reconnaissance Operations, assigned as it is to map making and fact finding in various solar systems near the Federation side of the infamous Romulan Neutral Zone. This results in the following Department statistics, incorporating the Spaceframe modifiers above:

Command: 2, Security: 2, Science: 4, Conn: 3, Engineering: 3, Medicine: 1

The ship also receives the Improved Reaction Control System talent.

Step 4: Refits

This vessel hasn’t been in service long enough to get any refits, so nothing changes here.

Step 5: Putting It All Together

Let’ see what we have. first of all the ship has a single Trait: Federation Starship, which it kind of, y’know, is. Systems and Departments stats are already shown above in the earlier steps, so I won’t regurgitate them here. Apparently, the ship should have Talents equal to its scale. Since the Nova-class is scale 3, but only has two Talents (Advanced Sensors & Improved Reaction Control System) currently, I guess we’d better add one more: Improved Hull Integrity.

Other statistics –

Resistance: 4 (Baseline 3 +1 for Improved Hull Integrity), Shields: 10, Power: 9, Crew Support: 3

Weapons: Phaser Arrays (5 Damage, Medium Range, Versatile 2), Photon Torpedoes (5 Damage, Long Range, High Yield

Doesn’t feel like the ship has been in service long enough to pick up any other Traits yet.

I feel like the layout of the ship’s bridge closely matches that of the U.S.S. Voyager from the eponymous series.

Now, let’s get down to the last two fun details of the ship. Its named the U.S.S. M’Clintock after Thomas M’Clintock and sports the registry number NCC-72758.

 


What do you think, loyal blog followers? Is this a series worth continuing? If so, are there any particular games and editions you’d like me to use to create characters?

Please leave some comments and let me know!

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Core Rulebook cover

It Builds Character #5: Star Wars – Edge of The Empire

Welcome to the fifth in an occasional series called It Builds Character in which I use the character generation rules of various tabletop role-playing games to create a character and attempt to flesh them out into something distinctive.

It Builds Character #5: Star Wars – Edge of the Empire

The Game

For the latest entry in the series, I’ll be using the rules of Fantasy Flight Games’ Edge of the Empire RPG, which is set in the Star Wars galaxy. I’m going to assume that if you’re reading this, you have at least a passing familiarity with that setting.

Edge of the empire is one of three compatible games set in the Star Wars galaxy (The other two are Age of Rebellion and Force and Destiny.) Edge of the Empire deals with those individuals who make their living in the shadier corners of the galaxy away from the prying eyes of the Empire, and aren’t necessarily connected to the Rebel Alliance. The default time line for this particular game is shortly after the destruction of the Death Star during the Battle of Yavin at the end of Episode IV: A New Hope but before the Battle of Hoth seen at the start of Episode V: The Empire Strikes Back.

The Character

I have a sketchy idea of a character concept, so let’s see how well this system deals with creating them. Per the introduction to the Character Creation chapter of the book, this is a ten-step process, and as with earlier “it builds character” entries, the rule book itself puts the emphasis on narrative concepts over game-mechanic based ones, though we’ll definitely cover the mechanics as we go. I’m intrigued to see how the specialized Star Wars dice fit into this.

Step 1: Determine Character Concept and Background

While this step, to my mind, should obviously come almost entirely from the players vision, the rule book does present a few guidelines for getting that vision into playable character form. I want the character to be a doctor who is fleeing from a crime syndicate after botching surgery on the head honcho’s right hand man. It’s not much, but it is a hook to hang deeper characterization on.

The rule book first asks the player to consider their social background, and presents four broad strata to use. since one of those strata “The High And Mighty” actually mentions the idea of the character as a doctor (which I didn’t know going in) having fallen on hard times, I read that and see if anything in the descriptive capsule makes sense for the character.

The next section here asks why the character has found themselves on the murkier fringes of the galaxy far, far away. Since I already have the crime syndicate and botched surgery concept, I guess that’s already resolved for me, with the simple motivation of “run away!” so as not to be killed by vengeful criminals. Since we already have that established, I think we can move on to

Step 2: Determine Starting Obligation

As the rule book puts it “Obligation represents the debts a Player Character owes.” I’m assuming these debts go beyond financial into the realm of spiritual, mental, physical or pure intangibles like honor. Apparently there’s a mechanical component to this, as the character has to start with at least one Obligation. There’s even a d100 table to roll on if you’re not sure. Since I have a rough idea for the character, I’m opting not to roll, but instead choose a starting Obligation that fits the skeleton of a backstory that’s been sketched so far. The one that makes the most sense to me is Bounty as our doctor evidently has a price on his head. There’s also a magnitude associated with each Obligation, which, assuming I understand correctly, seems more of a way for the GM to use different party members Obligations in adventure hooks or gaming sessions. It looks like the average group of players has a magnitude of 40 points of Obligation. Assuming that the character would be a member of a four-player party, I assume that the magnitude of his bounty Obligation is 10 points.

