Character Creation

Character Creation #

Use an index card to keep a record of your character.

  1. You are 20 years old, with 10 maximum Endurance, 10 Maximum Luck, and Status 0.
  2. Roll a birth month.
  3. Select a background or roll 1d6 to leave it to fate. Gain two skills from that background’s skill lists at rank 1. Roll on one of the tables for the first skill, then choose one other skill from the background. Players take turns developing their characters' backgrounds to gain skills and find out about their characters' lives before play begins. Take the following steps on each background turn:
    1. Roll 2d6 on the Background Events table. On any result other than death, apply the results.
    2. Roll for one or two skills, as prompted. Choose one of the Background’s skill lists, or the Personal Development skill list, which all careers share. Roll 1d6. On a 1-5, gain the indicated skill at rank 1, or increase its rank by 1 if you already have the skill. On a 6, choose one of the five skills to gain or increase. Italicized words are equipment. Add equipment to your possessions if you don’t already own it.
    3. Age 1d6 years. If you enter a new decade (30s, 40s, etc), lose 1 Endurance.
    4. Roll 1d6. If the result is less than the ten’s digit of your age, roll a misfortune and finish character creation.
    5. Decide if you will take another turn. If not, roll a misfortune and finish character creation.
  4. Get starting credits. Add your status plus the tens digit of your age. Roll that many d6, add them together, and begin with that many credits.
  5. Get a terminal. A terminal is a portable personal computer that enables a user to connect to local networks. Terminals vary wildly across cultures and tech levels. Terminals can be embedded in jewelry or clothes, implanted in the body, or be a more obvious piece of hardware with a screen. Decide what yours looks like.
  6. Consipire. Before the game starts, discuss goals with the other players to help drive the initial action. Give the referee something to respond to. If you start with a ship and a shared debt, you may want to figure out how to make next month’s payment.

Skills ranks may not be raised higher than 4. When you would raise a skill to rank 5, select a different skill from the same list instead.

Skill list items in brackets are other lists, either weapon types or personal development. Roll on those tables as indicated.

If a list item has a skill followed by a slash and a bracketed skill list name, gain the listed skill if you don’t already have it. If you do have the skill, either increase its rank by 1 or roll on the list in brackets.

Instead of providing a skill rank, some results increase Endurance or Luck.

Birth Months #

Based on the Commonwealth calendar. The traditional zodiac signs are based on constellations visible from Heimat [H6 P7 A6 T6 AC-0001].

d66 Month Zodiac Sign
11-13 1 Crane
14-16 2 Bear
21-23 3 Sword
24-26 4 Archon
31-33 5 Deckhand
34-36 6 Sage
41-43 7 Merchant
44-46 8 Boar
51-53 9 Desert Mouse
54-56 10 Firebird
61-63 11 Fox
64-66 12 Navigator

Background Events #

2d6 Result
2 Death. You die.
3 Misfortune. Roll your misfortune and finish character creation.
4-5 Bad times. Roll 1d6. On a 1-3, lose 1d3 maximum Luck. On a 4-6 lose 1d3 maximum Endurance. Roll on a skill list.
6 Grind. -1 Luck. Roll on a skill list.
7-9 Good times. Roll on a skill list.
10+ Recognition. Increase Status by 1. Roll two skills.

Backgrounds #

1. Laborer #

Most of humanity’s trillions never leave the system of their birth.

Salt Mining

  1. +1 Endurance
  2. Pistol / [Gun Combat] Pistol
  3. Strength
  4. Mechanic Mechanic Kit
  5. Medical Medical Kit

Ship Breaking

  1. Pilot
  2. AgilityVacc Suit
  3. +1 Endurance
  4. Mechanic Mechanic Kit
  5. Scattergun / [Gun Combat]Scattergun

The Harvest

  1. Strength
  2. +1 Endurance
  3. Medium Melee / [Melee Combat] Machete
  4. Outdoor Survival Survival Kit
  5. Long Rifle / [Gun Combat] Long Rifle

2. Scout #

Though now much atrophied, the Commonwealth Survey Corps still deploys its adventuring academics to worlds beyond and between charted clusters.

