IntroAmongst the ship's company, there is one person who is absolutely vital: the Captain. There must be a Captain amongst the crew in order to play.
If you want to be the captain, remember that there can only be one captain, and the captain needs to be an interesting and dynamic enough character that they can glue everyone together. It’s better for a captain to have a good personality, an interesting story, and a bit of flash than for the captain to be a perfectly optimized machine. If you don’t want to be the captain, remember that it’s the player who is selected as the captain that selects his crew members, not the GM. He mortgaged the ship out of his own pocket and thus handpicked his men. Thus, the captain will determine what kind of outfit this is and non-captain sheets may need to conform slightly to what the captain needs in order to be attractive as team members.
In essence, if you want to play as the captain, it’s important to impress the GM with an interesting character and a good amount of charisma and mystique. It’s not as important to fulfill any role perfectly; you’ll be able to hire on a team of other players in order to accommodate your shortcomings. It’s also important to remember that the captain isn’t the be-all-end-all of the game. The captain is like Malcolm Reynolds (Firefly), Colonel O’Neill (Stargate), or Gandalf (LotR); he holds things together and keeps everyone on the same page, but he doesn’t solve every problem by the power of his grace and majesty alone.
However, if you want to play as a crewman under the captain, it’s more important that you impress the captain, not the GM. Granted, if the GM is extraordinarily impressed, he may choose to put in a good word with the captain. The GM also reserves the right to veto any character sheet, but both vetoes and recommendations should be sparing. Impressing the captain with a character that shows a good potential for fun interactions, team synergy and party building is what’s important. This is not to say that team characters should be: “I work well with people. I have no strong interpersonal conflicts. I love all living things except the ones my captain doesn’t like.” That misses the point. Jayne Cobb (Firefly) and Simon Tam (Firefly) are opposite ends of the spectrum, but they interact in beautiful ways that make their team more interesting. In narrative those kinds of characters that have a stark difference toward another that influences their interactions are called foils. Colonel O’Neill (Stargate) and Dr. Jackson (Stargate) exist with similar chemistry and, if you look at any good book/show/movie with an enjoyable team, every team member has some amount of conflicting personality. You are not a band of magical friendship balls that are destined to become Power Rangers (Power Rangers*) and save the world. You are meant to be people, and people all come with flaws (that's right no Sues on my ship).
As a final tip for character building, you’re absolutely allowed to weave your bios together as long as you have the consent of the other players. You’re a fairly new crew, perhaps still working out the kinks, but all players on the team will have had a good amount of time to learn about each other prior to the events of the game. Two characters that have good chemistry, good story, and complementary skills will always be a far stronger entry than either one alone.
Sheet (Skip here if you cannot be arsed to read!)Name: [Last Name], [First Name]
Role: [A brief description of your job. This is free form and can involve whatever you want as long as it describes what your character does in three words or less.]
Personality: [A brief description of your attitude, way of life, methods of thinking and problem-solving. A fun character has a balance of strengths and weaknesses.]
Biography: [A brief description of who you are. What have you done to get here? If you're the Captain then maybe add a little bit of information on how you met your team members if you picked people you knew, though it's entirely possibly that you picked everyone up by prospecting on the net (probably somewhere in between). For the other crewmen, create a brief description of how you came to be employed by the Captain. Tell us about the things you want, the things you’ve done and the things you regret.]
[i]Name[/i]: [Last Name], [First Name]
[i]Role[/i]: [A brief description of your job. This is free form and can involve whatever you want as long as it describes what your character does in three words or less.]
[i]Personality[/i]: [A brief description of your attitude, way of life, methods of thinking and problem-solving. A fun character has a balance of strengths and weaknesses.]
[i]Biography[/i]: [A brief description of who you are. What have you done to get here? If you're the Captain then maybe add a little bit of information on how you met your team members if you picked people you knew, though it's entirely possibly that you picked everyone up by prospecting on the net (probably somewhere in between). For the other crewmen, create a brief description of how you came to be employed by the Captain. Tell us about the things you want, the things you’ve done and the things you regret.]
Character Selection ProcessStep 1: Selecting the Captain
Captain selection is open from the moment the OP is posted, and the captain selection process will continue for at least a few days after the OP is posted, perhaps more than a week. This gives potential players time to read up on the lore and get into the setting a little, then build a good captain regardless of timezone.
Naturally, players are also free to post non-captain sheets during this time, but there is a good chance these sheets will need to be tweaked a bit when the captain is chosen.
Step 2: Selecting the Crew
After the Captain is selected he needs to hire his crew. The Captain could have been traveling and trading for some time with his ship and his previous crew's contracts have just run out, or perhaps he's just bought the Wilhelmina and he's taking her on the virgin voyage.
Step 3: Planning the Voyage
First decide what system you're in: Marlowe, New Hope, New London, Kulan, or Shotel
Then the Captain should allocate all 300,000 tons of his payload (the rest of the crew can get involved in this as well). To make things easy, simply pick one type of commodity for each of your sub-holds. You can be as specific or as general as you like. So for example: 3.1 and 3.2 can be devoted to military supplies, 2.6 can be reserved for liquid hydrogen containers and cash crops, 1.2 can contain asteroid minerals. Don't worry about your destination for now. Once that's done, then off you'll go and the journey will begin!
Tips- Nepotism is encouraged. Pick people you like to form bonds with.
- Other than the Captain, you'll almost definitely need these types of roles on your ship: Engine Officer (someone who understands the nuclear drive and can maintain it; if you have problems with the engine and no engine officer, you'll be dead in space), Roboticist (there are several robots onboard and without this archetype you'll have a hard time maintaining them)
- These are useful but less necessary roles: Astrogator (most of the driving is done by the computer but it can't hurt to have someone there to take over in an emergency), Security Officer (pirates are nonexistent but stowaways running from debts can be a nuisance), Light Craft Pilot (if you want to put your shuttle to it's best use), EVA Specialist (every crewman is trained in null movement and the use of a space suit but few men have experience in a vacuum; an untrained person would practically be committing suicide to attempt an EVA mission)
*That was a joke. Get it?