There are various notes about group Obligation, how it can represent the party’s reputation both positively and negatively as well as ways to pay down Obligations. Since these all seem like something that would only come up in game after characters have been created and played for a while, I’ll ignore that here and jump to

Step 3: Select Character Species

Since the Star Wars  galaxy is positively teeming with life, both human and alien, I’m actually a little disappointed that the rule book only lists eight species options. Fortunately, one of those species options covers what I want this character to be. The good doctor is going to be a Rodian. (For completeness sake, I’ll mention that the other seven species are Bothans, Droids, Gands, Humans, Trandoshans, Twi’Leks and Wookiees.) What does the choice of species mean in the game? Well, for starters, a character’s species determine their starting characteristics and experience points. Certain species also confer other abilities on the character. Let’s see what that means for our Rodian Doctor, shall we?

His basic characteristics are –

Brawn: 2

Agility: 3

Intellect: 2

Cunning: 2

Willpower: 1

Presence: 2

Which gives further characteristics of –

Wound Threshold: 12

Strain Threshold: 11

As well as 1 Rank of Survival and 1 Rank of the Expert Tracker talent. On top of all that, he has 100 XP to spend on the character creation process.

Step 4: Select Character Career

Much like with species, the character’s career helps determine the character’s initial skill set. There are six career choices offered here: Bounty Hunter, Colonist, Explorer, Hired Gun, Smuggler and Technician. To my mind, the only one of those that makes sense for a doctor is the Colonist, so that’s what the character will be. That makes the following as career skills for him:

Charm

Deception

Knowledge (Core Worlds)

Knowledge (Education)

Knowledge (Lore)

Leadership

Negotiation

Streetwise

He also gets to invest  rank in four of those skills for free. I decide that our former crime doctor has ranks in Deception, Knowledge (Education), Negotiation and Streetwise.

Step 5: Select Specializations

Within each of the careers there are various specializations that add yet more career skills to their list. Within the Colonist career, the three specializations to choose from are Doctor, Politico or Scholar. Since I already have the character as a doctor in his back story, I go with the Doctor specialization.This grants the following four skills:

Cool

Knowledge (Education)

Medicine

Resilience,

And means the character can invest ranks in two of them. In this case, I put ranks in both Cool and Medicine. Incidentally, because Knowledge (Education) appears here and under Colonist, it would have been the only career skill the character could have two ranks in without having to spend experience points for the privilege. Of course, now it’s time to think about that as we reach…

Step 6: Invest Experience Points

The character has 100 Experience Points and four different ways to spend them:

  1. Increase Characteristics
  2. Purchase Skill ranks (may not have more than 2 ranks in a skill during character creation
  3. Purchase Talents within Specializations
  4. Purchase new Specializations

I feel like I need to explain that 3rd one. Each of the career specializations has a talent tree diagram with multiple rows and columns as a grid. some of the items are stand alone, and some are connected by lines. You can choose any box in the first row to spend XP on, and can also choose any box in the next rows that connect to that box. Here’s a picture of the Smuggler talent tree that I found online to clarify. (WordPress won’t let me upload it, so a link will have to do).

For example, the Doctor talent tree has the following top row options: Surgeon, Bacta Specialist, Grit, and Resolve. Of those four, Bacta Specialist and Resolve don’t link to anything, but Surgeon links to Stim Application in the second row and Grit links to Surgeon in the second row.

Since I’ve gone into this amount of detail explaining it, it makes sense for the character to spend at least some XP making purchases from the Tree. To that  end, I spend 5 XP (leaving me with 95) on that Grit talent, and via the magic of connectivity, use that to allow me to spend a further 10 XP (leaving me with 85) on the Surgeon talent in the second row. This means that in future, I could spend on the other top row talents, the second row talents connected to Surgeon (more Grit and Resolve, not sure if they stack) or the third row talent connected to Surgeon, which would be another Bacta Specialist. For now, though, I’m done with the Talent Tree, so let’s see where else I can spend those 85 remaining XP.

The first thing I opt to do is boost some of my characteristics. Each of the characteristics is from 1 to 6, but are capped to 5 during character creation. To boost a characteristic to a new value costs 10 XP times that value and is cumulative. So if I wanted to increase a characteristic from 2 to 4, I’d first have to spend 30 XP to increase it to 3, and then a further 40 XP to increase it to 4.

As it happens, I’m a little worried about the character’s low Willpower characteristic of 1, so I opt to spend 20 XP (Leaving me with 65) to boost the Willpower to 2. Since I feel that doctors are supposed to be smart, I also opt to increase the character’s Intellect from 2 to 3, at a cost of a further 30 XP (Leaving me with 35 to spend)

Now it’s time to invest in some skill ranks. Currently, I  can’t boost any skills above 2 ranks. It costs 5 XP to get a  Career skill (see above) to 1 rank, and then 10 XP to boost a 1 rank career skill to 2 ranks. For non-career skills, 1 rank  costs 10 XP and boosting a 1 rank non-Career skill to 2 ranks costs a further 15 XP.