Applied Planetology

  1. +1 Endurance
  2. Outdoor Survival Survival Kit
  3. Long Rifle / [Gun Combat] Long Rifle
  4. Drive
  5. Pilot

Study & Research

  1. Software
  2. Medical Medical Kit
  3. +1 Status
  4. Mechanic Mechanic Kit
  5. Field Tech Field Tech Kit

Interplanetary Travel

  1. AgilityVacc Suit
  2. Mechanic Mechanic Kit
  3. Pilot
  4. Software
  5. Field Tech Field Tech Kit

3. Soldier #

As power atrophies, new conflicts arise, and very old resentments reignite.

Surface Operations

  1. Carbine / [Gun Combat] Carbine
  2. Drive
  3. Strength
  4. Agility
  5. +1 Endurance Combat Armor

Boarding Actions

  1. Scattergun / [Gun Combat] Scattergun
  2. Medium Melee [Melee Combat] Cutlass
  3. Agility Armored Vacc Suit
  4. Gunnery 1d6 Hullmelt Charges
  5. Pilot

Special Training

  1. Field Tech Field Tech Kit
  2. Medical Medical Kit
  3. Software
  4. Mechanic Mechanic Kit
  5. Pilot

4. Merchant #

Instability begets opportunity.

Doing Business

  1. Speculative Trade
  2. Etiquette
  3. Rumor Monger
  4. Pistol / [Gun Combat] Pistol
  5. Software

Dodging Pirates

  1. Pistol / [Gun Combat] Pistol
  2. Agility Vacc Suit
  3. Pilot
  4. Gunnery
  5. Medium Melee [Melee Combat] Cutlass

Spending the Profit

  1. Strength
  2. Agility
  3. Pilot
  4. Drive
  5. Gambling

5. Noble #

Your parents, or more distant forebears, eased your home world’s transition into the Commonwealth. For their efforts, they were awarded a modicum of power and your world a quantum of sovereignty.

At Court

  1. Medium Melee [Melee Combat] Rapier
  2. Riding Spurs
  3. Scattergun / [Gun Combat] Scattergun
  4. Etiquette
  5. Rumor Monger

Dragoon Service

  1. Lasergun / [Gun Combat] Lasergun
  2. Agility Armored Vacc Suit
  3. Strength
  4. Epic Poetry
  5. Long Melee [Melee Combat] Collapsible Halberd

Leisure

  1. Gambling
  2. Drive
  3. Agility
  4. Strength
  5. Pilot

6. Underworld #

Those who thumb their noses at the rule of law, despite all the law has provided for them.

Starport Scum

  1. Pistol / [Gun Combat] Pistol
  2. Brawling / [Melee Combat] Wood Club
  3. Short Melee / [Melee Combat] Knife
  4. Gambling
  5. +1 Endurance

Smuggling & Piracy

  1. Software
  2. Forgery
  3. Pistol / [Gun Combat] Pistol
  4. Pilot
  5. Agility Vacc Suit

Confidence & Carousing

  1. Forgery
  2. Etiquette
  3. Gambling
  4. Drive
  5. Rumor Monger

Personal Development & Combat Skills #

Personal Development

  1. Strength
  2. Agility
  3. +1 Endurance
  4. +1 Status
  5. Etiquette

Gun Combat

  1. Pistol
  2. Scattergun
  3. Carbine
  4. Long Rifle
  5. Lasergun

Melee Combat

  1. Strength
  2. Brawling
  3. Short Melee
  4. Medium Melee
  5. Long Melee

Misfortunes #

The reason why the life you have led is over now.

d66 Misfortune
11-13 Betrayal
14-16 Accident
21-23 War
24-26 Murder
31-33 Hubris
34-36 Corruption
41-43 Illness
44-46 Misunderstanding
51-53 Lies
54-56 Incompetence
61-63 Accusation
64-66 Love