Before releasing Shards of Tomorrow: Second Edition into the wild, I wanted to give my character generation system a good test drive; I figure I will make up four characters completely at random (hence, the randolorians), including their bots (if any) and their junker. I’m going completely random with everything; I’m going to trust the dice for every step of this. I expect that at some point, players are going to say “hm. That STR 12 is kind of wasted if I’m a tech with INT 4. Maybe I’ll swap those scores…” No such luck for me. All rando all the time. That is the randolorian way, after all.
Character 1
Attributes: STR 10 | INT 7 | WIS 7 | DEX 9 | CON 8 | CHA 12
Rogue (+1 to CHA so now 13)
1 Gift: Body Armor +4
Limitation: Small
Deviation: 2 (slight deviation) (looks like a leprechaun)
Red-haired male, battle sense gives +4 to AC
Bot: 4+7=11 (no bot)
Profile: The Kinnickin are a race of mischievous folk
dwelling on a small forested moon. They believe in magic and enchantments, and
particularly love platinum, which they collect and make into crafts.
Talents: Defense +2 (his AC will be 18 without any armor.
Dang)
Gear: (90 credits) Blast Pistol [20 c]; Flex Vest [35 c]: 35
credits remain
Thoughts: He seems like he’d be fun to play. His high CHA
works great with his rogue vocation (perfect synergy that I got lucky on), and
his high AC should make him stick around a while, despite his lower hit points
due to his size.
Character 2
Attributes: STR 8 | INT 11 | WIS 8 | DEX 10 | CON 8 | CHA 8
Savant (+3 to WIS so now 11)
2 Gifts: Leap, Poison Attack
Limitation: Belief
Deviation: 1 (like a Gallan) Dark-haired female; toxic
breath; can leap (descended from a spider-like race that cross-bred with
gallans. Yuck)
Bot: 7+11=18 (no bot)
Intuitions (starts with 2): Object Reading; Remove
Fear
Profile: Descended from the Ohn, an ancient race of arachnid
folk, she is more gallan than arachnid, but spider blood still courses through
her veins. She adheres to the ancient belief to reject all artificial healing,
including med pads and intuitions that heal. She is able to breathe on her own
wounds, recovering 1 hp per round when able to do only this.
Talents: Quickness, Tinker
Gear: (150 credits) Blast Carbine [50 c]; Flex Armor [75 c];
25 credits remain.
Thoughts: She ended up being interesting; the high INT with
the tinker ability is a nice synergy which I didn’t expect (maybe she wanted to
be a tech, but was forced to become a savant due to her gifts, and she ran
away?) I could see her being some sort of priestess of her order, but rejected
that calling to travel the stars and learn more about the technology that she
is drawn to but that her people abhor.
Character 3
Attributes: STR 9 | INT 4 | WIS 8 | DEX 7 | CON 6 | CHA 9
Myrmidon (+3 to CON so now 9)
1 Gift: Ceremonial Item
Limitation: Small
Deviation: 2 (slight deviation) (Purple skin) Hairless male
with purple skin; ceremonial item is tattoos that give him one extra talent (+1
die shift to resolve)
Bot: Natural 20! (gets a bot) (synthezoid; speech;
navigation bot; mischievous)
AC 15 | hp 10 |
Feat +8 | Move 4
Profile: The Qin are a race of expert weaponsmiths. The
secrets of their craftsmanship are jealously guarded, and their weapons are
only sold to those they deem worthy to wield them.
Talents: Expert (weaponsmithing), Strike
Gear: (110 credits) Blast Pistol [20 c]; Flex Armor [75 c];
15 credits remain
Thoughts: He’s a little purple dude who is a stoic warrior.
I’m thinking he was in charge of protecting an important watch post, and failed
at his mission. He travels the stars seeking redemption for his failure. His
species undergoes a ritual that adds tattoos which contain supernatural powers;
his tattoos give him a bonus to resolve. His bot looks like a ten-year-old gallan named Jimmy - he's a Eddie Haskell type - polite to your face but always trying to get away with something. He is good at starship navigation (making him useful), but also wants to put his keeper in situations to prove his bravery (I was just trying to helllllp).
Character 4
Attributes: STR 9 | INT 6 | WIS 8 | DEX 12 | CON 7 |
CHA
Tech (+4 to INT so now 10)
3 Gifts: Flight (move 8), Natural Affinity, Sundering
Limitation: Enmity
Deviation: 3 (moderate deviation) - Looks like a female
version of manbat.
Bot: 19 +10=29 (gets a bot) (quite mechanical; speech;
culinary bot; insecure)
AC 14 | hp 17 |
Feat +8 | Move 2
Profile: The batak are bat-like humanoids that dwell in
caves and hills, far from civilized folk. Her family was ousted as the rulers
of their species, and were hunted down; only she survived, but the others of
her species continue to pursue her across the stars.
Talents: Expert (starship engineering), Tinker
Gear: (60 credits. Ugh). Vibro spear (like axe) [25 c];
animal skins [3 c]; tool kit [15 c]; 17 credits remaining.
Thoughts: The talents completely lined up with everything
else. She is a balanced character. She would fight with a melee weapon
(thinking a vibro spear) that she can spin in a 360 attack once per round, but
she also is saving up for a blast pistol. I figure that her expertise can be in
starships, since nobody has vehicles ability; she knows about vehicle
engineering, but not actually piloting ships (but will probably pick that up
later). Her bot is a little box that rolls around serving meals, REALLY hoping
that you’ll like the taste.
Junker (Character 4 piloting)
Rel +10 | Cntl +1 | Velocity 3 | Jump 1
AC 12 | Shields 2D6 (2 zones) | Hull 6 | hp 34 (rolled
REALLY well) | Carriage 10 (8 passengers + 2 tons)
Forward-facing blast cannon (+2 | 4D6)
Problems: The sensor array is burned out; the rear shields
can only hold 1D of shield charge.
This was once an elite military dropship for a special
forces group of 8 soldiers. It is called the Shadow Lancer. It was in the hands
of the rival family of character 4, but she stole it when she escaped her
homeworld. She (the junker, not the character) suffered heavy damage in the escape, destroying her sensor plate
and doing damage to the shield projection pad.
General Thoughts
Wow. This feels exactly perfect. I came up with a weird team
of random misfits who seem to gel together well enough, who have a nice variety
of abilities, and who I would not have developed at all without using a random
system to do it. All four characters are entirely playable and seem like they’d
be fun to roleplay. I like the ship that I rolled up for their junker, and was
able to weave a narrative that connected the whole thing. Each of them has a
motivation to be part of the crew (either working for or running away from
something), and I see why they’d end up together. This would be a great
starting crew for a game. This is so Guardians of the Galaxy that it hurts my head a little how well it fits.
Parenthetically, four extended adventures immediately come to mind. You could build four mini campaigns for the four backstories of the characters and for their return to/interaction with their native species.
ReplyDeleteYou should add these to the book as Pregens.
ReplyDeleteThey won't be in the core rules, but the first supplement is going to be a bunch of level 1 NPCs you can use as pregens, bounty hunters, or other crews.
DeleteThat will be really helpful.
DeleteI think that each will also have a few hooks for how they can show up as NPCs to seed adventures or to show up as encounters in larger adventures. I'm trying to build inter-connectivity (ooh. That sounds like another worldbuilding post!)
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