Looking at the career skills the character has so far, I choose to boost his Medicine skill from 1 rank to 2, at a cost of  10 XP (Leaving me 25 to spend), I do the same for Negotiation (So now he only has 15 left). For non-career skills, I decide that the character knows his way around a pistol, and so purchase 1 rank of Ranged (Light) combat skill at a cost of 10XP (Leaving a mere 5 to spend).

Since the only thing the character can afford now is a single rank of a career skill, I opt to spend the last 5XP on a single rank of the Resilience skill.

Step 7: Determine Derived Attributes

This step uses the characteristics (including any increases from XP purchase to calculate four different values: Wound Threshold, Strain Threshold, Defense and Soak Value.

Wound Threshold is how many wounds the character can sustain before being rendered unconscious and is simply 10 (for being a Rodian) + their Brawn characteristic, which in this case gives a score of 12.

Strain Threshold is similar in that it shows how much mental or psychological damage the character can sustain before becoming dazed and confused. This is 10 (for Rodians) + the Willpower characteristic, which in this case is also 12. However, because we purchased that Grit talent, we get +1, so it’s actually 13.

Defense starts at 0 and changes based on equipment and cover. Since the character currently has neither of those things, his score is 0.

Soak Value determines the amount of damage a character can sustain before suffering a wound and is based on their Brawn characteristic, so in this case it would be 2.

Step 8: Determine Motivations

This is almost a companion step to the Obligations from step 2. In that an obligation is why they’re forced to the fringes of the galaxy, and a motivation is why they’re staying there. Like Obligations, Motivations can be picked out specifically or rolled for. I decide to leave the character’s motivations in the hands of the Force and roll for them. The first d10 roll determines what kind of motivation it is. Which in this case is a Cause, and a d100 roll breaks down what that cause might be. As it turns out the cause is Emancipation, so the character is an ardent believer in abolishing slavery and indentured servitude in wherever they rear their ugly heads in the galaxy. I decide that’s because he was an indentured servant of the crime syndicate he was forced to serve initially, and doesn’t want anybody else to have to go through that, which seems reasonable.

Step 9: Choose Gear and Description

Our character is starting to come together a little bit, but is currently rather under-equipped, not even having the clothes on his back yet! Since it would be nice to have some stuff to go adventuring with, he gets 500 credits to buy starting things. So, let’s spend some creds. The first thing the good doctor purchases is  a Light Blaster Pistol, which eats up 300 of his credits (Leaving only 200). Specifically, I decide it’s a BlasTech DL-18 despite that having no effect on the rules.

He spends a further 50 credits (leaving 150) on Heavy Clothing, which I decide is basically a thick scrub-like garment, almost a medical jumpsuit. This does increase his Soak Value by 1 up to  total of 3.

100 of the 150 remaining credits go towards an Emergency Medpac. After all a Doctor needs some tools and field dressings.

Of the last 50 credits, 25 go to a hand held comm-link, and he decides to pocket the rest just in case.

Now that he’s equipped, it’s time to figure out what this character looks like. We’ll go down each of the appearance categories in turn and see from there.

Physical Description

Height, weight and build: Rodians are generally a little shorter than humans, and this guy is no exception, he stands at 1.4 meters tall (About 4’6″). He’s also of a fairly slender build, almost lithe. Not sure what the weight would be , but something commensurate with that.

Hair and eye color: As a male Rodian, he doesn’t have hair, so no color there. His eyes are a deep navy blue that contrast strongly against his slightly mottled green skin.

Skin, scale or fur color: As established above, a mottled green.

Scars, tattoos or other identifying marks:  He has a black sun tattooed on his left shoulder, marking him as property of that crime syndicate. Since escaping, he’s tried to obliterate it unsuccessfully, so it has some fairly livid scar tissue over it, trying to strike through the design. If he had access to sufficient Bacta or a dermal medi-droid, he’d have it removed fully.

Personality: The good doctor is both fiercely dedicated to his independence and extremely paranoid. He knows that he has a price on his head, and every single new person he meets is just going to be the one who claims it. This does make him a little bit panicked as a negotiator as he tends to see things in the very short term, convinced that he’ll be dead within a couple of standard months. He’ll also very seldom forge alliances with people. He belongs to himself now, and that’s not going to change.

Since it isn’t mentioned anywhere else in the character creation, this is where I’ve decided to name our Rodian doctor, so say hello to Silugg Ceega, or “Sil,” to his very few friends.

Step 10: Group Chooses Starting Ship

Since the crew that would be the gaming party needs a home base, they need a ship. The rule book suggest 3 possibilities as good beginner starters, and I’m inclined to agree with one of their choices, so Sil is going to be the medic aboard a Wayfarer Medium Transport known as the Mynock Moon.


What do you think, loyal blog followers? Is this a series worth continuing? If so, are there any particular games and editions you’d like me to use to create characters?

Please leave some comments and let me know!