Creating a Character

 In order to take part in this game, you'll have to create a character. Follow the directions given for Night Trippers here: Character Creation, though with a couple additions presented here.



Adjusting Low Physical Characteristics
If both of your characteristics (Strength and Agility) are rolled in the 2-5 category, you may diminish Luck to increase one characteristic to 6, at a one-to-one ratio, i.e. if your Strength were at 4 and Agility at 3, you could spend 2 Luck (down to 8 from base 10) to increase Strength to 6.


Additional Career: Surveyor
Or Scout, or Pathfinder, or Ranger, as you will. An explorer of distant regions. Roll a d6, just like the other four already presented:

  1. Helm
  2. Computer
  3. Weapon: Rifle
  4. Survey/Research
  5. Medic
  6. Roll 1d6; (1-2) become a Spacer, (3-4) become a Merchant, (5-6) become an Outlaw


Roll Twice for Two Contacts (d18)
These individuals are long-term residents of Starbase Cherryh, and have a certain amount of clout upon the station. They may have rumors to relate to a character, they may have jobs characters can complete for them, or they may be useful to know when station-politics gets a bit prickly. If you roll the same name on both throws, tough luck, they're the only contact you have--but at least you know them better than merely as an acquaintance.

To roll a d18, roll two d6s, sequentially. Read the second die roll according to the first: read (1-2) as 1-6 on the second die; read (3-4) as 7-12 on the second die; read (5-6) as 13-18 on the second die.

Or use a random number generator online if you prefer, but I happen to like "rolling the bones".

  1. Zubayr -- proprietor of the Saloon
  2. Holt Rimr -- cocky ace pilot-owner of a tramp freighter based out of the Starbase
  3. Talyn Karley -- smuggler with contacts in the Starbase-underworld and nearby cultures
  4. Giriq'tai -- a Klackon dore archaeologist/xenologist excited about future explorations
  5. Tariqa Nour -- station comptroller and armorer
  6. Shouri -- a Mrrshan huntress and outfitter-owner of the Bloody Claws
  7. Morn -- barfly at Zubayr's Saloon
  8. Dragoman Gordon -- a master translator whose services are retained by the command staff
  9. Sraii -- a Sakkra exploration and colonial directoress
  10. Fars ber Fadlan -- chief constable of the station
  11. Zev -- proprietor of the Lost Horizon (another bar)
  12. Nguen Diem -- gardener and distiller of excellent spirits
  13. Exmin -- crack starfighter pilot and ace; she comes from a culture that glories in combat
  14. Gelt Soze -- tailor and gossip
  15. Looks-to-the-Stars -- AI assistant to the station commander, given by the Meklars
  16. Rolf -- or "Rowf", a freed-Vulfar who is now leader of a nascent freedom-movement
  17. Lamar Smith -- engineer extraordinaire
  18. Warden Thoris -- commander of Starbase Cherryh



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